Monstrous Creature: Difference between revisions
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'''Some creatures are just too big to fit into the ordinary Infantry unit category. These are towering giants that are capable of crushing a tank – like the Tyranid Carnifex, a creature bioengineered and evolved to become a living battering ram. While Monstrous Creatures use many of the Infantry rules, their size and destructive capability make them a lot more dangerous.''' | '''Some creatures are just too big to fit into the ordinary Infantry unit category. These are towering giants that are capable of crushing a tank – like the Tyranid Carnifex, a creature bioengineered and evolved to become a living battering ram. While Monstrous Creatures use many of the Infantry rules, their size and destructive capability make them a lot more dangerous.''' | ||
---- | ----'''Shooting''' | ||
Monstrous Creatures can fire all of their weapons each '''Shooting Phase''' – they must fire at the same target. They may never Go to Ground, voluntarily or otherwise. | |||
Monstrous Creatures can fire all of their weapons each Shooting | ----'''Special Rules''' | ||
---- | |||
Monstrous Creatures have the '''[Fear]''', '''[Hammer of Wrath]''', '''[Move Through Cover]''', '''[Relentless]''', and '''[Smash]''' special rules. | |||
Monstrous Creatures | ----'''Monstrous Rampage''' | ||
At the end of the Charge Phase, one Monstrous Creature per turn may perform one of the following abilities: | |||
• '''Stomp''' – Inflicts 2D6 hits at S: User AP:- on an enemy unit they are in combat with | |||
Monstrous Creatures | |||
• '''Titanic Duel''' – Gains +1 WS and D3 additional attacks when fighting another Monstrous Creature or Vehicle | |||
• '''Demolish''' – Roll a dice; on a 4+, destroy one terrain feature within engagement range | |||
----'''Vulnerabilities''' | |||
Monstrous Creatures suffer additional wounds when failing saves against high-Strength weapons: | |||
• '''2 wounds''' instead of 1 – when the weapon's Strength is 2 points higher than the creature's Toughness | |||
• '''3 wounds''' instead of 1 – when the weapon's Strength is 3 or more points higher than the creature's Toughness | |||
----'''Example:''' | |||
''A Carnifex fails its save against an overcharged plasma gun (Strength 8). Instead of deducting a single wound, you deduct 2 wounds. It then suffers a wound from a Lascannon (Strength 9), which inflicts 3 wounds on the Carnifex.'' |
Latest revision as of 13:10, 18 June 2025
Some creatures are just too big to fit into the ordinary Infantry unit category. These are towering giants that are capable of crushing a tank – like the Tyranid Carnifex, a creature bioengineered and evolved to become a living battering ram. While Monstrous Creatures use many of the Infantry rules, their size and destructive capability make them a lot more dangerous.
Shooting
Monstrous Creatures can fire all of their weapons each Shooting Phase – they must fire at the same target. They may never Go to Ground, voluntarily or otherwise.
Special Rules
Monstrous Creatures have the [Fear], [Hammer of Wrath], [Move Through Cover], [Relentless], and [Smash] special rules.
Monstrous Rampage
At the end of the Charge Phase, one Monstrous Creature per turn may perform one of the following abilities:
• Stomp – Inflicts 2D6 hits at S: User AP:- on an enemy unit they are in combat with
• Titanic Duel – Gains +1 WS and D3 additional attacks when fighting another Monstrous Creature or Vehicle
• Demolish – Roll a dice; on a 4+, destroy one terrain feature within engagement range
Vulnerabilities
Monstrous Creatures suffer additional wounds when failing saves against high-Strength weapons:
• 2 wounds instead of 1 – when the weapon's Strength is 2 points higher than the creature's Toughness
• 3 wounds instead of 1 – when the weapon's Strength is 3 or more points higher than the creature's Toughness
Example:
A Carnifex fails its save against an overcharged plasma gun (Strength 8). Instead of deducting a single wound, you deduct 2 wounds. It then suffers a wound from a Lascannon (Strength 9), which inflicts 3 wounds on the Carnifex.