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===Rare Units=== * '''Grimhorn Rhinox Riders''': You're already dead if these things charge you, and they're hard to stop. Upgraded Mournfangs where the [[Awesome|Ogres now ride fucking woolly rhinos]]. Trading increased pice of 75ppm (12 more than Mournfangs) and only ogre speed(M6"), so moving side-by-side with your troops. But the Tradeoff is greater, with more attacks and defense from the beast they ride. The mount gets a Bumped to Toughness 5 with 5+ Natural Armour in addition to Frenzy. Whether or not you find these things be valuable killing machines or just excessively powerful overpriced models. Anything these things charge (short of something with Ethereal) will die (plus the models are fucking amazing). * '''Ironblaster:''' 180pts. It's a MOVING CANNON. A. Moving. Cannon. It's not even that expensive for the book, and it usually gets a fairly large bounce (due to rolling two artillery die for the bounce and choosing the largest). Sure, some of the misfires hurt, but not as much as, say, the Hellcannon, and it does absurd damage to whatever it looks at. It can even get into combat if pressed, which is highly recommended. * '''Slavegiant:''' 150pts. It's a Giant. What can we say? You know it and love it. LD10 monsters are always nice, especially with Immunity (Psychology). It's also worth pointing out that ALL of its 'Pick Up And...' results end in death for the picked-up model. Giants are THE monster-killer with relative ease, and they can fell a star dragon. That being said, they're sadly not worth it in general lists as with no armor, and with an abundance of S5+ around in 9th, they can drop dead fast. However, feel free to take them if you know what you're up against and are sure you can get them in combat with a similarly-priced monster/single model unit. * '''Stonehorn:''' 250pts. The first of the 2 big scary monsters. Effectively a guided missile, This one hurts a lot on the charge, but it's I2, and only one rider kind of hurts it after that. It's still big and scary, so send it into the right spot, and it could wreck someone's day. It is excellent as a mount for a Hunter, even if everyone wishes they could sit a tyrant there. One other thing to note is its Stone Skeleton special rule, which renders multiple wound weapons, namely cannons, half as effective (don't think it makes you immune to them though, those Dwarfs will have plenty to kill this). * '''Thundertusk:''' 250pts. The second giant scary monster focuses on a Shooting and support platform. This one only has 4 attacks, but it does get a second rider (for an extra 3 S4 attacks or a shot because you have no penalties for moving and shooting) and has an S3(6) Ice stone thrower attached that won't harm you on a misfire. Oh, and it has a 6" Ice attacks aura, so the enemies within 6" Always Strikes Last, did we forget to mention that? Yeah, suddenly, initiative 2 doesn't matter so much. Hold back for the first round or so to soften up a unit you want dead, and then send it in with the rest of your army and watch as it and everything around smashes through the entire enemy line because they get their skulls stomped in before they're even allowed to attack—one of the best units in the current list. *'''Ice Mammoth:''' 325pts. Yet another gigantic monster. This behemoth fits whatever you need from a giant and then some. On top of its d6+1 S7 Impact Hits, it also has a hefty 4+ natural armour save and has ogres who can shoot their chaintrap or harpoon with no penalty for moving to cooperate with the random list of deadly attacks, like Giants, Murderous against infantry, and other monsters but harder against calvery. It has 10 wounds, so it can take more punishment than most monsters (it could survive like two super lucky cannonballs, and those are ready not so accurate in 9th). Like any monster, be warned that Your not the most durable thing in-game, with only 10 lucky rolls from a dice bucket can take it down.
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