Mawloc

(Unit)
Type: model
Category: Heavy Support
Categories: Heavy Support, Heavy Support
LinkId: ce16-b84b-7b14-6132
Hidden: false
Costs: 140 pts
Options (2)
May choose one of the following tails::
Rules (7)
Burrow
An unengaged Mawloc can, at any point during its Movement phases from the second
game turn onwards, elect to Burrow. If it does so, remove it from the table and place it
into Ongoing Reserves. A Mawloc cannot Deep Strike and Burrow in the same turn.
Terror From the Deep
When arriving from Deep Strike Reserve, a Mawloc can choose to Deep Strike onto a
point occupied by another model (friend or foe) - roll for scatter as normal. If a Mawloc
Deep Strikes onto a point occupied by another model, do not roll on the Deep Strike
Mishap table. Instead, place the large blast marker directly over the spot the Mawloc is
deep striking onto. All units except Flyers and Flying Monstrous Creatures beneath the
blast marker suffer a number of Strength 6 AP2 hits with the Ignores Cover special rule
equal to the number of models that unit has underneath the blast marker. If the blast
marker is on a multi-level ruin, only models on the lowest level of the ruin count as being
under the blast marker. For Wound allocation purposes, assume the attack is coming
from the centre of the blast marker. Hits against vehicles are resolved against their side
armour.

If, after removing casualties, it is now possible to place the Mawloc on the table on the
spot where the blast marker landed, then do so, even if this is within 1" of another model
(but not if it would be in base contact with, or occupying the same space as, another
model). If it is not possible to place the Mawloc, replace the large blast marker on the spot
and resolve another round of damage as detailed above. If, after removing casualties for a
second time, it is still not possible to place the Mawloc, roll on the Deep Strike Mishap
table.
Deep Strike
Hit and Run
A unit that contains at least one model with this special rule that is locked in combat can
choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it
must take an Initiative test.

If the test is failed, nothing happens and the models remain locked in the fight. If the test is
passed, choose a direction - then roll 3D6. As long as the distance rolled, in inches, is
sufficient to allow the entire unit to move over 1" away from all of the enemy units they are
engaged in combat with, the unit breaks away from combat and immediately moves a number
of inches in the chosen direction equal to the 3D6 result, ignoring the units they were locked in
combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in
combat immediately Consolidate D6".

A Hit & Run move is not slowed by difficult terrain, but treats dangerous terrain normally. It may
not be used to move into contact with enemy units, and models instead stop 1" away. If there
are units with this rule on both sides who wish to disengage, roll-off to determine who goes first
and then alternate disengaging them. If the last of these ends up no longer in combat, it
Consolidates instead.
Fearless
Instinctive Behaviour - Feed
1-3 - Cannibalistic Hunger: The unit immediately suffers a number of hits equal to
the number of models in that unit. These hits are resolved using the unit's majority
Strength (if drawn, use the highest) and AP-. Wounds are allocated by the owning player
and armour saves (but not cover saves) may be taken. After resolving casualties (if any)
the unit can do nothing else until the end of its turn. Units consisting of only a single
model treat this result as Devour (below), instead.

4-5 - Devour: In the Shooting phase, the unit cannot shoot or Run. In the Assault phase,
if the unit is able to declare a charge, it must do so against the closest viable enemy unit.
If the unit cannot declare a charge, it does nothing in the Assault phase.

6 - Kill: This follows all the rules for Devour (above). In addition, the unit gains the Rage
special rule.
Smash
All of the close combat attacks, except Hammer of Wrath attacks, of a model with this special rule are resolved at AP2 (unless it's attacking with an AP1 weapon). Additionally, when it makes its close combat attacks, it can choose instead to make a single Smash Attack. If it does so, roll To Hit as normal, but resolve the Attack at double the model's Strength (to a maximum of 10). Furthermore, a model making a Smash Attack can re-roll its armour penetration rolls, but must abide by the second result.

Profiles:

Unit Unit TypeWSBSSTWIALdSave
Mawloc

Monstrous Creature

3

0

6

6

6

4

3

8

3+

Used By (1)