Move: 9/18/27/54 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), 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: Reinforced Chitin (All 6).
Weapons: Scything Talons (1d10+14 R; Pen 3 Toxic),
or Rending Claws (1d10+12; Pen 5 Razor Sharp, Toxic),
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 make it practically invisible to the naked eye, plus most other methods of visual detection such as infrared and ultraviolet scopes. Whenever a Lictor uses its Concealment Skill to hide, all tests to detect it visually suffer a –30 penalty. In addition, the scales allow the Lictor to make Concealment Tests as a Half Action rather than a Full Action and it can even do so even when being observed or when there is no nearby cover.
Memory Devourer: When a Lictor devours the brain of its prey, it can learn some of its memories. Once the Lictor has eaten a brain, it gains access to all of the victim’s recent, most distinct memories (usually the location of friendly troops or defences). If the Lictor wishes to learn something very specific from the victim, such as an old memory or one the victim does not remember well, it must make an Easy (+20) Intelligence Test.