Editing
Warhammer 40,000/Chapter Approved/Creature Feature
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
Way back in the era of [[Games Workshop|GW]]s awesome "experimental" period, there was such a thing as "Chapter Approved". Which was basically an excuse for GWs writers/authors to hash-up some homebrew rules and print them out in White Dwarf for players to try out interesting new things in their games that would never find their way into the core rulebooks. This was a good thing because it encouraged players to use their imaginations and creativity when building non-standard models, or by designing their own unique house rules to [[Warhammer 40,000|the game that GW made]]. However, these were days long since past, and GWs recent corporate mentality has been to stifle imagination and deviation and replace it with set kits that can only be used for a single obvious purpose and remove rules from their codices that have no kits. But it's still [[Your dudes|YOUR game]] when two players face each other on the tabletop, and if two grown adults want to just ''pew pew'' with their plastic toy soldiers rather than roll dice, or [[Counts as|build tanks out of coke bottles]] then who are we to stop them? This is an attempt to re-introduce Chapter Approved's "Creature Feature" which was a create-your-own species article, which was very easy to use but requires actual modelling skill (or proxy non-GW models which is presumably why GW doesn't do things like this any more) to get yourself a reasonable presence on the tabletop. Obviously this is just a bit of nostalgic fun, and will never be tournament legal, nor should they be considered remotely balanced. ==Featured Creatures== This section is about those creatures presented in Chapter Approved, only updated to remove 3rd>7th edition inconsistencies, but are presented '''"as is"''' for the sake of faithfulness, since the original rules ''actually'' still work and don't need much changing. ===Lesser Catachan Barking Toads=== Lesser Barking Toads are mostly an environmental creature addition, since all Barking Toads have only one defence mechanism, and the regular Barking Toad would win ALL games if it ever used it. '''Points:''' 25 per Barking Toad {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Barking Toad | 1 | - | - | 2 | - | 2 | - | - | - | Beast | 1 Toad (deployed individually) |} <br style="clear: both; height: 0px;" /> *'''Deployment''': Before first turn but after terrain has been placed, place the barking toad marker in the centre of the piece of terrain that is closest to the centre of the table, then scatter it 2D6" in a random direction. *'''Behaviour''': At the beginning of each players movement phase, move the toad D6" (unaffected by difficult or dangerous terrain) in a random direction determined by the scatter dice. If a HIT is rolled, then leave the toad where it is. *'''Defences''': The Lesser Barking Toad's only defence is to explode into a cloud of very poisonous gas, while the regular Barking Toads have a blast radius of half a kilometer, thankfully the Lesser Barking Toad has a much smaller radius (hence their name). To resolve this effect, place the Large Blast Marker centered on the toad; all models ''(excepting closed-top Vehicles, models with the ''Daemon'' rule, Necrons, Eldar Avatars and C'Tan)'' underneath suffer an '''S10 AP1''' hit. The toad cannot voluntarily detonate, and the only times it will detonate is if the toad comes into contact with any model (other than another toad, or Kroot or any Imperial Guard '''specifically''' identifiable as Catachan Jungle Warriors), or if any unit of vehicle shoots while within 3" of the toad, or the toad is struck by a ranged attack or if it is tank shocked, or if it is caught in the explosion from another Barking Toad. If the toad explodes due to shooting, then resolve the explosion after the unit/vehicles shooting is complete. Should the Toad be assaulted, it will explode before blows any blows have been struck, unless the models assaulting it are specifically identifiable as Catachan or Kroot, in which case it uses the profile listed. Should it be wounded in the assault at all, remove the toad immediately (it does not explode), but should the toad survive to strike back, it will immediately