This list may be used by all armies. It provideds a full list of all Sea Monsters in Under the Sea.
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PROMETHEANS ...... 40 points The Prometheans are truly fearsome monsters, Giant Lobsters whose deadly pincers snap viciously, tearing through flesh and armour with ease.
Armies: Fishmen |
SPECIAL RULES Promethean Attacks: Prometheans may convert all of their hand to hand hits, if numbering two or more, into one single hit at Strength 10, as the creature pins the foe in both claws, and squeezes, real tight! Armour Save: The thick chitin plates on the Promethean gives it a basic save of 4+. Any shooting attacks at the Promethean and runners are randomised out, if firing at over half range. If firing at under half range, the Promethean or the crew may be targetted seperately. |
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SEA DRAGONS
The Prometheans are truly fearsome monsters, Giant Lobsters whose deadly pincers snap viciously, tearing through flesh and armour with ease.
Armies: Sea Elves |
SPECIAL RULES Fear: Sea Dragons cause fear. |
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KALAMARI ...... 250 points Kalamari are true nightmare creatures from the lowest depths of the oceans of the Boiling Sea. These powerful creatures resemble a giant squid, naturally they will keep themselves to themselves, and not venture near the surface. These creatures are fearsome creatures in their natural habitat. This terrible creature which propells it's self through the water by a natural jet propullsion system. Their tentacles are adminster a sharp electric discharge which has the effect of paralysing the prey before they crush it under their beak.
Armies: Fishmen, Deep One and Blackwater. |
SPECIAL RULES Special Tentacle Attacks: Due to the unique way that kalamari attack, by using their tentacles to sting their prey, paralysing them before they draw them into their gaping maw. Roll each attack die individually (i.e. don't roll 6 attacks as you would normally.) When the first attack hits, then the target model becomes paralysed. No wounds are inflicted for this hit, but the creature may not fight back in this round, if he hasn't already fought. Any subsequent attacks are fought as if the paralysed combatant has WS 1. Each subsequent hit inflicts a S5 hit, or you may exchange 2 or more S5 hits for a single S7 hit. The effects of paralysis only work for one combat round, at the start of the next round the combatant (providing it survived!!) fights normally! When used as a monster mount, the character fighting on the Kalamari may hold back fighting until after the Kalamari, as they are trained to let the Kalamari paralyse the foe before they move in for the kill. If they do this, and the Kalamri has hit the foe once, the rider attacks the foe as if the foe had WS 1. Any hits are resolved normally. this does mean that Kalamri are incredibly useful for dealing with powerful characters - but the hero riding the beast must often delay his attacks (fighting after the low Initative Kalamari, and may well be killed before he gets to strike. Heroes mounted on Kalamari may not use the ability to delay fighting if they charged - both rider and mount get caught up in bloodlust. Wounds: When a Kalamari is wounded, it loses once attack for each Wound suffered. This represent a tentacle being lopped of by each attack. If a Kalamari is reduced to one wound (i.e. one tentacle) it can mean it can't actual kill a target, only paralyse. If this is the case, then the Kalamari's owner has the option to resolve the hit at S3 instead, to represent the creature geting in a sneaky bite from it's beak!! Fear: Kalamari are very frightening creatures, and cause fear. |
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CROWN OF PAIN ...... 250 points The Crown Of Pain is the most unusual of the Sea Monsters that the Fishmen can bind into their service. The Crown of Pain resembles a huge starfish, with two eyes on stalks which protrude from the front of it. These eyes scan the battlefield for new prey. The other notable feature is the huge maw which is set into it's "Face". The Crown Of Pain secretes a powerful poision from it's body, which wracks it's victim with intense pain. Although protected by a hard shell, the insides of a Crown Of Pain are very weak, which appears to be it's only weakness.
