Fuelled by the power of the Waaagh!, the Beast-smashers believe themselves to be the embodiment of Gorkamorka. Towering brutes who are all but impervious to pain, they seek out the enemy’s largest beasts, pulverising them with their menhir clubs.
Unit Size: 1 Points: 480
Battlefield Role: Battleline, Leader, Behemoth
Base size: 130mm
Notes: Single
A Beast-smasher Mega-Gargant is armed with a Menhir Club, 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.
Beast-breaking Strike: Guided by a killer instinct, Beast-smashers can shatter the ribcages and crack the skulls of even the most ferocious adversaries with a single mighty strike.
When this unit fights, if it is within 3" of an enemy
MONSTER, you can say that it will unleash a beast-breaking strike. If you do so, until the end of the phase, the Attacks characteristic of this unit’s Menhir Club is 1 and cannot be modified, the Damage characteristic is 5D6, and all attacks made with its Menhir Club must target an enemy
MONSTER.
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,
runs or
retreats, it can pass across other models that are not
MONSTERS and
parts of
terrain features that are less than 4" tall in the same manner as a unit that can
fly.
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.
Behemoth Brawler: Beast-smashers rely on their killer instincts when battling colossal creatures, fighting with the spirit of Gorkamorka and the ferocity of Behemat until their prey lies broken and defeated before them.
At the end of the
charge phase, if this unit is within 3" of any enemy
MONSTERS, you can carry out 2
monstrous rampages with this unit instead of 1. If you do so, each monstrous rampage carried out with this unit must be different and each must target an enemy
MONSTER.