explode. ===Catachan Devils=== Catachan Devils are best suited to being played by a third "neutral" faction by an extra player, but there is nothing stopping them being used as "tame" beasts by another faction. With Devils being available as an HQ or Elites choice or a unit of Devilspawn being available for Troops, Fast Attack of Heavy Support. '''Points:''' 100 per Catachan Devil, 15 for Devilspawn {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Catachan Devil | 4 | 0 | 6 | 5 | 3 | 3 | 3 | 10 | 3+ | Monstrous Creature (Beast) | 1 Devil (deployed individually) |- | Devilspawn | 3 | 0 | 4 | 3 | 1 | 5 | 1 | 10 | 5+ | Beast | Unit of 1-5 Devilspawn |- | Fiddler | 4 | 0 | 8 | 5 | 3 | 3 | 3 | 10 | 3+ | Monstrous Creature (Beast) | 1 Fiddler |- |} <br style="clear: both; height: 0px;" /> '''Special Rules''' *'''Infiltrate (to represent them burrowing to the surface)''' *'''Stealth''' *'''Fleet''' *'''Move Through Cover''' *'''Non-Scoring''' - Catachan Devils, Fiddlers and Devilspawn ''never'' may never claim objectives under any circumstances, they are just not interested. '''Options:''' One Devil may be upgraded to a Fiddler for +25 points. ===Crotalids=== Originally written by [[Graham McNeill]] at some point when he was involved in rules design. Crotalids are amphibious reptiles that look like somewhat like skinny Crocodiles and have a unique biological ability to migrate through the warp. They show up on a planet, screw with its ecosystem due to the introduction of an apex predator, then move to another planet once all the prey have died off. Unlike the Devils, they are fully intended to be played as a neutral faction, as most of the time the players have no control over when they show up or what they do. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Crotalid | 3 | 0 | 4 | 5 | 1 | 3 | 2 | 10 | 3+ | Infantry | Unit of 1-10 Crotalids |- |} <br style="clear: both; height: 0px;" /> '''Special Rules''' *'''Territorial''' - Crotalids are an unplayable faction in the game and do not behave as other models on the table do. Instead, during '''each players movement phases''' the Crotalid pack will move 6" towards the nearest non-Crotalid unit. If they reach base-to-base contact with this unit they will have counted as charged that unit in the following assault phase. *'''Animal Nitrate''' - At the beginning of '''each players assault phase''', any unengaged Crotalid unit must make an assault move of 12" towards a non-Crotalid unit. If no units are in range then the Crotalids take no action. *'''Fight or Flight''' - Crotalids are affected by morale as normal units of their type, however if the pack is ever caused to fail a morale check from any source, then they immediately migrate away from the battlefield and are removed from play. Yet, despite being animals, destroying a pack of Crotalids (whether through killing them all or making them flee) ''does'' count as a kill point to players in missions which award them. ===Ferro-Beast=== An ugly vulture that feeds off of metal instead of flesh. They are like the Catachan Devil in that they must be played by a player, but just like the Devils there's nothing stopping them from being used as a "tamed" creature for one side (or native, if that side does not include vehicles). '''Points:''' 25 per Ferro-Beast {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Ferro-Beast | 2 | 0 | 5 | 5 | 3 | 1 | 1 | 7 | 2+ | Infantry | Unit of 1-10 Ferro-Beasts |- |} <br style="clear: both; height: 0px;" /> '''Special Rules''' *'''Ferro-Slobber''' - A Ferro-Beast's mouthparts are designed to deliver an extremely potent secretion that breaks down metallic substances in seconds. Treat their attacks like melta-bomb attacks when attacking vehicles, and like AP2 attacks against all other models. ===Slasher Beasts=== The prime target of many hunters and often used to test Space Marine scouts. They are only found on two death worlds, the first being their natural environment, and the second after the Mechanicus badly fucked a planet when they tried to re-seed it with life after a virus bombing. When they tried to introduce the beasts as the planets new top predator, they found that they bred really quickly and slaughtered everything they came into contact with, eventually turning the planet into another death