Mawloc

(Entry)
Type: unit
EntryId: 482d-fbbb-5430-df9d
Hidden: false
Costs: 170 Points
Options (1)
The Mawloc may take:
Rules (1)
Monstrous Creature
All monstrous creatures have the ‘move through cover’ special rule. 


Instead of firing a single weapon, monstrous creatures can fire two of their weapons once per Shooting phase. They must, of course, fire both of them at the same enemy target. In addition, monstrous creatures have the ‘relentless’ special rule.


Unless otherwise specified in their special rules, monstrous creatures cannot go to ground, voluntarily or otherwise. In addition, for a monstrous creature to be in cover, at least 50% of its body has to be in cover from the point of view of the majority of the firing models. Also, standing in area terrain does not automatically confer a cover save to monstrous creatures – the 50% rule takes precedence. Cover for them works exactly as for vehicles. As usual, if you cannot clearly tell if 50% of the model’s body is covered, modify its cover save by –1.


All wounds inflicted in close combat by a monstrous creature ignore armour saves, just like those from a power weapon. In addition, monstrous creatures roll an additional D6 for armour penetration (2D6 + Strength) when attacking a vehicle in close combat.

Profiles:

Abilities
Terror from the Deep:

If the Mawloc Deep Strikes onto a point occupied by another model, do not roll on the Deep Strike Mishap table but instead do the following.

Place the Large blast template directly over the spot the Mawloc is emerging from. Every unit under the template suffers a number of Strength 6, AP 2 hits equal to the number of models in that unit that are wholly or partially covered by the template. Vehicles are always struck on their rear armour. If any unit still has surviving models under the template, move that unit by the minimum distance necessary to clear all models from beneath the template whilst maintaining squad coherency and avoiding impassable terrain. Units that were locked in combat prior to the Mawloc's attack must remain in base contact if possible, but otherwise models cannot be moved within 1" of an enemy model. Vehicles, including immobile vehicles, retain their original facing if they are moved. Any models that cannot be moved out of the way are destroyed. After all casualties have been determined, replace the large blast template with the Mawloc.

Burrow:

A Mawloc can, at any point during its Movement phase, elect to re-burrow provided it is not engaged in close combat. If a Mawloc chooses to do so remove it from the table and place it back in reserve. It automatically re-emerges vis Deep Strike during your next Movement phase. Note that a Mawloc cannot Deep Strike and burrow in the same turn.

Instinctive Behaviour - Feed:

see Instinctive Behaviour

A unit that Feeds is subject to Rage. In addition, the unit may not fire any weapons in the Shooting phase, though it may still run, according to the stipulations of Rage.

Deep Strike:

If you wish to use this ‘deep strike’ option, then the units in question must begin the game in reserve (even if you are playing a special mission where the ‘reserves’ special rule is not being used). Roll for arrival of these units as specified in the rules for reserves and then deploy them as follows.

First place one model from the unit anywhere on the table, in the position you would like the unit to arrive, and roll the scatter dice. If you roll a hit the model stays where it is, but if an arrow is shown this determines the direction the model is scattered in. If a scatter occurs, roll 2D6 to see how many inches the model moves away from the intended position. 

Once this is done, the unit’s remaining models are arranged around the first one. Models must be placed in base contact with the original model in a circle around it. When the first circle is complete, a further circle should be placed with each model touching the circle inside it. Each circle should include as many models as will fit. 

Models arriving via deep strike treat all difficult terrain as dangerous terrain.

In the Movement phase when they arrive, these units may not move any further, other than to disembark from a deep striking transport vehicle. Units deep striking into ruined buildings are placed on the ground floor. They may not deep strike directly inside a transport vehicle or a building, which will count as impassable terrain as normal.

In that turn’s Shooting phase, these units can fire (or run) as normal, and obviously count as having moved in the previous Movement phase. Vehicles count as having moved at cruising speed. 

In that turn’s Assault phase, however, these units may not launch an assault (even if they have the ‘fleet’ special rule), unless clearly stated in their special rules – they are too disrupted by their deep strike move. 

Note that some units always have the option to deep strike, while others may only arrive in this way in missions where the deep strike special rule is used.

If any of the models in a deep striking unit cannot be deployed because they would land off the table, in impassable terrain, on top of a friendly model, or on top or within 1" of an enemy model, something has gone wrong. The controlling player must roll on the deep strike Mishap table and apply the results.

Fearless:

Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping.

Note: units with the Fearless ability are subject to the No Retreat! rule.

Hit and Run:

Units with this ability that are locked in combat may choose to leave close combat at the end of the Assault phase. The unit using the hit & run ability 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, the unit breaks from combat and immediately moves up to 3D6" in a straight line in any direction, ignoring the units they are locked with. No sweeping advance rolls are made. Enemy units that are no longer locked in combat may consolidate. A hit & run move is not slowed by difficult terrain, but is affected by dangerous terrain. It may not be used to move into contact with the enemy. If there are units with this rule on both sides, 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.

Unit WSBSSTWIALdSv
Mawloc

3

0

6

6

6

4

3

8

3+

Melee Weapons
Claws and Teeth:

Models with claws and teeth count as having a normal close combat weapon.

Used By (1)
Tyranids(Catalogue)