Armies: Fishmen. |
SPECIAL RULES Poision Attacks: Crown Of Pain secrete a deadly poision. This means that only the tinest scrath from a Crown Of Pain can wrack the victim with pain. As the poor individual wracks his body with agony, then the creature may strike. If a foe suffers a wound by the Crown Of Pain, the wound is deducted normally. However, if this doesn't kill the victim then the victim is imobilized by the agony caused by the poision. Place the model face down where it lies. It takes no further part in the battle. At the start of each of the victims turns, roll a D6. On a roll of a 6 then the model may fight on (it does not regain the lost wounds). You may deduct one from the roll for each subsequent turn (i.e. second turn after stung the model would fight on on a roll of 5+ etc.) up to a maxiumum of 2+. If the model is still down at the end of the game then victory points are awarded as if the creature was killed. The Crown Of Pain's poision is only strong enough to effect man sized models in this way. Any large monsters (anything from the monsters section of an army list, or mounted on a 40mm Monster base) are not placed down by the Poision but suffer D3 wounds per hit, instead of one. Eyes On Stalks: Due to it's eyes on stalks, the Crown Of Pain has a 360 degree viewing arc. This means that the Crown Of Pain can charge targets which are behind it. Fear: Crown Of Pain are very frightening creatures, and cause fear. |
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KRAKEN ...... 450 points The Kraken is a giant water dwelling beast that terrorises shipping. It sometimes swims with the armies of the oceans.
Armies: It may be used by all armies except Dwarfs. |
SPECIAL RULES Scaly Skin: It has scaly skin which gives it a 5+ unmodified save. Terror: Krakens cause Terror and Fear. Immune to Psycology: Krakens are Immune to Psychology. |
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LEVIATHAN ...... 350 points The Leviathan haunts the oceans of the Warhammer World. It will sometimes swims with the armies of the oceans. ![]()
Armies: It may be used by all armies except Dwarfs. ![]() |
![]() SPECIAL RULES Scaly Skin: It has scaly skin which gives it a 5+ unmodified save. Terror: Leviathans cause Terror and Fear. Immune to Psycology: Leviathans are Immune to Psychology. |
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SEA SERPENTS ...... 400 points The Sea-Serpants of the Warhammer Oceans are allies to the armies of the Deep Ones but are also some times used by the Sea Elves. They are the dragons of the seas.
Armies: Deep Ones, Armies of Black Water or Sea Elves. |
SPECIAL RULES Scaly Skin: Sea-Serpants have scaly skin which gives it a 4+ unmodified save. Terror: Sea-Serpants cause Terror and Fear. |
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MEGALADON ...... 200 points
Armies: Deep Ones. |
SPECIAL RULES Frenzy: Megaladon has frenzy. Scaly Skin: It has tough skin which gives it a 6+ unmodified save. Terror: Megaladon cause Terror and Fear. Immune to Psycology: Megaladon is immune to psycology. Swim: Megaladon must roll a 4+ to go on the ocean surface. |
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WATER ELEMENT ...... 100 points Water Elements are the element of water it’s self. They are made compleatly of water and are found all over the oceans.
Armies: They will fight for all armies except Dwarfs. |
SPECIAL RULES Fear: These creatures cause Fear. Immune to Psycology:Water Elements is immune to psycology. Etheral: They can not be harmed with normal weapons only by magic and magic items. |
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FISH SWARMS ...... 90 points Fish Swarms are common in the ocean battle field of the warhammer world. Hundreds of fish swimming towards you can do more damage than you think.
Armies: All Armies |
SPECIAL RULES Immune to Psycology: Swarms are immune to psycology. ![]() |
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GIANT STING RAY SWARMS ...... 100 points Sting Rays swarm together in battle making a dangerouse fighting unit.
Armies: All Armies |
SPECIAL RULES Immune to Psycology: Swarms are immune to psycology. |
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MANTA RAY SWARMS ...... 100 points Swarms of Ray are a common sight in Fishmen rading parties. While each of these flat fish are relatively harmless on their own, when they attack in a swarm, then they are very dangerous foes - circling around their prey and ganging up with their electric shock attacks.
Armies: All Armies |
SPECIAL RULES Immune to Psycology: Swarms are immune to psycology. Electric Shock Attack: The Manta Ray Swarm attack by discharge sharp high voltage bursts of electrcity. The effect of this is partially represented by the strength value of 4. |