Marauding Giant

(Entry)
Type:

model

Categories:

⟨Hgt:5⟩

EntryId:

2c14-1d96-ff45-f9e7

Hidden:

false

Costs: 280 pts1 Legendary Beasts

Constraints:

max(roster): 0
Options (2)
Big Brother:

Profiles:

Global AdvMarDisRsr
Marauding Giant (Global)

7

7

8

Light Troops, Solitary, Terror, Giant See, Giant Do

Defensive HPDefResArmAegRules
Marauding Giant (Defensive)

8

3

5

1

Offensive AttOffStrAPAgiRulesTags
Marauding Giant

5

3

5

2

3

Rage, Stomp Attack (D6)

Giant, Light Armour

Size HeightTypeBaseRarity
Marauding Giant (Size)

5

Giant, Light Armour

50×75

Uncommon

Rule
Light Troops:

A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility).
If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility.
Note: this rule has no effect on other Move Manoeuvres, including March Moves.
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.

Solitary:

Units containing Solitary can never join other units, and can never be joined by other models.
Note: if a model has both Solitary and Attached, it cannot be Deployed and is therefore considered a casualty.

Terror:

When a unit containing Terror declares a Charge in the Charge Phase, the target must take a Panic Test. If the test is failed, the unit must choose Flee! as its Charge Reaction if allowed to do so (e.g. not already Engaged in Combat, etc.).
Units containing Terror are themselves immune to the effects of Terror.

Giant See, Giant Do:

The model gains Courageous.

Attack Attribute
Rage:

Whenever the model loses a Health Point, it gains +1 Att.
Whenever it Recovers or Raises a Health Point, it suffers −1 Att

Stomp Attack:

A model part with Stomp Attack can make a Special Attack which is resolved at Agility Step 0, can only be allocated towards a Health Pool of Height 0–1, and inflicts X hits, using the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons. If more than one model part of a combined model has Stomp Attack, only a single model part (chosen by the model’s owner) can perform its Stomp Attack in each Round of Combat.

Melee Weapon
Hand Weapon:

During Combat Choices a model part can only choose a Hand Weapon if it has no other options, or is a Weapon Master.
Models with a Shield using a Hand Weapon gain Parry.
All model parts without Innate Weapons come equipped with a Hand Weapon as their default equipment and cannot lose it.

Modifiers:

increment max(roster) 1
repeat for every 1500 (rounded up) limit::ea90-6996-33df-993c of any in roster
remove category ⟨Hgt:5⟩
1+ selections of ⟨mount⟩ in Marauding Giant (recursive)
Used By (1)

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