world, despite many culls, the Astartes, and many wealthy aristocratic hunters doing their best to kill the beasts. '''Points:''' 75 per Slasher Beast {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Slasher Beast | 5 | 5 | 3 | 6 | 4 | 3 | 4 | 10 | 3+ | Monstrous Creature | Unit of 1-3 Slasher Beasts |- |} <br style="clear: both; height: 0px;" /> '''Special Rules''' *'''Pelvic Claw''' - The Slasher Beast's dick spikes, the beast uses this to ensnare its prey, making it easy for its other tentacles to rip apart/cut up. This is a single extra attack that is used at Initiative 6 against one enemy in base contact. The Pelvic Claw hits on a D6 roll of 4+, regardless of the target type or WS. If the attack hits, the remainder of the Slasher Beast's attacks are made as though the targeted model's WS and I are 1 (including for the purposes of breaking from combat). ===Grox=== "Official" Rules for the Imperium's space cows that will bite your head off if they're not properly lobotomized and made docile. Lobo-Grox may be taken in herd of five or more, with some modified into Laser-Grox in order to deter Grox-rustlers. Because non-lobotomized Grox are so aggressive they may only be taken individually and may not be mixed in "squads"(herds) of Lobo-Grox. '''Points:''' 5 per Lobo-Grox, 16 for Psycho-Grox {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Lobo-Grox | 1 | 0 | 4 | 4 | 1 | 2 | 1 | 10 | 4+ | Infantry | 5+ Lobo-Grox |- | Laser-Grox | 2 | 2 | 4 | 4 | 1 | 3 | 2 | 7 | 4+ | Infantry |- | Psycho-Grox | 3 | 0 | 4 | 4 | 1 | 4 | 3 | 7 | 4+ | Infantry | 1 Psycho-Grox (deployed individually) |- |} <br style="clear: both; height: 0px;" /> '''Options:''' *For every five Lobo-Grox within a herd, one may be upgraded to a Laser-Grox for +10 points. '''Special Rules''' *'''Lobo-Grox''' - Unless joined by an Independent Character, in the movement phase Lobo-Grox herds will always move D6" in a direction determined by a Scatter dice and may not declare a charge in the assault phase. *'''Laser-Grox''' - Laser-Grox have laser mechadendrites built in to their eye sockets which allow them to shoot at threats which approach too closely. In the shooting phase Laser-Grox will always fire their lasers at the nearest enemy unit within range using the following profile: **'''Lasers''', '''Str''' 3, '''AP''' 5, ''Assault 1, Twin-Linked'' *'''Psycho-Grox''' - Psycho-Grox ''must'' always declare a charge in the assault phase if they are within 12" of an enemy model **'''Furious Charge''' ===The Siltwalkers of Jalgrax V=== Man sized amphibious tripods that live on a world with frequent flooding in all parts of said world. They hunt by shunting a large portion of their mass into another dimension when they chase prey, then bring it back after they've leaped in for the kill. '''Points:''' 10 per Siltwalker {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Siltwalker | 3 | 0 | 4 | 3 | 2 | 6 | 2 | 6 | 6+ | Beasts | Unit of 3-15 Siltwalkers |- |} <br style="clear: both; height: 0px;" /> '''Special Rules''' *'''Move Through Cover''' *'''Scouts''' *'''Stealth''' ===Enslavers=== Enslavers may be taken as an alternative HQ choice for any army. ''Yes, we mean '''any''' army including Tyranids or Necrons!'' '''Points:''' 25 per model {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Enslaver | 3 | 3 | 5 | 5 | 3 | 4 | 1 | 10 | 6+ | Infantry | 1-3 Enslavers |- |} <br style="clear: both; height: 0px;" /> '''Special Rules''' *'''Deep Strike''' *'''Mind Control''' - Enemy units within 12" of an Enslaver model reduce their leadership by one, though this increases to a reduction of two when within 6" of an enslaver. Models identified as Psychic by any means reduce their leadership by a further one when within these distance (to a maximum -3 to leadership) *'''Enslavement''' - Enslavers get a dice pool for mind control. Each Enslaver contributes 1 dice. Each Enslaver may upgrade to contributing up to 5D6 at an extra +15 pts per D6. Dice are used to control enslaved units and to mind control new ones! The dice pool is used as follows: In the Enslaver's turn it allocates dice to utilising its already enslaved units. Any dice left over can be used to try and take over or control opposing units at the appropriate time in the turn sequence. At the start of the next