Lictor in Space Hulk 3rd
Posted by
MortiS-the-Lost on
Nov 16, 2015; 12:14pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Lictor-in-Space-Crusade-tp7067025p7581862.html
I think the best starting place for a Lictor Space Hulk is perhaps the Brood Lord
Lictors are of course very powerful in close combat so up the Assault Dice to 3D6 +2 and give it the Mighty Blow special rule too.
The Brood Lord's 'Hard To Kill' seems appropriate for a Lictor too.
Ignore the 'Immune To Psychic Storm' rule, the Lictor doesn’t need that.
Movement: I'd suggest allowing the rather stealthy and agile Lictor to move backward 1 square at a cost of 1 Action Point rather than the normal 2 that Genestealers get.
Now all you need to do is figure out a way of getting the Lictor to characteristically appear out of thin air.
1st edition Space Hulk in the Deathwing expansion has rules for Ambush Counters which I think could be suitably utilised here.
Here are the rules for them in 1st edition Space Hulk (text grabbed from The Space Hulk Bible PDF)
Ambush Counters are used by the Genestealer player
to represent two things: Stealers who have remained
hidden while the Marines have passed them by, and
things that are picked up by the Marines' movement
sensors that might be Stealers. Ambush counters can
only be used if both players agree upon it before the
game starts.
Place the ambush result counters in a cup at the start of
the game if you decide to use them, and put the
ambush counters themselves to one side. The Stealer
player can take an ambush counter instead of one of
his reinforcement Blips for the turn. He may never use
more than one ambush counter per turn and must place
it at the end of his turn. It can be placed in any empty
square on the board, as long as the square is at least
six squares away from the nearest Marine, and not in a
Marine's LOS. In addition, the Stealer player is never
allowed to have more than two ambush counters in play
at any time.
Ambush counters have 6 APs, and move in the same
way as Blips. An unconverted ambush counter can
enter the LOS of a Marine, in which case, the
Genestealer player must immediately draw an ambush
result counter from the mug at random. Ambush
counters can only be converted when they enter a
Marine's LOS or a square that is adjacent to a Marine
(even if no Marine is able to see them).
If an ambush result counter is revealed to be a
Genestealer, replace the ambush counter with a
Genestealer model. It may carry on moving, using any
APs that were not used prior to its conversion. If the
ambush result counter turns out to be anything else, the
ambush counter is removed from play immediately,
unless it is in the LOS and arc of fire of any Marine(s)
on overwatch. Return any ambush result counters to
their mug after they have been revealed. Attacks on
revealed Genestealers are handled normally. Those on
anything else must be rolled for anyway, as the
Marine's gun will jam if he rolls a double. The fired upon
ambush counter is then removed from play.
Of course you'll need to make your own set of Ambush Counters, don't worry too much about them matching your blips, they're not mixed in with the basic blip set so it doesn't matter what they look like. There was originally 6 Ambush Counters in Deathwing; 4 blanks and 2 with Genestealers. I'd suggest a set of 9 for your purposes; 6 blanks, 2 Genestealers and 1 for the deadly Lictor
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~