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Stomper Tribe

An Army of Renown for Sons of Behemat: only the units below, with these battle traits and enhancements in place of the army’s own, and no battle formation. It cannot take a Regiment of Renown. Build one by choosing it under Army of Renown in the list builder.

Battle traits

Stomp! Stomp! Stomp! Stomp!
Once Per Turn (Army), Any Combat Phase

Declare: Pick an enemy unit in combat with a friendly Stomper Tribe unit to be the target.

Effect: Roll a dice. Add 1 to the roll for each friendly Stomper Tribe model in combat with the target. On a 5+:
• The target has Strike-last for the rest of the turn.
• Inflict 3 mortal damage on the target.

Get In There, You Runts!
Once Per Turn (Army), Any Charge Phase

Declare: Pick a friendly Little unit that is within a friendly Big unit's combat range, visible to it and not in combat to be the target.

Effect: You can re-roll charge rolls for the target for the rest of the turn, and the target has Fly for the rest of the phase.

Grab Those Rocks and Chuck 'Em!
Once Per Battle (Army), Any Shooting Phase

Declare: Pick each friendly Little unit wholly within 18" of and visible to a friendly Big unit and not in combat to be the targets.

Effect: Add 1 to the Attacks characteristic of each target's ranged weapons for the rest of the turn.

Gettin' Stuck In
Once Per Turn (Army), Any Combat Phase

Declare: Pick a friendly Stomper Tribe unit in combat to be the target.

Effect: If the target is Little, pick a model in the target unit. Add 1 to the Damage characteristic of that model's melee weapons for the rest of the turn.

If the target is Big, add 1 to the Rend characteristic of its melee weapons for the rest of the turn.

Stompin' About
Once Per Turn (Army), Your Movement Phase

Declare: Pick a friendly Little unit wholly within 12" of and visible to a friendly Big unit to use this ability.

Effect: That Little unit can move D6+3". It can pass through the combat ranges of enemy units but cannot end that move in combat. Then, you can inflict D3 mortal damage on each enemy unit that has a lower Health characteristic than that Little unit and that it passed across during that move.

Heroes (1)

Warstomper Mega-Gargant
10" · 25W · Sv 4+
390

Units (4)

Mancrusher Gargant
8" · 12W · Sv 5+
140
Mancrusher Gargant (Scourge of Aqshy)
8" · 12W · Sv 5+
150
Boss-stompers
8" · 12W · Sv 5+
370
Rock-hurlers
8" · 12W · Sv 5+
380

Heroic Trait

Absolutely Fuming

Effect: Add 2 to the Attacks characteristic of this unit's Almighty Stomp if it did not use a Fight ability in the previous turn.

Eager for the Fight

Effect: When making charge rolls for this unit, add 1 to the number of dice rolled, to a maximum of 3, then remove 1 dice of your choice and use the remaining dice as the charge roll.

Artefact of Power

Sparky Shield

Effect: While they are wholly within 12" of and visible to this unit, friendly Stomper Tribe units have Ward (6+) against damage inflicted by shooting attacks.

Club of the First Oak
End of Your Turn

Effect: Heal (D3) this unit.

Little Toes

Future Stomper

Effect: This unit can use the 'Power Through' command even if it has not charged this turn.

Carefully Watched
Reaction: You declared a Fight ability for this unit

Effect: Pick a friendly Big unit that has not used a Fight ability this turn and is wholly within 12" of this unit to be the target. The target can be picked to use a Fight ability immediately after the Fight ability used by this unit has been resolved. Add 1 to hit rolls for attacks made by this unit and the target for the rest of the turn.

Little Hopper

Effect: This unit can be picked to use the 'Stompin' About' ability even if it is not wholly within 12" of and visible to a friendly Big unit.

Keen Bean

Effect: While this unit is wholly within 12" of and visible to a friendly Big unit, it can use Charge abilities even if it used a Run ability in the same turn.