- Flying Monstrous Creature can make two mode of movement. One being 24" move, performing D3+1 "Vector Strike" on a single unit within the path and then shoot up to two weapons or run 2D6" in the shooting phase. However, it cannot assault or being assaulted unless it get shot and fall down from the sky first (can't remember how you fire at it, 6 only?) Should it fall from the sky, it will take S9 hit and can now be assaulted as normal.
MONSTROUS CREATURES
no more 2d6 armour pen
can do a fly over attack same as a necron lord in catacomb comand barge.
may halve there attacks to double there strength in the assault phase
can stomp to hit everyone around them
if they have wings, can fly in movement phase and do a sort of super stomp
TYRANIDS THERES A LIGHT AT THE END OF THE TUNNEL
all ur monstrous creatures like carnifex's ect are now OP and in ur faq expect them to have eternal warrior type rule 🙄
Shooting
- No more "Half Strength if the center hole is off", you always use full strength for any blast that hits the vehicle.
- Hull Points - a new style "wound" for vehicles. Any Glancing Hits removes 1 Hull Point, Penetrate Hit removes 1 Hull Point as well as rolling on the Damage Chart above. If reduced to 0 HP, the vehicle becomes Wreck.
WOUND ALLOCATION
wound allocation is done closest to furthest. so you take 6 wounds on a tactical squad with a librarian attached.
the 6 models closest to the enemy unit that is shooting take 6 wounds than you roll for saves.
in CC its just closest to closest are hitting each other. so positioning is key.
any models equal distance away from the enemy are randomly rolled for to see who is hit
MIXED ARMOUR TYPES
as above, each model is wounded and you take saves based on what was hit. so 3 wolfgaurd terms and 2 normal wolfgaurd get 6 hits, working from the front each model takes a wound, then you go back to the front and the closest model to the enemy takes the last wound, you then roll your saves for each armour type.
Beasts ignore cover during a charge