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Sons of Behemat – Warscrolls

Contents
Leader, Behemoth Leader
• Kragnos, the End of Empires Battleline
Battleline, Leader, Behemoth • Mancrusher Gargant
• Beast-smasher Mega-Gargant • Mancrusher Mob
• Gatebreaker Mega-Gargant None
• King Brodd
• Kraken-eater Mega-Gargant Behemoth
• Warstomper Mega-Gargant Regiment of Renown

Leader, Behemoth
WARSCROLL

Kragnos, the End of Empires


A roaring, trampling god of earthquakes and wanton destruction, Kragnos is known as the End of Empires. In
his gnarled hands, the Dread Mace can shatter the walls of cities even as the shield Tuskbreaker keeps him all
but inviolate.

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


The Dread Mace 3" 6 3+ 2+ -3 4
Tuskbreaker 1" 3 3+ 2+ -2 D3
Hooves of Wrack and Ruin 1" 3+ 2+ -1 2

DAMAGE TABLE
Hooves of Wrack Mightiest Makes
Wounds Suffered Move Bellow of Rage
and Ruin Rightiest
0-9 10" 6 5+ 30
10-12 9" 5 4+ 25
13-15 8" 4 3+ 20
16+ 7" 3 2+ 18
The End of Empires: Where Kragnos flattening armoured warriors left and right.
PITCHED BATTLE PROFILE
rampages, the hordes of Destruction follow in After this unit makes a charge move, you can
Unit Size: 1 Points: 720 his wake, bolstered by his presence and eager to
Battlefield Role: Leader, Behemoth either roll a dice for each enemy unit within 1"
share in the violence he metes out. of this unit or you can pick 1 enemy MONSTER
Base size: 130mm
Notes: Single, Unique If a friendly DESTRUCTION unit is wholly within within 1" of this unit and roll 2D6.
12" of this unit, you can attempt a charge with
that unit if it is within 18" of an enemy unit If you roll a dice for each enemy unit within 1"
Kragnos, the End of Empires, is armed with instead of 12". In addition, when making a of this unit, on a 2+, that enemy unit suffers D6
the Dread Mace, Tuskbreaker and Hooves of charge roll for a friendly DESTRUCTION unit mortal wounds.
Wrack and Ruin. wholly within 12" of this unit, roll 3D6 instead
of 2D6. If you pick 1 enemy MONSTER within 1" of this
WARMASTER: This unit can be included in unit and roll 2D6, on a 7, nothing happens. On
an Orruk Warclans, Gloomspite Gitz, Ogor Avatar of Destruction: Kragnos is the any other roll, that enemy MONSTER suffers a
Mawtribes or Sons of Behemat army. If it is, it embodiment of Ghur’s ferocious nature and no number of mortal wounds equal to the score of
is treated as a general even if it is not the model single strike can lay him low. the dice used for the 2D6 roll multiplied
picked to be the army’s general. In addition, you together. For example, a 2D6 roll of 2 and 6
can still use the army’s allegiance abilities even If the effect of a spell or ability would slay this
model without any wounds or mortal wounds would inflict 12 mortal wounds (2 x 6 = 12).
though this unit is not from the army’s faction;
however, this unit does not benefit from them. being caused by the spell or ability, this model
suffers D6 mortal wounds instead of being The Shield Inviolate: Tuskbreaker makes
slain. Kragnos impervious to even the most potent
Bellow of Rage: When wounded, Kragnos magical hexes and bolts.
bellows at the top of his lungs, the sound waves
bursting the eardrums of those nearby and Mightiest Makes Rightiest: Known as the End This unit has a ward of 6+. In addition, each
rocking buildings at their foundations. of Empires, the Living Earthquake and the Lord time this unit is affected by a spell or the
of Wreck and Ruin, the warlike spirit of abilities of an endless spell, you can roll 3D6. If
At the end of any phase, if any wounds were Kragnos is matched by none. the roll is greater than the casting value of that
allocated to this unit in that phase, roll a dice for spell or the spell used to summon that endless
each other unit and each defensible terrain For the purposes of contesting objectives, this
unit counts as a number of models equal to the spell, ignore the effect of that spell or the effects
feature within 6" of this unit. If the roll is equal of that endless spell’s abilities on this unit.
to or greater than the Bellow of Rage value Mightiest Makes Rightiest value on its damage
shown on this unit’s damage table, that unit table.
suffers D3 mortal wounds or that defensible
terrain feature is demolished. Rampaging Destruction: This galloping god
pounds through the press of his foes, his hooves

KEYWORDS DESTRUCTION, DROGRUKH, HERO, MONSTER, TOTEM, KRAGNOS


Battleline, Leader, Behemoth
WARSCROLL

Beast-smasher Mega-Gargant
Fuelled by the power of the Waaagh!, the Beast-smashers believe themselves to be the embodiment of
Gorkamorka. Towering brutes who are all but impervious to pain, they seek out the enemy’s largest beasts,
pulverising them with their menhir clubs.

