Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)

Bonegrinder Giant Special Attacks
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Bonegrinder Giants don't fight with any real rhyme or reason, and tend to base their actions on what seems like a good idea at the time, or else what appeals to their brutal sense of humour.

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 following tables. Which table you use depends on the size of the Bonegrinder Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result.

Man-sized Things Chart

Use this chart when fighting Infantry, Cavalry, War Beasts or Swarms.

D6

Result

1

Yell and Bawl (see Giants, but the combat is won by 3)

2

Jump Up and Down (see Giants, but causes 3 Stomp Attacks resolved at Strength 8)

3

Pick Up and... (see Giants but resolved at Strength 8 rather than 6)

4

Vomit

5

Kick

6

Crush!

Big Things Chart

Use this chart when fighting Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.

D6

Result

1

Yell and Bawl (see Giants, but the combat is won by 3)

2

Jump Up and Down (see Giants, but causes 3 Stomp Attacks resolved at Strength 8)

3

Pick Up and... (See Giants but resolved at Strength 8 rather than 6. If the Bonegrinder Giant opts to Hurl or Throw Back Into Combat, resolve hits at Strength 5)

4-6

Swing with Club (see Giants, but using the Random Attacks (3D6) special rule)

Bigger Things Chart

Use this chart when fighting Monsters.

D6

Result

1

Yell and Bawl (see Giants, but the combat is won by 3)

2-3

Thump with Club (see Giants, but causes 2D6 Wounds)

4-5

'Eadbutt (see Giants, but causes D6 Wounds)

6

Grapple and...

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