The veteran Warmongers of the gargant race seek out the thrill and clangour of battle wherever they can find it. They love smashing battlelines into disarray, and once they are in the thick of the fight, their rampage is all but impossible to stop.
Unit Size: 1 Points: 440
Battlefield Role: Battleline, Leader, Behemoth
Base size: 130mm
Notes: Single
A Warstomper Mega-Gargant is armed with a Titanic Boulderclub, Death Grip and Jump Up and Down.
Almighty Jump: A Mega-Gargant’s massive, stomping feet are devastating against smaller opponents.
Add 1 to
hit rolls for attacks made with this unit’s Jump Up and Down that target an enemy unit with a Wounds characteristic of 3 or less.
Crushing Charge: When a MegaGargant 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.
Hurled Body: Warstomper MegaGargants wade into the thick of battle and pick up smaller opponents to hurl at other enemies.
After this unit makes a
pile-in move, pick 1 enemy model within 3" of it and roll a dice. Add the Hurled Body
modifier shown on this unit’s
damage table to the roll. If the roll is at least double that model’s Wounds characteristic, it is slain and you can roll another dice. On a 4+, pick an enemy unit within 12" of this unit and visible to it. That unit suffers a number of
mortal wounds equal to the Wounds characteristic of the slain model.
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.
Titanic Boulderclub: A Warstomper Mega-Gargant will drive straight into the midst of the enemy, swinging their titanic boulderclub in great sweeping arcs that smash foes in all directions.
The Attacks characteristic of a Titanic Boulderclub is equal to the number of enemy models within 3" of the attacking model. Add the Titanic Boulderclub value on the attacking model’s
damage table to the total, and add 4 to the total for each enemy
MONSTER within 3" of the attacking model. If the modified Attacks characteristic of the Titanic Boulderclub is more than 10, count it as being 10.