Captive Giant

(Unit)
Type: upgrade
Category: Troop
Categories: Strong, Tough, Troop, Fear
EntryId: f4ac-a238-b6de-4b57
Hidden: true
Costs: 140 Ducats

Constraints:

max(roster): 1
Options (3)
Rules (5)
Fear
Add -1 DICE to a Melee Attack that targets a model with this
Keyword. Models that cause FEAR are immune to FEAR themselves.
Tough
The first time a model with this Keyword suffers an Out of Action result on the Injury Table, it is treated as a Down result instead.
Strong
A model with this Keyword is not affected by Battlekit with the Keyword HEAVY. In addition, it can equip and use one 2-Handed Melee Weapon as if it were a 1-Handed Melee Weapon.
Critical
CRITICAL: Add +2 INJURY DICE instead of +1 INJURY DICE when a Critical Success is rolled for an attack made by a Weapon with this Keyword.
Risky
If you must make a Success Roll for a model that is using a piece of Battlekit that has this Keyword, then the Success Roll becomes a Risky Success Roll (the model’s Activation or ACTION will end if the Risky Success Roll is a Failure). For example, the Success Roll for an attack made with a Weapon that has the RISKY Keyword would become a Risky Success Roll. This Effect is ignored if the Success Roll is already a Risky Success Roll.

Profiles:

Unit MovementRangedMeleeArmourBase
Captive Giant

6"/Infantry

N/A

+2 DICE

-3

60mm

Weapon TypeRangeKeywords
Improvised Melee Weapon

1-handed

Melee

RISKY, HEAVY, CRITICAL, +1 DICE

Massive: The Improvised Melee Weapon rolls on the Injury Chart with 3D6 (instead of usual 2D6), adding all three dice together!

Ability
Frost Breath:

As an Action, the Captive Giant can use its lethally cold breath to attempt to freeze any model (friend or foe) within 8”. If the roll is a Failure, nothing happens. If the roll is a Success or a Critical Success, the targeted model is instantly Downed, but it is unable to gain any BLOOD MARKER until the start of its next activation.

Untamed:

After Deployment, before the start of the game, designate another friendly model without the ELITE keyword and within 4” of the Captive Giant to be the Giant’s handler. At the beginning of its activation, if the handler is not within 4” of the Captive Giant, it follows the rules of Berserk for the turn. If instead the handler is dead at the beginning of the Giant’s activation, or if you did not or were unable to designate a handler at all, it follows the rules of Berserk for the rest of the game.

Berserk:

The Captive Giant runs through the following actions in the order they’re listed below:

  • Movement: The Giant must move towards the closest visible model (friend or foe), charging if it is able to reach them with a charge action, and attempting a dash action after its move if not. If it begins its Activation Down it must attempt to stand.
  • Frost Breath: If there is a visible model (friend or foe) within 8” of the Giant, it must attempt to use its Frost Breath action on the closest model.
  • Melee Attacks: If the Giant is in melee range (i.e, within 1”) of any model, it must use its melee action to attack it, regardless of whether it is friend or foe.

If two more more models are exactly the same distance and visible to the Captive Giant, use a dice roll to randomly determine which model the Giant targets.

Modifiers:

set hidden false
1+ selections of Children of Yggdrasil in roster (recursive)