Enslaver's turn the pool is refilled with the exception of dice that have been left with units to show they are in danger of permanent enslavement (see below). **At the start of the any player turn (the Enslavers or the oppoenents), up to three enslavement dice may be allocated to any enemy unit within 72" of the Enslaver unit, though a dice is consumed per every full 24" distance between the Enslaver unit and its target. Then immediately roll the remaining dice and compare with the target unit's highest leadership score and apply the appropriate result: ***'''Equalling the Leadership''': The target unit can do nothing that turn though this has no additional effect if rolled in the Enslaver's player turn, the opponent must remove one model from the unit for each 6 rolled on the dice to represent infighting β individuals being completely controlled and killing another unit member, ones winning freedom only to be slain by the others, suicidal incidents and so forth. ***'''Beating the Leadership by 1''': The Enslaver can cause the unit to move, this will be an additional move of up to 6" in the Enslaver's turn. The unit can be moved into terrain that is dangerous or difficult for it, but not impassable. If the dice were rolled in the opponent's turn treat this as equalling the Ld of the target. ***'''Beating the Leadership by 2''': The Enslaver can cause the unit to move as above and shoot in the Enslaver's turn, targeting the nearest unit, friend or foe. If the dice were rolled in the opponent's turn treat this as equalling the Ld of the target. ***'''Beating the Leadership by 3+''': The Enslaver can cause the unit to move up to 6", shoot and declare an assault, effectively controlling the unit for the Enslaver's turn. If the dice were rolled in the opponent's turn treat this as equalling the Ld of the target. **'''Permanent Enslavement''': Each time an enemy unit is affected by the Enslavers leave one of the dice from their pool with it. Once three dice have been accumulated the unit becomes fully enslaved and is part of the Enslaver's forces from then on. At this point the accumulated dice are returned to the Enslavers' dice pool. *'''Psychic Lash''' - In close combat, Enslavers add the number of unused & unallocated mind control dice to their base number of attacks. All Enslaver close combat attacks ignore armour saves (but not invulnerable saves). ===Giant Reptiles=== An excuse to use [[Lizardmen]] Carnodons in your army. If taken as Native beasts, you and your opponent must agree where to place them on the board at the beginning of the game. From that point onwards each turn roll a D6 where on a 2-6 they will move towards the nearest non-Giant Reptile unit and charge if it is possible to do so. On a roll of a 1 they will just move D6" in a random direction. Alternatively, they may be chosen as a Heavy Support choice as part of your army, any rider modelled on the back makes no difference to the profile of the model and counts as a single model for the purposes of rules. '''Points:''' 120 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Carnosaur | 5 | 0 | 7 | 6 | 5 | 5 | 5 | 7 | 4+ | Monstrous Creature | 1 Carnosaur |- | Megasaur | 6 | 0 | 8 | 7 | 6 | 3 | 6 | 9 | 3+ | Monstrous Creature | |- |} <br style="clear: both; height: 0px;" /> '''Special Rules''' *'''Crushing Bite''' - As long as the Giant Reptile hits with all of its attacks, at Initiative step 1 it may nominate an enemy model in base-to-base contact with itself. That model takes D3 automatic wounds at AP1. '''Options''' *The Carnosaur may be upgraded to a Megasaur for 50 points. ===Hunting Beasts=== Hunting beasts can represent any tamed animal that one would use offensively, such as trained attack dogs / wolves / squigs / giant eagles / lions / lizards etc etc. '''Points''' : 7 points each. Up to four Hunting Beasts may be taken as wargear by any independent character in the army and do not prevent that character from joining a unit as normal. They move and assault following the same rules as their master and are not required to take difficult terrain checks. