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===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.
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