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
Notes: Single
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,
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.
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 or
garrisoning 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.