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| '''Flying Monstrous Creatures are massive winged monstrosities that are essentially ferocious living aircraft.'''
| | ''Flying Monstrous Creatures are massive winged monstrosities that are essentially ferocious living aircraft.'' |
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| Flying Monstrous Creatures are Monstrous Creatures that have a number of additional rules. | | '''Core Concept:''' A Flying Monstrous Creature [FMC] is always in one of two states: '''Swooping''' (a fast, flying, shooting platform) or '''Gliding''' (a grounded, aggressive assault monster). The choice you make at the start of its movement phase defines its capabilities for that turn. |
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| == Deployment == | | === 1. Deployment === |
| A Flying Monstrous Creature that is deployed at the start of the game starts in Gliding mode. If a Flying Monstrous Creature is kept as Reserves then, as soon as it enters play, you must declare whether it is in Swooping or Gliding mode. If a Flying Monstrous Creature arrives via Deep Strike Reserve, it always counts as being in Swooping mode.
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| If a Flying Monstrous Creature is conjured or otherwise summoned during the course of the game, as soon as it enters play, you must declare whether it is in Swooping or Gliding mode.
| | * Any FMC that starts the game on the battlefield begins in Gliding mode. |
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| | * Any FMC that arrives from Reserves (including Deep Strike) can be placed in either Swooping or Gliding mode. Declare this as it arrives. |
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| == Special Rules == | | === 2. Changing Flight Mode === |
| In addition to the special rules that all Monstrous Creatures have, Flying Monstrous Creatures also have the Jink and Vector Strike special rules.
| | At the start of your Movement phase, declare whether the FMC is Swooping or Gliding. |
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| == Flight Modes == | | === 3. Flight Modes === |
| Flying Monstrous Creatures can move using one of two flight modes: Swooping or Gliding.
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| === Changing Flight Mode === | | ==== '''A. Swooping''' ==== |
| At the start of its move, a Flying Monstrous Creature must declare whether it is Swooping or Gliding until the start of its next turn. If a Flying Monstrous Creature changes flight modes during its turn, it cannot declare a charge during the same turn.
| | The FMC is a high-speed aerial predator, difficult to hit but unable to engage in close combat. |
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| A Gliding Flying Monstrous Creature cannot change flight mode whilst Falling Back.
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| == Gliding ==
| | '''Movement''': Gains the FLY keyword. Must move at least 6" each time it is activated to move. |
| If a Flying Monstrous Creature is Gliding, it moves, and charges exactly like a Jump Monstrous Creature.
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| == Swooping ==
| | '''Shooting''': Can shoot normally. Furthermore, it can choose to activate the Skyfire rule for its shooting attacks each time it shoots. |
| If a Flying Monstrous Creature is Swooping, it moves exactly like a Jump Monstrous Creature, with the following exceptions:
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| * It must move at least half it's movement characteristic.
| | '''Defense''': Enemies suffer a -1 penalty to shoot at a Swooping FMC unless their weapon has Skyfire. It also has the Jink special rule. |
| * Due to its limited manoeuvrability, a Flying Monstrous Creature that is Swooping can make a single pivot on the spot of up to 90° before it moves. Thereafter it must move directly forwards in a straight line. As many Flying Monstrous Creatures are mounted on circular or oval bases, it’s not always clear which way is forward. If in doubt, just make sure you use the same point on the base as the ‘front’ for the entire game.
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| * A Flying Monstrous Creature that is Swooping gains the FLY keyword and can move over intervening units and impassable terrain exactly as a Jump Monstrous Creature. In addition, a Flying Monstrous Creature that is Swooping does not take Dangerous Terrain tests.
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| * Models that physically fit under a Swooping Flying Monstrous Creature can move beneath it. Likewise, a Swooping Flying Monstrous Creature can end its move over such models. However, when moving this way, enemy models must still remain 1" away from the base of the Swooping Flying Monstrous Creature, and it cannot end its move with its base within 1" of other enemy models.
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| * A Flying Monstrous Creature that elects to Advance can move up to 2D6" straight forwards if Swooping.
