Grom the Paunch
To other lowlife gobbos, the Paunch is the embodiment of everything they will never be – large, idolised and in charge!Grom the Paunch is a huge and powerful lump of a Goblin Warboss, a superlatively-sized individual whose looming presence and ferocity make him a living god amongst other Goblins. His prodigious size was caused by him once having consumed a portion of uncooked Troll meat, an act of gluttony that means he must relentlessly eat copious amounts of food to keep constantly digesting the regenerating flesh lest his massive, protruding belly eventually bursts. It is said that Grom has not seen his legs since consuming the foul meat, yet his frightening size means that he no longer needs to and can, instead, order others to see them for him if he wishes. Following countless successful raids across the Old World, his grandiose reputation has grown as much as his bloated frame. In the past, Grom’s Waaagh! had seen hundreds of different Greenskin tribes flock to his standard, held aloft by his Night Goblin standard-bearer, Niblet. In battle, the self-styled Goblin King often rides with his attendants upon a chariot suitably sized for his expansive proportions, charging into battle with devasting momentum only achievable due to his obscene weight.
Unit Name Grom the Paunch |
Main Unit Key wh2_dlc15_grn_cha_grom_the_paunch_0 |
Land Unit Key wh2_dlc15_grn_cha_grom_the_paunch_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Chariot |
Naval Unit Group Chariot |
Soldiers 1 |
Caste Lord |
Category War Machine |
Class Command |
Cost 1500 |
Recruitment Cost 1500 |
Upkeep Cost 350 |
0 |
├ Engine wh2_dlc15_grn_chariot_grom |
├ Missile Weapon |
├ Projectile |
├ Missile Damage |
├ Missile Ap Damage |
└ Base Reload Time |
Accuracy 10 |
Range |
Reload 0 |
Shots Per Minute |
Ammunition 0 |
Melee Attack 40 |
430 |
├ Melee Weapon wh2_dlc15_grn_grom_axe |
├ Melee Damage Base 290 |
├ Melee Damage Ap 140 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 30 |
Charge Bonus 90 |
30 |
├ Base Defence 30 |
├ Shield none |
└ Shield Defence 0 |
100 |
├ Armour wh2_main_heavy_metal_100 |
├ Armour Defence 100 |
└ Shield Armour 0 |
5264 |
├ Man Entity wh2_dlc15_grn_cha_grom_blood |
├ Man Speed 84 |
├ Man Health 8 |
├ Bonus Hit Points 5248 |
├ Mount wh2_dlc15_grn_giant_wolf_chariot_grom |
├ Mount Entity wh2_dlc15_grn_wolf_draught_grom_blood |
├ Mount Speed 84 |
└ Mount Health 8 |
Leadership (Base Morale) 70 |
Abilities
- Da Great 'Un Iz 'Ere!
Grom is a veritable symbol of greatness, his prodigious size rivalling even the greatest Orcs, and his ambition to conquer outweighing them all. - Language of Da Boyz
When Grom joins the fightin' with his competent, well trained boyz; it's proof to all of the ladz around him that he knows da language of da boyz. - Regeneration
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
Attributes
- Encourage
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses. - Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - Regeneration
flaming attacks will cause more damage to units with Regeneration. - Anti-Infantry
Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.