RED ELF
MONSTROUS CREATURES

Some creatures are terrifying beings that tower over their opponents, are capable of hurling tanks out of their path, and slaying a score of men with a single sweep of an arm. Greater Daemons. Eldar Avatars and the feared Tyranid Carnifex count amongst their number.

This unit type behaves differently on the battlefield to a normal infantry unit. The exact changes are detailed below, divided between the different phases of the turn sequence:

MOVEMENT PHASE

When moving through difficult terrain, monstrous creatures may re-roll the dice 1o see how far they move, as they smash aside anything in their path.

SHOOTING PHASE

Monstrous creatures enjoy the advantage of being able to automatically pass the Leadership test required to target enemy units other than the closest. They are large enough and scary enough to be able to casually ignore any foolish enemy bearing down on them!

FIRING MORE THAN ONE WEAPON

Monstrous Creatures can fire up to two weapons a turn.

ASSAULT PHASE

A Monstrous Creature is so huge and powerful that its attacks make a mockery of armour - foes wounded by Monstrous Creatures are hideously mangled and crushed. All wounds inflicted in close combat by a monstrous creature ignore Armour Saves.

Some Monstrous Creatures have weapons that augment their Strength (such as the Eldar Wraithlord's power fist) or work unusually (like the Dark Eldar Tales). Monstrous Creatures without such a special rule roll an additional D6 for armour penetration (2D6 + Strength) when attacking a vehicle, due to their weight and size.