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| * A Flying Monstrous Creature cannot charge or be charged whilst it is Swooping.
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| * A Swooping Flying Monstrous Creature can never Fall Back.
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| === Swooping Hunters ===
| | '''Charge\Combat:''' Cannot charge, and cannot be charged. Does not participate in the Combat phase. |
| Flying Monstrous Creatures are quick-witted predators, able to track their targets even when moving at high speeds. They can, therefore, fire their weapons normally, even if Swooping (provided that they don’t Advance). Flying Monstrous Creatures can shoot all around, just like other non-vehicle models.
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| In addition, a Flying Monstrous Creature that is Swooping can choose whether or not to use the Skyfire special rule at the start of each phase. They don’t have to use the Skyfire special rule, but if they do, all weapons they fire that phase are treated as having the Skyfire special rule.
| | '''Leaving the Board:''' If its move would take it off the board, it is placed into Ongoing Reserves and returns next turn from any board edge. It cannot leave the board the turn it arrives from Reserves. |
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| === Hard to Hit === | | ==== B. Gliding ==== |
| A Swooping Flying Monstrous Creature is a very difficult target for units without specialised weapons. Shots resolved at such a target can only be resolved as Snap Shots unless the model or weapon has the Skyfire special rule.
| | The FMC has descended to a lower altitude, trading speed and defense for aggressive assault capabilities. |
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| === Leaving Combar Airspace ===
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| It’s quite likely that a Flying Monstrous Creature will leave the board whilst Swooping. Indeed it can, unlike other units, deliberately do so. If this happens, whether deliberate or not, the unit is said to have left combat airspace – it then enters Reserves. Whilst in Reserve, the unit cannot change flight mode (it’s too busy trying to get back to the battlefield).
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| A Flying Monstrous Creature cannot leave combat airspace on the same turn that it entered play from Reserves – the owning player must deploy their model in such a way that it will not leave the board on this turn.
| | '''Movement & Assault''': Moves, charges, and fights exactly like a normal Monstrous Creature on the ground. It is no longer considered to be have the FLY keyword for rules purposes. |
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| === Grounded Tests ===
| | '''Shooting''': Can shoot normally. |
| If a Flying Monstrous Creature that is Swooping suffers one or more unsaved Wounds during any phase, it must take a Grounded test at the end of that phase.
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| To take a Grounded test roll a D6. On a 3+, the Flying Monstrous Creature maintains control and suffers no additional effect.
| | '''Defense''': Can be targeted normally by enemy shooting. |
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| If a 1 or 2 is rolled, the beast comes crashing down to the ground – it suffers a single Strength 9 hit with no armour or cover saves allowed, and becomes Grounded. A Grounded Flying Monstrous Creature is treated as if it is in Glide mode with immediate effect, and can therefore be charged in the following Assault phase. Furthermore, a Grounded model automatically loses any saving throw granted by the Jink special rule (if it had one) until the start of its next Movement phase and cannot Jink for the rest of the current turn. A Grounded model can revert to Swoop mode again in its next turn.
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| Note that if a Flying Monstrous Creature is Grounded during the enemy’s turn, it will start its own Movement phase in Glide mode and so can declare a charge during its turn if it chooses to do so, unless it chooses to change flight modes.
| | '''4. Special Rules''' |
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| === Swooping Flying Monstrous Creatures and Ramming ===
| | '''Grounded Test:''' If a Swooping FMC loses one or more wounds from an enemy attack in the Shooting or Fight phase, it must take a Grounded test at the end of that phase. |
| Due to their high altitude and manoeuvrability, a vehicle cannot Ram a Swooping Flying Monstrous Creature – if the vehicle would end up underneath a Swooping Flying Monstrous Creature, move the vehicle by the shortest distance so that it is 1" away from the base of the Flying Monstrous Creature.
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| | Roll a D6. On a 3+, it stays in control. On a 1-2, it immediately crashes: It suffers 1 S9 AP- hit with no saves allowed.It is immediately placed into Gliding mode. Until the start of your next turn, it cannot use its Jink save. |