Bonegrinder Giant

(Unit)
Type: unit
Category: Mercenaries
Categories: Mercenaries, Units, Faction: Orc and Goblin Tribes
LinkId: 3d62c558-86da0cc2
Hidden: true

Constraints:

max(force): 1
Options (1)

Profiles:

Unit Troop TypeUnit Size
Bonegrinder Giant

Behemoth

1

Special Rule
Bonegrinder Giant Attacks:
Crush Underfoot The Bonegrinder Giant stomps heavily upon the enemy. Place a large (5") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -3.
’Eadbutt The Bonegrinder Giant squints angrily at their enemy and ’eadbutts them.The target unit suffers a single hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Grind its Bones Faced with rank upon rank of bite-sized snacks, the Bonegrinder Giant tries to gobble up enemies by the handful. Every model within the fighting rank of the target unit must immediately make an Initiative test: Those unable to escape the grasping hands of the Bonegrinder Giant are scooped up and eaten whole. Every model that fails this test is removed from play as a casualty. Those able to duck or dodge away from the Bonegrinder Giant’s grasping hands escape a terrible fate. Every model that passes this test remains unharmed. Note that any characters in the fighting rank of the target unit can make a “Look Out, Sir!” roll, as if their unit had been hit by a shooting attack.
Mighty Swing The Bonegrinder Giant swings its club at its enemies. The target unit suffers D6+1 hits from the Bonegrinder Giant’s club. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+1 and an AP of -2.
Vomit Peering down at such tiny creatures makes the Bonegrinder Giant dizzy and messily sick! Place a flame template so that the narrow end touches the edge of this model’s base that is in contact with the target unit and the broad end is over the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single Strength 5 hit with an AP of -2.
Wallop The Bonegrinder Giant grasps its club two-handed and cracks its enemy on the head. The Bonegrinder Giant makes a single attack against the target unit. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+3, an AP of -4 and the Multiple Wounds (2D3) special rule.
Close Order:

A unit consisting of models with this special rule may adopt a Close Order formation.

Immune To Psychology:

If the majority of the models in a unit are Immune to Psychology, the unit automatically passes any Fear, Panic or Terror tests it is required to make. However, if the majority of the models in a unit have this special rule, the unit cannot choose to Flee as a charge reaction.

Note that this special rule does not make a unit immune to any test made against Leadership not stated here.

Mercenaries:

Often, an army can include certain units drawn from another army list as mercenaries. Any such units included in your army gain this special rule. Mercenaries cannot use the Inspiring Presence rule of the army’s General (see page 203) nor the Hold your Ground rule of a Battle Standard (see page 203). Mercenaries cannot be joined by characters drawn from another army list.

Stomp Attacks:

The number of Stomp Attacks caused varies from model to model and will be shown in brackets after the name of this special rule. Often, this is determined by the roll of a dice.

Resolving Stomp Attacks: Stomp Attacks can only be made by a model that is in base contact with the enemy. Stomp Attacks are attacks made in combat that always strike at Initiative 1 (regardless of modifiers) and that hit automatically using the unmodified Strength characteristic of the model.

Timmm-Berrr!:

When this model is reduced to zero Wounds, the winner of a roll-off chooses one of its arcs (front, flank or rear) for it to fall into. Any units that are within the chosen arc and in base contact with this model suffer D6 hits, each using the Strength characteristic of this model, with an AP of -1. Once these hits are resolved, this model is removed from play.

Unbreakable:

If a unit with this special rule loses a round of combat, it is not required to make a Break test. Instead, it will automatically Give Ground as it is pushed back by the enemy. Characters that are not Unbreakable cannot join units that are, and vice versa.

Large Target:

Enemy models never suffer To Hit modifiers for full or partial cover when shooting at models with this special rule. In addition, a model can draw a line of sight to a model with this special rule over or through other models, and vice versa.

Terror:

Models with this special rule cause Terror. Models that cause Terror also cause Fear:

• When a unit that causes Terror declares a charge, the charge target must immediately make a Leadership test. If this test is failed, it must Flee. If this test is passed, it can declare its charge reaction normally.

• If the winning side of a combat includes one or more units that cause Terror, each unit that belongs to the losing side must apply a -1 modifier to its Leadership characteristic when making its Break test.

Note that if a charged unit cannot choose to Flee, it does not make this Leadership test.

Models with the Fear special rule Fear models that cause Terror. Models that cause Terror are immune to Terror. A unit that does not cause Terror does not become immune to Terror when joined by a character that does.

Modifiers:

set hidden false
or
primary-catalogue is Warriors of Chaos
primary-catalogue is Orc and Goblin Tribes
primary-catalogue is Beastmen Brayherds
Used By (1)
Mercenaries(Catalogue)