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Gloomspite GitzAleguzzler Gargant

Aleguzzler Gargant

Aleguzzler Gargants that accompany Gloomspite hordes into battle are often combating raging hangovers from drinking too much crude fungus brew. They fight for more barrels of the same foul stuff, so that they can get inebriated all over again.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Massive Club3"3+3+-11
Mighty Kick2"13+3+-2D3
Wounds SufferedMoveMassive Club’Eadbutt

Unit Size: 1      Points: 160
Battlefield Role: Behemoth


An Aleguzzler Gargant is a single model armed with an ’Eadbutt, Massive Club and Mighty Kick.


Drunken Stagger: Often still inebriated, gargants can be just as much a hazard to their allies as their enemies.
If a charge roll for this model is a double, this model cannot make a charge move that phase. In addition, the players must roll off. The player who wins the roll-off picks a point on the battlefield 3" from this model. Each unit within 2" of that point suffers D3 mortal wounds.

Stuff ’Em In Me Bag: Gargants are known to grab hapless warriors and stuff them screaming into their bags ‘ for later’…
After this model piles in, you can pick 1 enemy model within 3" of this model and roll a dice. If the roll is equal to or greater than double that model’s Wounds characteristic, it is slain.

Timber!: A dying gargant is indiscriminating in their choice of where – and on whom – their body falls.
If this model is slain, before removing the model from the battlefield the players must roll off. The player who wins the roll-off picks a point on the battlefield 3" from this model. Each unit within 2" of that point suffers D3 mortal wounds. This model is then removed from the battlefield.

Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Sometimes a rule may require the players to make a roll-off. When this is the case, each of the players rolls a dice, and whoever rolls highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the dice when making a roll-off.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
© Vyacheslav Maltsev 2013-2020