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type |- | Hunting Beast | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 3 | - | Special |- |} <br style="clear: both; height: 0px;" /> '''Options''' Packs of Hunting Beasts may be upgraded by any of the following, note all beasts in the same pack much be upgraded ''exactly'' the same way. *Increase the Initiative of each beast by 1 (+2 points per beast) *Increase the Weapon Skill of each beast by 1 (+2 points per beast) *Increase the Strength of each beast by 1 (+2 points per beast) *Grant the Master and his unit the ''Interceptor'' special rule (+1 point per beast) ===Xenos Mounts=== Whole [[Imperial Guard|Astra Militarum]] Rough Rider squads may upgrade to Xenos Mounts at a cost of 4 points per model and add the following benefits: *The unit type remains '''Cavalry''', but the unit loses any ability to use the ''Fleet'' special rule. *Increase the Armour Save of the unit by +1 *Each model upgraded to a xenos mount gains an additional but separate attack in the Assault Phase, resolved at the riders Initiative and Weapon Skill, but at Strength 4 AP-. ==Creature Generator== There were also rules for creating your own species for use in games of 40k. While you added options and abilities much like you could with an army list, this was far more free-form than anything that had ever been done before. There were no force organisation slots for anything here, therefore the points costs were mostly for comparative purposes so you and your opponent can see objectively how good/bad a creature really is. But in this 7th edition age of Unbound armies you could feasibly have an entire force of made-up creatures. You didn't necessarily have to create wild animals either, using these rules it was possible to represent actual armies of intelligent aliens of your own devising, or recreate seldom seen aliens from the fluff. ===1. Size=== It all begins by selecting a base profile for your creature, '''all'' other choices are tied back to this decision and can make your creature cost exponentially more or less expensive in the long run. All points costs (from here and this stage onwards) are on a per/model basis. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Base Cost |- | Small | 4 | 0 | 3 | 3 | 1 | 4 | 1 | 10 | 6+ | 3 points |- | Medium | 4 | 0 | 4 | 4 | 1 | 4 | 1 | 10 | 6+ | 9 points |- | Large | 4 | 0 | 5 | 5 | 1 | 4 | 1 | 10 | 6+ | 15 points |- |} <br style="clear: both; height: 0px;" /> ===2. Locomotion=== The next stage involves determining which unit type the creature will occupy. All creatures begin with a base unit type of ''Infantry'' as standard, replacing this type will have different costs for Small/Medium/Large creatures as shown. *'''Quadruped''' - Change the unit type to ''Cavalry'' ... '''(3/7/10)''' *'''Winged''' - Change the unit type to ''Jump Infantry'' ... '''(4/10/13)''' *'''Rooted''' - the unit type remains Infantry, but must remain stationary for the entire game. It gains the ''Fearless'' special rule and counts as ''Flora'' for the remainder of the creature creation process. ... '''(-2/-4/-6)''' ===3. Attributes=== Next, choose to upgrade the base statistics of your creature, once again costs are determined by the size of the creature. Attributes marked with an asterisk may only be taken once. All others can be taken up to three times each. *Tough* +1 Toughness ... '''(3/3/6)''' *Strong* +1 Strength ... '''(3/3/6)''' *Resilient +1 Wound ... '''(5/10/15)''' *Extra Attack +1A ... '''(3/4/5)''' *Weak -1 S&T (can only be chosen by Small Creatures/Fauna) ... '''(-1/-/-)''' *Agile* Gain ''Fleet'' ... '''(5/5/10)''' *Armoured* 5+ armour save ... '''(2/2/5)''' *Heavily Armoured* 4+ armour save ... '''(5/5/8)''' *Predator* +1 WS ... '''(2/2/4)''' *Quick Reflexes +1 I ... '''(1/1/2)''' *Slow-Witted* Counts as Initiative 1 ... '''(-1/-3/-5)''' ===4. Abilities=== The final section requires you to choose the rules which make your creature unique, rather than simply a stat block. Once again costs are modified by the S/M/L size of your creature. Small to Medium Creatures may spend up to 25 points of upgrades whilst Large Creatures may spend up to 50 points, but no ability may be chosen more than once. *'''Acid Blood ... (4/3/3)''' - If the creature is killed, non-creature models in base-to-base contact suffer a single automatic S4 hit before the model is removed as a casualty. *'''Agile Flora (Flora Only) ... (3/3/3)''' - the plant may move D3" in the movement phase, and