Bonegrinder Giant

(Unit)
Type: model
Category: Rare
Categories: Rare
EntryId: a449-7bcf-5f21-2dee
Hidden: false
Costs: 375 pts
Options (2)
Rules (7)
Bonegrinder Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Bonegrinder Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Bonegrinder Giant's victim. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting monstrous beasts, monstrous infantry, monstrous cavalry, chariots and war machines. Use the Bigger Things Chart when fighting anything with
Fall Over
A Giant must test to see whether it falls over if any of the following apply:

 If it is beaten in close combat. Test once results are established but before taking a Break test.
 If it is fleeing at the start of the Movement phase.
 When it crosses an obstacle. Test when the obstacle is reached.
 If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.

To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.

To determine in which direction the Giant falls, roll a scatter dice. Place the large template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 3D6 S 8 Hits that have Multiple Wounds (D6), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.

A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.

Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up..
Stubborn
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, rather than 2D6.

When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. Whenfleeing or pursuing, they roll 3D6, and discard the lowest result.

Swiftstride has no effect on models using a M value lower than 4.

Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 3D6 (discard the lowest)

Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6
Terror
Models that cause Terror also cause Fear. In addition,
the following rules apply. Fear-causing models or
models with Immunity (Fear) treat Terror-causing
monsters as causing Fear, rather than Terror – this is an
exception to the rule that makes Fear-causing creatures
immune to Fear. Terror-causing models have the
Immunity (Fear/Terror) special rule.

Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.

If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.

Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology test). However, they may never choose Flee! as a charge reaction (except when using Feigned Flight or Fire & Flee, unless they also have Frenzy).
Stomp
The model can make a Stomp in addition to its other close combat attacks. A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's S, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model.

Profiles:

Model MWSBSSTWIALDType
Bonegrinder Giant

10

3

3

8

8

8

1

10

Monster

Big Things Chart (Bonegrinder Giant)
01 (Big Things)

Yell and Bawl: Neither the Giant nor models in contact with it actually fight if they have not already done so this round. The Giant's side automatically wins the combat by 3 points (if both sides have a Giant that Yells and Bawls, the combat is a draw). This result has no effect against Animated Constructs.

02 (Big Things)

Jump Up and Down: The Giant jumps up and down vigorously on top of the enemy. Before it starts, the Giant must test to determine if it falls over. If it falls over, work out where it falls and calculate damage as already described. Any wounds caused by the fall (on either side) count towards the combat result. If the Giant remains on its none-too-nimble feet, it will inflict three Stomp attacks.

03 (Big Things)

Pick Up and…: The Giant stoops down and grabs a single Character in base contact from the target unit (Giant player's choice). If no character is present in base contact, roll again on the Big Things Chart until you get another result. The Giant grabs the model and the player rolls a D6 on the "Pick up and…" table to see what happens next.

04-06 (Big Things)

Swing with club: The Giant fights using Random Attacks (3D6) this round.

Bigger Things Chart
01 (Bigger Things)

Yell and Bawl: Neither the Giant nor models in contact with it actually fight if they have not already done so this round. The Giant's side automatically wins the combat by 3 points (if both sides have a Giant that Yells and Bawls, the combat is a draw). This result has no effect against Animated Constructs.

02-03 (Bigger Things)

Thump with Club: The Giant brings down its club on a single model from the target unit that is in base contact. The target may attempt to avoid the blow by passing an I test (use the lowest if the model has several different values). If the test is failed, the model takes 2D6 wounds which Ignores Armour Saves. If a double is rolled the Giant's club embeds itself in the ground and the Giant cannot attack at all in the following round of the same combat whilst it recovers its weapon.

04-05 (Bigger Things)

'Eadbutt: The Giant head-butts a single enemy model from the target unit, automatically inflicting D6 wounds which Ignores Armour Saves. If the victim is wounded but not slain, then it is dazed and loses all of its following attacks. If the target has not yet attacked in that combat round, it loses those attacks; if it has already attacked, then it loses the next round's attacks.

06 (Bigger Things)

Grapple and…: The Bonegrinder Giant grabs hold of his opponent, Roll a D6 on the "Graple and… Chart".

Grapple and... Chart
01-02 (Grapple and...)

Knobbly Knee: The victim immediately suffers D3 Wound which Ignores Armour Saves and has their WS and I reduced to 1 until the end of the next player turn.

03 (Grapple and...)

Slam: The victim immediately suffers 2D3 Wounds which Ignores Armour Saves. If there is another enemy unit in base contact with the Giant, that unit also suffers 2D3 Wounds which Ignores Armour Saves. If there are two or more other enemy units in base contact with the Giant, randomise to see which is slammed.

