Flying Monstrous Creature

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Flying Monstrous Creatures are massive winged monstrosities that are essentially ferocious living aircraft.

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.

1. Deployment

  • Any FMC that starts the game on the battlefield begins in Gliding mode.
  • Any FMC that arrives from Reserves (including Deep Strike) can be placed in either Swooping or Gliding mode. Declare this as it arrives.

2. Changing Flight Mode

At the start of your Movement phase, declare whether the FMC is Swooping or Gliding.

3. Flight Modes

A. Swooping

The FMC is a high-speed aerial predator, difficult to hit but unable to engage in close combat.


Movement: Gains the FLY keyword. Must move at least 6" each time it is activated to move.

Shooting: Can shoot normally. Furthermore, it can choose to activate the Skyfire rule for its shooting attacks each time it shoots.

Defense: Enemies suffer a -1 penalty to shoot at a Swooping FMC unless their weapon has Skyfire. It also has the Jink special rule.

Charge\Combat: Cannot charge, and cannot be charged. Does not participate in the Combat phase.

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.

B. Gliding

The FMC has descended to a lower altitude, trading speed and defense for aggressive assault capabilities.


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.

Shooting: Can shoot normally.

Defense: Can be targeted normally by enemy shooting.


4. Special Rules

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.

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.