Bologs (Giant)

(Entry)
Type: unit
Categories: Rare
EntryId: d456-4582-ef74-5cc9
Hidden: false
Costs: 175 pts

Constraints:

max: 1
min: 1
Options (1)
Rules (3)
Giants of Albion
Cachtorr and Bologs are large targets and cause terror.


Note that, although named, Cachtorr and Bologs do NOT count as being characters. Giants treat obstacles like open ground, but are prone to falling. Roll a D6 if they cross an obstacle or lose a round of combat. If you roll a 1 the Giant has fallen and can squash those underneath. Use the Scatter dice to see which direction he falls in, and the model itself as a template. Those underneath take a single S5 hit which causes D3 wounds. Giants may not attack and are hit automatically in hand-to-hand combat whilst on the ground. They are automatically killed if they break from combat while on the ground. It takes a Giant one turn to stand up. Giants also fall over when they die.

In close combat you must roll a dice each round to determine what the Giant will do that turn. Against other large targets:
- On a roll of 1-3 Giants will Yell and Bawl (Giant does not attack, but enemy side automatically loses the fight by 2)
- On the roll of a 4-6 they will 'Eadbutt (D6 S6 hits, randomised like missile fire for ridden monsters)

Against smaller opponents:
- Giants will Yell and Bawl on the roll of a 1-2
- On the roll of a 3-4 they will Jump Up and Down (2D6 S6 hits on unit, randomised like missile fire, but first test to fall over – see above)
- On the roll of a 5-6 they will Swing With Club (D6 S6 hits on unit, randomised like missile fire).
Large Target
Add +1 to be hit for shooting
Terror
Unit causes Terror.
Troops who are confronted by monsters or situations that cause terror must test to see whether they overcome their terror. If they fail, they are completely terrified and are reduced to gibbering wrecks. Troops only ever test for terror once in a battle. Once they've overcome their terror they are not affected again.

If a creature causes terror then it automatically causes fear as well, and all the rules described for fear apply. However, you never have to take a Terror and a Fear test from the same enemy or situation - just take a Terror test: if you pass the Terror test then you automatically pass the Fear test, too. As any unit of Troops only ever takes one Terror test in a battle, any subsequent encounters with terrifying monsters or situations will simply count as fear.

A unit must make a Terror test if charged by or wishing to charge an enemy that causes terror.

A unit must make a Terror test at the start of its turn if there is an enemy which causes terror within 6".

Profiles:

Profile MvWSBSSTWIALdSvSv+USBase
Bologs

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3

3

6

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5

3

S

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