Cowled and sinister, the Gatebreaker is a wrecking ball of a gargant that takes cruel joy in smashing down the fortresses and cities of the civilised races before throwing the rubble at any survivors. To them, every structure is a target for their spiteful wrath.
Unit Size: 1 Points: 500
Battlefield Role: Battleline, Leader, Behemoth
Base size: 130mm
A Gatebreaker Mega-Gargant is armed with a Hurled Boulder, Fortcrusha Flail, Almighty Stomp and Death Grip. Almighty Stomp: A Mega-Gargant's massive, stomping feet are devastating against smaller opponents.
Add 1 to hit rolls
for attacks made with this unit’s Almighty Stomp that target an enemy unit with a Wounds characteristic of 3 or less.
Crushing Charge: When a Mega-Gargant charges, their incredible bulk flattens any foe that fails to get out of the way.
After this unit makes a charge move
, roll a dice for each enemy unit within 1" of this unit. On a 2+, that unit suffers D3 mortal wounds
if it is a MONSTER
or D6 mortal wounds if it is not a MONSTER
Death Grip: Mega-Gargants are perfectly capable of squeezing the life out of even the largest opponent.
When determining the damage inflicted by an attack made with this unit’s Death Grip that targets an enemy MONSTER
, you can roll 2 dice instead of 1 and pick either result.
Longshanks: A Mega-Gargant towers high above the battlefield, and with their long, powerful legs, they can step over most obstacles.
When this unit makes a normal move
, it can pass across other models that are not MONSTERS
of terrain features
that are less than 4" tall in the same manner as a unit that can fly
Pulverising Strike: When facing a particularly tough opponent, a Gatebreaker may swing its Fortcrusha Flail high into the air before bringing it down in a single pulverising strike.
When this unit fights, you can say that it will unleash a pulverising strike. If you do so, instead of making attacks
with this unit’s melee weapons, pick 1 enemy unit within 3" of this unit and roll a dice. On a 4+, that enemy unit suffers 4D6 mortal wounds
Smash Down: Gatebreaker Mega-Gargants have a deep loathing of cities and settlements, which are seen as symbols of those who killed their ancestor figure, the godbeast Behemat.
Add 1 to the Damage characteristic of this unit’s Fortcrusha Flail for attacks that target an enemy unit in cover
a terrain feature
. In addition, if you carry out the Smash To Rubble monstrous rampage
with this unit, roll a dice for each enemy unit within 3" of the terrain feature picked and for each unit garrisoning it. On a 2+, that unit suffers D3 mortal wounds
Son of Behemat: The Sons of Behemat are nearly as difficult to kill as their mighty progenitor.
If the effect of a spell or ability would slay this model without any wounds or mortal wounds
being caused by the spell or ability, this model suffers D6 mortal wounds instead of being slain.
Terror: This terrifying monstrosity strikes fear into the hearts of their foes.
Enemy units cannot receive the Inspiring Presence
command while they are within 3" of any friendly units with this ability.
Timberrrrr!: A dying Mega-Gargant is a formidable 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 5" from the slain model. Each unit within 3" of that point that is not a MEGA-GARGANT
suffers D3 mortal wounds
. The slain model is then removed from the battlefield.