charge D3" in the assault phase. *'''Burrowing ... (3/5/5)''' - May be deployed by ''Deep Strike'' *'''Camouflage ... (2/2/3)''' - Gain the ''Stealth'' special rule *'''Defensive Spines ... (3/3/3)''' - Any model allocating close combat attacks towards the creature(s) suffers an automatic S3 hit resolved before any to-hit rolls are made. *'''Deadly Attack ... (-/6/8)''' - The creature gains the ''Smash'' special rule *'''Defensive Maneuver ... (3/3/3)''' - If the creature does not move or charge during its turn, it may gain a +2 to its armour save. Though it may not make attacks in the assault phase if it chooses to do so. *'''Disorienting Attack ... (-/4/4)''' - Instead of making a shooting attack or running in the shooting phase, the creatures unit may instead place a large template over an enemy model within 12" and roll 2D6. If the number equals or exceeds the number of models under the template the target unit is disoriented for the duration of the opposing player's turn. They must move D6" in a random direction and can only shoot, run or assault if the first pass a leadership test. *'''Dodge ... (7/7/-)''' - The creature receives a 4+ invulnerable save in close combat. *'''Duplicating Attack (special)''' - If the creature causes two or more casualties in the assault phase then roll a D6, on a 5+ place an replica of the creature within 2" of the first. This new model now counts as engaged in combat. The new creature has the same profile and abilities as the original, excepting that it has only one wound on its profile and it does not have the duplicating attack ability. **the cost for duplicating attack is 10% of the '''total''' cost of the creature that has purchased it. *'''Enhanced Senses ... (3/3/3)''' - Units may not infiltrate within 24" of a creature with this ability. *'''Entangle ... (5/5/5)''' - This is a special shooting attack with a range of 12" that hits a specified model on a 4+ regardless of ballistic skill. A model struck must pass a Strength test or be unable to move, run or shoot in its next turn. If engaged in close combat, the WS and S values of the entangled model are halved (roun for the remainder of that turn. *'''Extended Attack (Flora Only) ... (3/3/3)''' - In the assault phase, a rooted creature with this ability may direct its full number of attacks to models within 6" of itself. Note this does not require the model to be engaged in close combat. *'''Fearful Presence ... (2/2/2)''' - Enemies fighting the creature suffer -1 Ld. *'''Fission ... (-/3/6)''' - When the creature is reduced to 0 wounds, the model splits up into smaller offspring, placed within 2". These offspring have the profile of a small creature but have share no abilities in common from the original creature other than the form of locomotion. Medium creatures split into two offspring, Large creatures split into three. *'''Gaping Maw ... (-/-/4)''' - For any rolls of a 6 to-wound made by the creature in close combat, The controller and the victim both roll a D6. If the creature's roll is greater then the victim model is removed from play. This ability may not be used against Bulky or larger models, nor may it be used on Monstrous Creatures. *'''Hit and Run ... (5/8/-)''' - Winged/Quadrupedal creatures only. It gains the ''Hit and Run'' special rule. *'''Horns/Spiky ... (3/4/5)''' - The creature has the ''Furious Charge'' special rule. *'''Intimidation ... (-/2/2)''' - The creature has the ''Fear'' special rule. *'''Lure ... (3/3/4)''' - The creature counts as having Defensive Grenades. In addition if assaulted it always strikes at Initiative 10 for the first round of combat. *'''Massive ... (-/-/20)''' - Large Creatures gain the Monstrous Creature type and associated special rules. *'''Mind Control ... (5/5/5)''' - to use this ability, in the assault phase making any attacks. Choose an enemy model within 12", that model must pass a leadership test or it must immediately directs its own attacks towards a target chosen by the creature's player. This has no effect on models that are ''Fearless'' or pass Leadership tests automatically. *'''Musk ... (5/6/6)''' - Enemies suffer a -1 initiative penalty Initiative when in base to base contact with this creature. *'''No Pain (Flora Only) ... (2/2/2)''' - The creature gains the Feel No