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==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-.
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