Chaos Giant

(Unit)
Type: model
Category: Rare
Categories: Rare
EntryId: 996e-eabf-6666-9d00
Hidden: false
Costs: 175 pts
Options (2)
Rules (7)
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.
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.
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
Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
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.
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 small 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 2D6 S 6 Hits that have Multiple Wounds (D3), 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.
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).

Profiles:

Model MWSBSSTWIALDType
Chaos Giant

4

6

6

6

2

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.