HA | HP | FUE | RES | AGI | INT | PER | VOL | EM | |
65 | - | 45 | 40 | 40 | 35 | 60 | 45 | - | |
Bonificador | 4 | 4 (8)(10) | 4 (8) | 4 (8) | 3 | 6 | 4 |
|
HA | HP | FUE | RES | AGI | INT | PER | VOL | EM | |
35 | - | 25 | 30 | 40 | 10 | 30 | 30 | - |
Lictor
HA | HP | FUE | RES | AGI | INT | PER | VOL | EM | |
Lictor | 65 | - | 65 (12) | 40 (8) | 40 (8) | 25 | 45 (8) | 45 | - |
Movement: 6/12/18/36 Wounds: 40
Skills: Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20,
Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag)
+10, Shadowing (Ag) +20, Silent Move (Ag) +20, Survival
(Int) +20, Swim (S), Tracking (Int) +20.
Talents: Ambidextrous, Assassin Strike, Berserk Charge,
Blind Fighting, Catfall, Combat Master, Crushing Blow,
Fearless, Furious Assault, Hard Target, Heightened Sense
(Hearing, Sight, Smell, Taste, Touch), Leap Up, Lightning
Attack, Sprint, Step Aside, Swift Attack.
Traits: Dark Sight, Fear 3 (Horrifying), Instinctive
Behaviour (Lurk), Natural Armour (Reinforced Chitin),
Weapons:
(1d10+14 R; Pen 3; Toxic), Rending
Claws (1d10+12 R; Pen 5; Razor
Sharp, Toxic).
Special
Rules
Flesh
Hooks: Lictors have dozens of
tiny hooks which they can fire from
their chests to snare prey and drag their
victims toward them. These allow
a Lictor to initiate a Grapple (see
page 240 in the Deathwatch
Rulebook) with a target up to
10m away. With every successful
Opposed Strength Test the Lictor
makes as part of the Grapple action,
the target is pulled closer by 1m plus
1m for each degree of success.
Chameleonic
Scales: A Lictor is
covered in chameleonic scales
which shimmer and shift to
match its surroundings and can
Multiple Arms, Size (Hulking), Unnatural Agility (x2),
Unnatural Strength (x2), Unnatural Perception
(x2), Unnatural Toughness (x2), Improved
Natural Weapons (Scything Talons), Size
(Enormous), Tyranid.
Armour:
Weapons:
(1d10+14 R; Pen 3; Toxic), Rending
Claws (1d10+12 R; Pen 5; Razor
Sharp, Toxic).
Gear: None.
anD thEy Shall know no fEaR...
Space Marines do not deal with Fear as do other men. They
are only marginally affected by fearsome foes and then
only by those of truly mind-breaking terror. The Fear rules
presented in this section are intended to be used either on
the players’ allies (such as Imperial agents or citizens) or
on their foes (it is quite possible for the Battle-Brothers to
cause Fear themselves). For a Battle-Brother, Fear has the
following effects, and then only when in the presence of
Fear-causing foes:
• When facing a Fear causing foe a Battle-Brother must
fight both its physical form as well as the horrifying
nature of its presence. This additional effort imposes a
–10 penalty to Willpower Tests if he is in Solo Mode for
each Degree of Fear the creature possesses (see below).
If the Battle-Brother is in Squad Mode, the Kill-team
suffers a point of Cohesion Damage for every Degree of
Fear the creature possesses unless the Kill-team Leader
passes a Willpower Test (with the appropriate modifiers,
see below). When facing multiple Fear-causing foes, the
Battle-Brother only counts the highest (or most fearsome)
source each Round. Unless otherwise stated, Cohesion
Damage from Fear only occurs once per encounter with
the Fear-causing creature.
• When facing a Horde (see page 359) of Fear-causing
creatures, count their Degree of Fear as one higher than
it actually is. For example, a Horde of Fear (1) Disturbing
creatures counts as Fear (2) Frightening creatures.
In all other respects, Fear does not apply to Battle-Brothers,
and they may even find its effects hard to understand in their
allies, as it is truly an alien emotion to them.