| Model | M | WS | BS | S | T | W | I | A | LD | Type |
|---|---|---|---|---|---|---|---|---|---|---|
| Giant | 6 | 3 | 3 | 6 | 5 | 6 | 3 | 10 | Monster |
| Big Things Chart (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 2 points (if both sides have a Giant that Yells and Bawls, the combat is a draw). This result has no effect against Animated Constructs. |
| 02-04 (Big 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 2D3 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. |
| 05-06 (Big Things):
'Eadbutt: The Giant head-butts a single enemy model from the target unit, automatically inflicting D3 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. |
| Man-sized Things Chart (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 2 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 two 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). The Giant grabs the model and the player rolls a D6 on the "Pick up and…" table to see what happens next. |
| 04-06 (Man-sized Things):
Swing with club: The Giant fights using Random Attacks (2D6) this round. |
| 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 6 Hits which Ignores Armour saves, and D6 S 3 hits are inflicted on the unit (save as normal). |
| 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. |