Health
16,000
Armour
150
Leadership
75
Speed
31
Melee attack
60
Melee defence
24
Weapon strength
150 base + 450 armour-piercing, +25 vs infantry
600
Charge bonus
30
Attributes

Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

Construct
Constructs cannot be routed, but take damage when their Leadership is broken. Constructs also have: Fear and Terror Immunity Constructs may also have their hit points restored and stats boosted by special characters such as the Tomb Kings Necrotect.
Abilities
Rubble & Ruin IBombardment · -30 Armour, +40% Armour-Piercing Weapon Damage…passiveRubble & Ruin IBombardment-30 Armour+40% Armour-Piercing Weapon DamageBombardment also damages alliesBombards the area around the unitPassive · 1 useBeing a towering, walking cluster of rocks means that big bits sometimes fall off you, much to the detriment of anything smaller nearby!
Rubble & Ruin IIBombardment · -60 Armour, +80% Armour-Piercing Weapon Damage…passiveRubble & Ruin IIBombardment-60 Armour+80% Armour-Piercing Weapon DamageBombardment also damages alliesBombards the area around the unitPassive · 1 useBeing a towering, walking cluster of rocks means that big bits sometimes fall off you, much to the detriment of anything smaller nearby!
Rubble & Ruin IIIBombardment · -90 Armour, +120% Armour-Piercing Weapon Damage…passiveRubble & Ruin IIIBombardment-90 Armour+120% Armour-Piercing Weapon DamageBombardment also damages alliesBombards the area around the unitPassive · 1 useBeing a towering, walking cluster of rocks means that big bits sometimes fall off you, much to the detriment of anything smaller nearby!
Spirit of Gork (or Mork)Augment (Area) · +5% Armour-Piercing Weapon Damage, +5% Base Weapon Damage…passiveSpirit of Gork (or Mork)Augment (Area)+5% Armour-Piercing Weapon Damage+5% Base Weapon Damage+4 LeadershipPassiveFew things embolden da ladz like the presence of a Rogue Idol on the battlefield, striding implacably forwards to bring inevitable doom to the enemy.
CrumblingDirect Damage · Causes damage to selfpassiveCrumblingDirect DamageCauses damage to selfPassiveConstructs are inanimate objects given form and purpose through magical means. When that magic wavers and ebbs, as it inevitably will, it's immensely difficult to keep one 'alive' and in one piece.
DisintegratingDirect Damage · Causes severe damage to selfpassiveDisintegratingDirect DamageCauses severe damage to selfPassiveNow that the sorcery that holds this Construct together has failed, the Winds of Magic flow out of it, leaving naught but an empty, static husk behind.
WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Who can field it
- Grimgor's 'Ardboyz
The game also has 1 summoned or scripted copy of this unit that players don't recruit directly (wh2_dlc15_grn_mon_rogue_idol_summoned_0).
Where these numbers come from
Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.