04 (Grapple and...)

Bear Hug: Roll 2D6 and add the Giant's S. Your opponent rolls 2D6 and adds the victim's T. If the Bonegrinder Giant's score is higher, the victim is removed as a casualty with no saves of any kind allowed.

05 (Grapple and...)

Fall Over: Roll 2D6 and add the Giant's S. Your opponent rolls 2D6 and adds the victim's T. If the Bonegrinder Giant's score is higher, the victim is removed as a casualty with no saves of any kind allowed. Then continue to resolve the Giant falling over, in the direction of the target.

06 (Grapple and...)

Punch, and…: The victim suffers D3 Wounds which Ignores Armour Saves, then roll again on this table. If the Giant rolls a succession of 6's it is possible for him to repeatedly punch his victim. If the punches kill the victim, there's no further need to roll on the table.

Man-sized Things Chart (Bonegrinder Giant)
01 (Man-sized Things)

Yell and Bawl: Neither the Giant nor models in contact with it actually fight if they have not already done so this round. The Giant's side automatically wins the combat by 3 points (if both sides have a Giant that Yells and Bawls, the combat is a draw). This result has no effect against Animated Constructs.

02 (Man-sized Things)

Jump Up and Down: The Giant jumps up and down vigorously on top of the enemy. Before it starts, the Giant must test to determine if it falls over. If it falls over, work out where it falls and calculate damage as already described. Any wounds caused by the fall (on either side) count towards the combat result. If the Giant remains on its none-too-nimble feet, it will inflict three Stomp attacks.

03 (Man-sized Things)

Pick Up and…: The Giant stoops down and grabs a single Character in base contact from the target unit (Giant player's choice). If no character is present in base contact, roll again on the Big Things Chart until you get another result. The Giant grabs the model and the player rolls a D6 on the "Pick up and…" table to see what happens next.

04 (Man-sized Things)

Vomit: Place the flame template so that the narrow end is in base contact with the Bonegrinder Giant and the body of the template is over at least one other unit. All models (friendly and enemy) under the template suffer an automatic S 5 hit which Ignores Armour Saves. All unsaved Wounds from these hits count towards the combat result (unsaved Wounds on friendly models count to your opponent's combat result). Once damage has been resolved, roll a D6. On a roll of 1-3, the Bonegrinder Giant falls over.

05 (Man-sized Things)

Kick: Choose a model in base contact with the Bonegrinder Giant that model is removed as a casualty. The victim's remains hurtle through its unit in the same manner as a shot from a bolt thrower (Look Out Sir! Applies as normal). The model immediately behind the victim suffers a S 8 hit with Multiple Wounds (D3). If he is slain, the model behind him suffers a S 7 hit with Multiple Wounds (D3), and so on, until the remains fail to cause a casualty; or the unit runs out of ranks/files.

06 (Man-sized Things)

Crush!: Place the small round template so that it is at least partially covering one or more models in base contact with the Giant, but not the Giant himself. The model under the centre of the template suffers an automatic S 10 hit with Multiple Wounds (D6). Models around him might get lucky –. Roll an artillery dice and halve the result – all other models (friendly and enemy) under the template suffer an automatic hit of this S. If the roll is a: misfire, the Giant manages to miss the rest of the unit.

Pick up and... Chart
01 (Pick Up and...)

Stuff into Bag: The model is effectively removed as a casualty and can do nothing whilst in the bag, but if the Giant should be slain, any enemy trapped in its bag are freed at the end of the battle, and no longer counts as casualties.

02 (Pick Up and...)

Throw Back into Combat: The victim is hurled into its own unit like a living missile. The victim suffers D3 S 8 Hits which Ignores Armour saves, and D6 S 3 hits are inflicted on the unit (save as normal). If the victim is part of the targets from the Big Things Chart the unit suffers D6 S 5 hits.

03 (Pick Up and...)

Hurl: The victim is hurled into an enemy unit within 12" of the Giant – randomly determine which. The victim is removed as a casualty, and the unit takes D6 S 3 hits. Unsaved Wounds from these hits count towards the Giant's combat result. If no enemy units are in range, treat this as a Throw Back into Combat result instead. If the victim is part of the targets from the Big Things Chart the unit suffers D6 S 5 hits.

04 (Pick Up and...)

Squash: The model is removed as a casualty.

05 (Pick Up and...)

Eat: The model is removed as a casualty.

06 (Pick Up and...)

Pick Another: Treat the attack as if the Giant had rolled the Stuff into Bag result, above, and then choose another victim. Roll again on this table to see what the Giant does with it.