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WARHAMMER 40,000
monsters

This article provides methods for using monsters in your game. These are either malevolent alien entities preying on warriors for their own ends, or are merely part of the local ecology and just happened to be in the way when the battle started. They can be used to add an extra dimension to otherwise straightforward missions (Cleanse; Patrol).

Monsters are considered to be be enemies for the purpose of drawing lines of sight, etc. Unless otherwise noted, monsters act independently and do not have to obey unit coherency. Players should agree on how and when to place the creatures on the board before the game begins. Possible ideas for inclusion of such creatures might be a hunt, or creatures could be set up in or around an objective both players must try and capture.

The rules provided for malevolent creatures can apply to other units in 40K. They can be looters, murderers, pirates or agitators from other army lists. This is a good way to include that single squad from another army you bought because you liked the miniatures, or that free Necron you got on the cover of White Dwarf. Players should make up rules for monsters they have in their collection and include these (fantasy monsters such as Trolls or Dragons [hey - we've already got orcs and elves]; or creatures from other Sci-Fi games). You can include warp beasts, daemons, wild horses (or boars) or even squigs. If there aren't profiles for these creatures, make them up.

WANDERING CREATURES

These types of creatures are just part of the local wild-life, though a potentially dangerous part. They will not attack unless provoked.

Rules: the creature(s) will move D3" in a random direction at the start of each turn. If either player has a model within the creature's charge range at the end of the movement phase, the creature will assault the nearest model. When shot at and hit (whether wounded or not), give the creature a Leadership test: if it passes, it moves 2D6" towards the firer and is considered to have made an assault if it makes base contact; if it fails the test, move it 2D6" away from the firer. If it is obstructed by either player's models, it is considered to have made an assault. For any assaults the creature has to fight, wait until the next assault phase before determining the result. Such creatures will always advance if they win an assault.

MALEVOLENT CREATURES

These are either predatory animals or are mysterious aliens intent on killing for their own ends.

Rules: the creature(s) have their own turn which occurs after the other player's turns (see the article on playing games with three or more sides). At the start of this turn, each player rolls a D6. The player with the highest result controls the creatures for that turn. If an assault is fought, each side continues fighting until the assault is resolved.


The following is a selection of creatures mostly taken from Rogue Trader and have been altered to reflect the way the game has changed since the first edition.


Ambulls

AMBULL
WS BS S T W I A Ld Save
4 0 5 5 3 5 3 8 -
Ambulls have large barrel-chested bodies and an ape-like stance. They have vicious mandibles and hooked claws.
Origin: Luther McIntyre IX
Type: wandering creatures
Pack? no
Special: none


Enslavers

ENSLAVER
WS BS S T W I A Ld Save
3 3 5 5 3 4 1 10 -
Enslavers are tentacled creatures that are able to transcend warp space without the aid of technology or equipment. They descend on sentient creatures to feed off their psychic energy.
Origin: unknown
Type: malevolent creatures
Pack? yes - all creatures must act like a unit
Special:
Psychic: 'Psychic Shock' - Range: 24"; S5; AP2; Assault 1.
Deep Strike: Enslavers enter the game at the start of a turn on a D6 of a 4+ by the Deep Strike rules. Place the template 4D6" from the center of the board in a random direction.
Psychic Feeders: add +1 to your roll for controlling these creatures if your opponent has a psyker.


Fenris Wolves

FENRIS WOLF
WS BS S T W I A Ld Save
4 0 4 4 1 4 2 8 6+
Fenrisian Wolves are large, violent creatures favoured as attack animals by the Space Wolves Chapter. Untrained, they can be a menace on the battlefield.
Origin: Fenris
Type: malevolent creatures
Pack? yes - all creatures must act like a unit
Special: none


Grox

GROX
WS BS S T W I A Ld Save
2 0 6 6 3 1 3 4 4+
Grox are large, reptilian creatures valued as livestock. However, they are extremely vicious and must be lobotomised or restrained with electroshockers to be kept in captivity.
Origin: Soloman System
Type: wandering creatures
Pack? no
Special: Grox have a 12" charge range.


Jokaero

JOKAERO
WS BS S T W I A Ld Save
1 3 2 3 1 3 1 9 -
Jokaero defy understanding. They seem incapable of verbal communication and live in small family groups. Despite the appearance of limited technological and social development, Jokaero have an inate understanding of technology and are capable of building anything they require from materials on hand, whether these are weapons or spacecraft. In combat they use digital weapons, tiny devices that vary in function, though the effect of these weapons is often comparable to other technologies.
Origin: unknown
Type: malevolent creatures
Pack? yes - all creatures must act as a unit
Special: roll two D6s at the start of the game; all Jokaero have one of the following: 1-2 laspistol, 3-4 lasgun, 5-6 lasblaster; all Jokaero have one of the following: 1-2 4+ invulnerable save, 3-4 power weapon, 5-6 power fist. All weapons have the profiles given in the 40K rule book.


Swarms

SWARM
WS BS S T W I A Ld Save
1 0 1 - 1 - 10 10 -
Swarms come in many shapes and sizes. They are best represented by a round template 1" in radius.
Origin: various
Type: wandering creatures
Pack? no
Special: swarms pass all Leadership tests. They cannot be struck in close combat, nor shot with non-template weapons. They are automatically destroyed when more than half-covered by a template weapon. Swarms never advance after winning an assault. 1