Pain (4+) special rule. *'''Plague Ridden ... (6/6/6)''' - Any model within 6" of a creature with this special rule at the beginning of its shooting phase suffers an automatic wound on a 6+. Saves are allowed. *'''Poisoned ... (6/5/5)''' - The creatures melee attacks gain the ''Poisoned (4+)'' special rule. *'''Ranged Attack ... (3/3/3)''' - The creature gains BS3 and may select one ranged weapon from the following list: **'''Scatter''' Range: Template, S3, AP6, Assault 1 **'''Multi-Shot''' Range: 12", S3, AP6, Assault 3 **'''Rapid Fire''' Range: 24", S4, AP6, Rapid Fire **'''Strong''' Range: 18", S5, AP4, Assault 1 *'''Razor Sharp Claws ... (6/7/7)''' - The creatures melee attacks have the ''Rending'' special rule. *'''Regeneration ... (7/7/7)''' - The creature gains ''It Will Not Die'', in addition if the creature is slain then roll a D6, on a 5+ it will stand back up next turn with one wound remaining, if the test is failed then remove the model as normal. *'''Resilience ... (5/5/5)''' - Choose make a selection from the following list, the creature will gain a 4+ invulnerable save against all weapons associated with that list. Note this does not extend to weapons outside this list of a similar nature (such as Heavy Bolters) as they will have the force necessary to penetrate through. Only one mode of resilience may be purchased. **'''Solid Slug:''' bolters, storm bolters, bolt pistols, shootas, sluggas, ripper guns, sniper rifles, and heavy stubbers. **'''Heat-Based:''' melta guns, plasma guns, plasma pistols, flamers, heavy flamers, and fusion guns. **'''Energy-Based:''' lasguns, laspistols, hellguns, hell pistols, pulse carbines, and pulse rifles. *'''Rush Attack ... (-/7/7)''' - on the turn it charges, the creature may sacrifice all its attacks to inflict a single attack at +3 Strength AP4 attack. If a vehicle is charged but the creature fails to glance or penetrate its armour while using this ability then it suffers an automatic wound with no saves of any kind allowed. *'''Spine Burst (Flora Only)... (3/3/3)''' - Instead of making a shooting attack, you may place the small blast centred on the creature. Enemy models touched by the template suffer a S4, AP5 hit. This ability may also be used in the assault phase instead of attacking normally. *'''Spore Cloud (Flora Only)... (2/2/2)''' - Instead of making a shooting attack, you may place the large blast centred on the creature. Enemy models touched by the template suffer a S3, AP6 hit. This ability may also be used in the assault phase instead of attacking normally. *'''Stun ... (5/5/5)''' - Instead of making a shooting attack, the creature may cause all enemy models within 6" to take an Initiative test, if failed the target suffers the effects of the ''Blind'' special rule until the end of their next turn. This ability may also be used in the assault phase instead of attacking normally. *'''Vampirism ... (4/4/6)''' - For each unsaved wound the creature causes, it may attempt a strength test. (a 6 always fails) If passed then it adds one wound to its base profile for the remainder of the game. Though it may not exceed twice the number of its starting wounds. ==/tg Examples== You can use this section to create-your-own examples of creature, using the generator (or not) if you choose: ===Farlya Pack=== an attempt of an hunting pack, dog - style {| border="1" cellspacing="0" cellpadding="5" align="center" ! Specie ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Special Rules |- | Farlya | 5 | 0 | 3 | 3 | 1 | 5 | 2 | 10 | 6+ | Special | Dodge, Enhanced Senses, Poisonned (4+), Fleet |- |} <br style="clear: both; height: 0px;" /> total cost : [ Quadruped (3) ], [ Agile (5), Predator (2), Quick Reflexes (1) ], [ Dodge (7), Enhanced Senses (3) ]-> 18 points per model ==Gallery== <gallery> File:Tgcreature1.0.png|/tg/'s first randomized creature. Click him for his profile and background. File:Tgcreature1.1.jpg|another rendition of /tg/'s first creature </gallery> ==Creation Table== Below is the Creature Feature Creation Table using randomized dice rolls for history, characteristics, and statistics of creatures. [[Creature Feature Creation Table for /tg]] [[Category:Warhammer 40,000]] [[Category:Chapter Approved]]
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information