Gloomspite Gitz – Bonegrinder Mega-Gargant
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Bonegrinder Mega-Gargant

The Bonegrinder Mega-Gargant’s coming is heralded by earth-shaking footsteps and a deafening roar of battle-lust. Each Bonegrinder thinks of itself as the next Behemat, and will stomp flat or batter to death anything foolish enough to stand in its way.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hurled Boulder
Hurled Boulder13+2+-34
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gargantuan Club
Gargantuan Club3"3+3+-23
Thunderous Stomp
Thunderous Stomp1"13+3+-2D6
DAMAGE
Wounds SufferedMoveHurled BoulderGargantuan Club
0-1811"18"7
19-2410"15"5
25-309"12"4
31+8"9"3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 535
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Bonegrinder Mega-Gargant is armed with a Gargantuan Club, Thunderous Stomp and Hurled Boulders.

ABILITIES

Thunderous Stomp: A Bonegrinder Mega- Gargant’s massive, stomping feet are devastating against smaller opponents.
Add 1 to hit rolls for attacks made with a Thunderous Stomp unless the target is a MONSTER.

I’ll Bite Your Head Off!: A Bonegrinder Mega-Gargant’s cavernous mouth makes for an especially deadly weapon, should the brute fancy a light snack during a battle.
After this model piles in, you can pick 1 enemy model that is within 3" of this model, and roll a dice. If the roll is greater than that enemy model’s Wounds characteristic, that enemy model is slain.

Longshanks: A Bonegrinder Mega-Gargant towers high above the battlefield, and although it moves ponderously, it can step over most obstacles.
When this model makes a normal move, run or retreat, it can ignore other models and terrain features when you trace the path of its move across the battlefield, but it cannot finish that move within 3" of an enemy unit.

Sons of Behemat: The Sons of Behemat are nearly as difficult to kill as their mighty progenitor.
If this model is affected by an ability that slays the target without any wounds or mortal wounds being allocated, then this model suffers D6 mortal wounds instead.

Terror: This terrifying monstrosity strikes fear into the hearts of its foes.
Subtract 1 from the Bravery characteristic of enemy units if they are within 3" of any friendly units with this ability.

Timberrr!!!: A dying Bonegrinder Mega-Gargant is indiscriminating in their choice of where – and on whom – their body falls.
If this model is slain, before removing it from play, the players must roll off. The winner must pick 1 point on the battlefield 5" from this model. Each unit within 3" of that point suffers D3 mortal wounds unless it is a MEGA-GARGANT. This model is then removed from play.

KEYWORDS
DESTRUCTION, SONS OF BEHEMAT, GARGANT, MEGA-GARGANT, MONSTER, BONEGRINDER
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
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.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
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.
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.

The warscrolls using MEGA-GARGANT keyword can be found in the following Factions:

Destruction: Gloomspite Gitz, Sons of Behemat.

The MEGA-GARGANT keyword is used in the following warscrolls:

Battleline, Leader, Behemoth
Behemoth

The GARGANT keyword is used in the following Gloomspite Gitz warscrolls:

Behemoth
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021