![]() Huge Creatures in the 41
st
Millennium By Simon Gray
When some armies of the 41
st
Millennium go to war, they are often accompanied by large
beasts. Examples of these creatures include the Squiggoths of the Orks, the Tyranid
Dominatrix and the Great Knarloc of the Kroot. While they are rarely seen in the smaller
skirmishes waged across a 40K table top, in larger battles or special scenarios, they may
sometimes make an appearance.
Huge creatures will have a number of rules specialized for themselves, but here are some
general ones that can be applied to all.
Huge creatures will always cause Terror (and understandably so). In addition, because of
their size, the range of their Terror rule is increased up to 12, rather than 8.
Huge creatures can be chosen as a target as long as the firing model has a line of sight to
them and there are no enemies within 'panic firing' range. The firing model will receive a
bonus to hit the huge creature of +2. Cover is worked out as normal.
Models charged by a huge creature will need to take an initiative test to avoid being
trampled. If the model fails he will suffer an immediate hit at half of the creature's
toughness characteristic, rounding up (this is to represent the bulk of the creature rather
than a deliberate ram)
Huge creatures may move out of close combat with anything (except for other huge
creatures) without being subject to any automatic hits or broken morale.
Huge creatures are immune to psychology.
Huge creatures are chosen from the support section and count as 2 vehicle choices. They
may only be taken with your opponents consent.
Huge creatures will not necessarily suffer multiple wounds from normal weapon. In order
to determine if it will suffer multiple wounds, you need to roll on the below table
Titan Class Weapon or Weapon with higher
strength than the creature's toughness
Weapon with a strength equal to or less
than the creature's toughness
1-3 one wound suffered
1-3 one wound suffered
4-5 roll for damage but the score is
halved
4-5 one wound suffered
6 roll for damage as normal
6 roll for damage but the score is
halved
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