Beasts of Chaos – Chaos Gargant

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Chaos Gargant

Lumbering, living totems of corruption, Chaos Gargants combine the formidable strength of their kind with all manner of gruesome mutations. Swinging crude weapons and hollering at the top of their lungs, they throw themselves into the thick of battle, stomping and crushing their foes beneath their cloven hooves.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Massive Club
Massive Club2"3+3+-2
Mighty Kick
Mighty Kick2"13+3+-1D3
Wounds SufferedMassive Club’Eadbutt

Unit Size: 1      Points: 150
Battlefield Role: Behemoth
Base size: 90 x 52mm
Notes: Single

A Chaos Gargant is armed with a Massive Club, ’Eadbutt and Mighty Kick.

Timber!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where - and on whom - their body will fall.
If this model is slain, before removing the model from the battlefield, the players must roll off. The winner picks a point on the battlefield 3" from the slain model. Each unit within 2" of that point that is not a GARGANT or MEGA-GARGANT suffers D3 mortal wounds. The slain model is then removed from the battlefield.

Stuff’Em In Me Bag: Gargants are known to grab hapless warriors and stuff them screaming into their bags ‘for later’.
After this unit makes a pile-in move, pick 1 enemy model within 3" of it and roll a dice. If the roll is at least double that model’s Wounds characteristic, it is slain.

Whipped into a Frenzy: The leaders of a beastherd often goad gargants so as to send them into a berserk rage.
At the start of the combat phase, if this unit is within 6" of any friendly BEASTS OF CHAOS HEROES, add 1 to the Attacks characteristic of this unit’s melee weapons until the end of that phase.

Aura of Foulness: Chaos Gargants project an aura of chaotic energy that appears to seep from their skin, tainting any who approach with ruinous corruption.
Subtract 1 from save rolls for enemy units within 3" of any friendly units with this ability.


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1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.

The BEASTS OF CHAOS and HERO keywords are used in the following Beasts of Chaos warscrolls:

Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

The GARGANT keyword is used in the following Beasts of Chaos warscrolls:


The MONSTER keyword is used in the following Beasts of Chaos warscrolls:

• Chimera
• Cygor
• Ghorgon
© Vyacheslav Maltsev 2013-2024