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WARHAMMER 40,000
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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.
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.
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.
AMBULL | ||||||||||
WS | BS | S | T | W | I | A | Ld | Save | ||
4 | 0 | 5 | 5 | 3 | 5 | 3 | 8 | - |
ENSLAVER | ||||||||||
WS | BS | S | T | W | I | A | Ld | Save | ||
3 | 3 | 5 | 5 | 3 | 4 | 1 | 10 | - |
FENRIS WOLF | ||||||||||
WS | BS | S | T | W | I | A | Ld | Save | ||
4 | 0 | 4 | 4 | 1 | 4 | 2 | 8 | 6+ |
GROX | ||||||||||
WS | BS | S | T | W | I | A | Ld | Save | ||
2 | 0 | 6 | 6 | 3 | 1 | 3 | 4 | 4+ |
JOKAERO | ||||||||||
WS | BS | S | T | W | I | A | Ld | Save | ||
1 | 3 | 2 | 3 | 1 | 3 | 1 | 9 | - |
SWARM | ||||||||||
WS | BS | S | T | W | I | A | Ld | Save | ||
1 | 0 | 1 | - | 1 | - | 10 | 10 | - |