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On this page you can find some all-new creature Abilities
that add to the pile of existing ones found in White
Dwarf. Also, there's a whole new group of Abilities
that only apply to killer plants and other harmful florae
found in the 40K universe. Note that these new rules and
the
existing rules have been compiled into a downloadable PDF
file here.
Points costs are shown next to each Ability title based
on
the size of the monster in the format of "Small/Medium/Large."
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That's
one poor infiltration choice, buddy.
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New Locomotion Type
Rooted Creature: -2 / -4 / -6
The model is stationary, Fearless, and counts as Flora.
Bear in mind that a creature's cost can never be reduced below
1 point by any means. No freebies!
If you choose a creature with the Rooted form of Locomotion,
reduce the cost of all non-"Flora Only" Abilities
by 50%, rounding up, to reflect the disadvantage of their
immobility.
Small and Medium Florae may take up to 10 points of discounted
or "Flora Only" Abilities. Large Florae may spend
no more than 20 points on discounted or "Flora Only"
abilities. Florae may not take the Hit & Run, Horns/Spiky,
Dodge, or Rushing Attack abilities.
Flora Only Abilities
Agile Flora: 3 / 3 / 3
Flora only. The plant may hop or crawl D3" each turn.
This Ability will also allow it to Assault D3" each turn.
Extended Attack: 3 / 3/ 3
Flora only. Works the same as Whip-like Appendage Ability,
but the attack range is extended to 6". If using the
Trial Assault Rules, the kill zone is extended to 12".
No Pain: 2 / 2 / 2
Flora only. The creature fights on despite the most grievous
of wounds and therefore benefits from a 4+ Invulnerable Save.
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A
Physokerme waits patiently.
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Spine Burst 3 / 3 / 3
Flora only. Instead of making a shooting attack, place the
small blast template so it is centreed on the Flora. All models
touched by the template suffer an S4 AP5 hit. The spine burst
may be used if the Flora is engaged in hand-to-hand combat
instead of attacking normally.
Spore Cloud 2 / 2 / 2
Flora only. Instead of making a shooting attack, place the
ordnance template so it is centreed on the creature. All models
touched by the template suffer an S3 AP6 hit. The spore cloud
may be used if the Flora is engaged in hand-to-hand combat
instead of attacking normally.
New Abilities
Disorienting Attack - / 4 / 4
Medium and Large Creatures/Florae only. This attack may be
made in the Shooting Phase instead of making any other shooting
attack. Place an ordnance template centreed on an enemy model
within 12" of the Creature/Flora and roll 2D6. If the
number rolled is equal to or higher than the number of models
under the template, they become disoriented. Disoriented models
move D6" in a random direction (determined by a Scatter
Die) instead of their normal movement in their turn. Normal
squad coherency rules still apply to disoriented models. Models
may shoot and assault as normal but must pass a Leadership
test in order to do so.
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These
Grots are too dim to realize they are being
stalked.
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Duplicating Attack: * / * / *
* The cost for Duplicating Attack is 1/10th of the cost of
the Creature and all of its other Abilities.
Medium and Large Creatures/Florae only. The Creature's attacks
infect the target with a mutagenic virus that warps the victim's
genetic material so it resembles the Creature/Flora. If the
Creature/Flora causes at least two casualties (after armour
and Invulnerable Saves) in close combat in a single round,
roll a D6. On the roll of a 5 or 6, place one exact duplicate
of the Creature/Flora that caused the wounds within 2"
of the combat. This duplicate may be placed in hand-to-hand
combat but does not count as charging. The duplicate has all
of the same characteristics as the original Creature/Flora
except it has a single Wound and does not have the Duplicating
Attack Ability (sorry, no chain reactions).
Fission: - / 3 / 6
Medium and Large Creatures/Florae only. If the Creature/Flora
is reduced to 0 Wounds, then the model splits into lesser
offspring. The offspring have the profile of a Small Creature.
All Abilities of the parent creature are lost except for the
mode of Locomotion. If the parent Creature is killed in close
combat, place the offspring in base-to-base contact with an
enemy model that is within 2" of where the parent Creature
was killed. When Medium Creatures/Florae are reduced to 0
Wounds, they produce two offspring, and Large Creatures/Florae
produce three offspring.
Gaping Maw - / - / 4
Large Creatures/Florae only. Any rolls of a 6 to Wound in
close combat mean that an enemy model may be swallowed whole.
The controller and the victim both roll a D6. If the Creature/Flora's
die roll is greater than the victim's roll, the victim is
swallowed whole without recourse or saves. This ability can
only be used on creatures that are roughly man sized or modeled
on a 40-mm or 25-mm base. Larger creatures like Tau Battle
Suits or Hive Tyrants cannot be affected by this ability.
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A
Silkava Gar is distracted as a hunter sneaks
up on its flank.
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Mind Control: 5 / 5 / 5
The Creature/Flora exhibits powerful mind-control abilities.
To use this Ability, the Creature/Flora may not move, shoot,
assault, or make attacks in close combat during its turn.
Choose an enemy model within 12". That model must pass
a Leadership test. If the model fails, the Creature/Flora
may immediately force the controlled model to attack its unit
or another unit nearby. Resolve either a shooting or melee
attack against the controlled model's unit as normal. If the
Controlled model is on its own, it may shoot at or assault
a friendly unit if there is one within range. At the end of
the turn, the creature relinquishes control over the model,
and it can be controlled as normal during the owner's turn.
This Ability has no effect on models that are Fearless
or that pass Leadership-based tests automatically.
Vampirism: 4 / 4 / 6
For each unsaved wound the Creature/Flora inflicts, have it
make a Strength test by rolling equal to or under its Strength
characteristic. The roll of a 6 always fails. If the test
is passed, the creature gains +1 Wound. This may not increase
the Wounds value of the creature to above twice its starting
number of Wounds. If the test is failed, the Creature/Flora
loses 1 Wound.
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