Monstrous Creature
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.