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


Menhir Club 3" 3 3+ 2+ 5
Almighty Stomp 3" 2 3+ 3+ -2 D3
Death Grip 3" 1 3+ 2+ -2 D6

DAMAGE TABLE
Wounds Suffered Move Menhir Club Mightier Makes Rightier
0-15 10" -3 20
16-22 10" -3 18
23-29 9" -2 15
30+ 8" -1 12
Crushing Charge: When a Mega-Gargant Terror: This terrifying monstrosity strikes fear
PITCHED BATTLE PROFILE
charges, their incredible bulk flattens any foe into the hearts of their foes.
Unit Size: 1 Points: 480 that fails to get out of the way.
Battlefield Role: Battleline, Leader, Enemy units cannot receive the Inspiring
Behemoth After this unit makes a charge move, roll a dice Presence command while they are within 3" of
Base size: 130mm for each enemy unit within 1" of this unit. On a any friendly units with this ability.
Notes: Single 2+, that unit suffers D3 mortal wounds if it is a
MONSTER or D6 mortal wounds if it is not a Timberrrrr!: A dying Mega-Gargant is a
MONSTER. formidable weapon of ruin in its own right,
A Beast-smasher Mega-Gargant is armed with though it is anyone’s guess where - and on
a Menhir Club, Almighty Stomp and Death Death Grip: Mega-Gargants are perfectly whom - their body will fall.
Grip. capable of squeezing the life out of even the If this model is slain, before removing the
largest opponent. model from the battlefield, the players must roll
Almighty Stomp: A Mega-Gargant’s massive,
stomping feet are devastating against smaller When determining the damage inflicted by an off. The winner picks a point on the battlefield
opponents. attack made with this unit’s Death Grip that 5" from the slain model. Each unit within 3" of
targets an enemy MONSTER, you can roll 2 dice that point that is not a MEGA-GARGANT suffers
Add 1 to hit rolls for attacks made with this instead of 1 and pick either result. D3 mortal wounds. The slain model is then
unit’s Almighty Stomp that target an enemy unit removed from the battlefield.
with a Wounds characteristic of 3 or less. Longshanks: A Mega-Gargant towers high
above the battlefield, and with their long, Behemoth Brawler: Beast-smashers rely on
Beast-breaking Strike: Guided by a killer powerful legs, they can step over most their killer instincts when battling colossal
instinct, Beast-smashers can shatter the obstacles. creatures, fighting with the spirit of
ribcages and crack the skulls of even the most Gorkamorka and the ferocity of Behemat until
ferocious adversaries with a single mighty When this unit makes a normal move, runs or
retreats, it can pass across other models that are their prey lies broken and defeated before them.
strike.
not MONSTERS and parts of terrain features that At the end of the charge phase, if this unit is
When this unit fights, if it is within 3" of an are less than 4" tall in the same manner as a unit within 3" of any enemy MONSTERS, you can
enemy MONSTER, you can say that it will that can fly. carry out 2 monstrous rampages with this unit
unleash a beast-breaking strike. If you do so, instead of 1. If you do so, each monstrous
until the end of the phase, the Attacks Son of Behemat: The Sons of Behemat are rampage carried out with this unit must be
characteristic of this unit’s Menhir Club is 1 and nearly as difficult to kill as their mighty different and each must target an enemy
cannot be modified, the Damage characteristic progenitor. MONSTER.
is 5D6, and all attacks made with its Menhir
Club must target an enemy MONSTER. If the effect of a spell or ability would slay this
model without any wounds or mortal wounds
being caused by the spell or ability, this model
suffers D6 mortal wounds instead of being
slain.

KEYWORDS DESTRUCTION, SONS OF BEHEMAT, MEGA-GARGANT, HERO, MONSTER, BEAST-SMASHER, KING BRODD’S STOMP
WARSCROLL

Gatebreaker Mega-Gargant
Cowled and sinister, the Gatebreaker is a wrecking ball of a gargant that takes cruel joy in smashing down the
fortresses and cities of the civilised races before throwing the rubble at any survivors. To them, every structure
is a target for their spiteful wrath.

MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage


Hurled Boulder 1 3+ 2+ -3 4
MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage
Fortcrusha Flail 3" 4+ 3+ -3 4
Almighty Stomp 3" 2 3+ 3+ -2 D3
Death Grip 3" 1 3+ 2+ -2 D6

DAMAGE TABLE
Mightier Makes
Wounds Suffered Move Fortcrusha Flail Hurled Boulder
Rightier
0-15 10" 6 18" 20
16-22 10" 5 15" 18
23-29 9" 4 12" 15
30+ 8" 3 9" 12
Longshanks: A Mega-Gargant towers high Son of Behemat: The Sons of Behemat are
PITCHED BATTLE PROFILE
above the battlefield, and with their long, nearly as difficult to kill as their mighty
Unit Size: 1 Points: 500 powerful legs, they can step over most progenitor.
Battlefield Role: Battleline, Leader, obstacles.
Behemoth If the effect of a spell or ability would slay this
Base size: 130mm When this unit makes a normal move, runs or model without any wounds or mortal wounds
Notes: Single retreats, it can pass across other models that are being caused by the spell or ability, this model
not MONSTERS and parts of terrain features that suffers D6 mortal wounds instead of being
are less than 4" tall in the same manner as a unit slain.
A Gatebreaker Mega-Gargant is armed with a that can fly.
Hurled Boulder, Fortcrusha Flail, Almighty Terror: This terrifying monstrosity strikes fear
Stomp and Death Grip. Pulverising Strike: When facing a particularly into the hearts of their foes.
tough opponent, a Gatebreaker may swing its Enemy units cannot receive the Inspiring
Almighty Stomp: A Mega-Gargant's massive, Fortcrusha Flail high into the air before
stomping feet are devastating against smaller Presence command while they are within 3" of
bringing it down in a single pulverising strike. any friendly units with this ability.
opponents.
When this unit fights, you can say that it will
Add 1 to hit rolls for attacks made with this unleash a pulverising strike. If you do so, Timberrrrr!: A dying Mega-Gargant is a
unit’s Almighty Stomp that target an enemy unit instead of making attacks with this unit’s melee formidable weapon of ruin in its own right,
with a Wounds characteristic of 3 or less. weapons, pick 1 enemy unit within 3" of this though it is anyone’s guess where - and on
unit and roll a dice. On a 4+, that enemy unit whom - their body will fall.
Crushing Charge: When a Mega-Gargant suffers 4D6 mortal wounds.
charges, their incredible bulk flattens any foe If this model is slain, before removing the
that fails to get out of the way. model from the battlefield, the players must roll
Smash Down: Gatebreaker Mega-Gargants off. The winner picks a point on the battlefield
After this unit makes a charge move, roll a dice have a deep loathing of cities and settlements, 5" from the slain model. Each unit within 3" of
for each enemy unit within 1" of this unit. On a which are seen as symbols of those who killed that point that is not a MEGA-GARGANT suffers
2+, that unit suffers D3 mortal wounds if it is a their ancestor figure, the godbeast Behemat. D3 mortal wounds. The slain model is then
MONSTER or D6 mortal wounds if it is not a Add 1 to the Damage characteristic of this unit’s removed from the battlefield.
MONSTER. Fortcrusha Flail for attacks that target an enemy
unit in cover or garrisoning a terrain feature. In
Death Grip: Mega-Gargants are perfectly addition, if you carry out the Smash To Rubble
capable of squeezing the life out of even the monstrous rampage with this unit, roll a dice for
largest opponent. each enemy unit within 3" of the terrain feature
When determining the damage inflicted by an picked and for each unit garrisoning it. On a 2+,
attack made with this unit’s Death Grip that that unit suffers D3 mortal wounds.
targets an enemy MONSTER, you can roll 2 dice
instead of 1 and pick either result.

KEYWORDS DESTRUCTION, SONS OF BEHEMAT, MEGA-GARGANT, HERO, MONSTER, GATEBREAKER, KING BRODD’S STOMP
WARSCROLL

King Brodd
Once ruler of the clans of the Scabrous Sprawl, the infamous King Brodd now leads the Stomps in a crusade
against the forces of Sigmar. Drawing upon an ancient, primal power - as well as his own vast strength - he will
stop at nothing to see the death of his godbeast forefather avenged.

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


Obelisk of Tor Crania 3" 3+ 3+ -2 5
Almighty Stomp 3" 2 3+ 3+ -2 D3
Death Grip 3" 1 3+ 2+ -2 D6

DAMAGE TABLE
Obelisk of Tor Mightier Makes
Wounds Suffered Move Creepers
Crania Rightier
0-18 10" 4 2+ 25
19-26 10" 4 3+ 20
27-34 9" 3 4+ 18
35+ 8" 2 5+ 15
Crushing Charge: When a Mega-Gargant Timberrrrr!: A dying Mega-Gargant is a
PITCHED BATTLE PROFILE
charges, their incredible bulk flattens any foe formidable weapon of ruin in its own right,
Unit Size: 1 Points: 520 that fails to get out of the way. though it is anyone’s guess where - and on
Battlefield Role: Battleline, Leader, whom - their body will fall.
Behemoth After this unit makes a charge move, roll a dice
Base size: 130mm for each enemy unit within 1" of this unit. On a If this model is slain, before removing the
Notes: Single, Unique 2+, that unit suffers D3 mortal wounds if it is a model from the battlefield, the players must roll
MONSTER or D6 mortal wounds if it is not a off. The winner picks a point on the battlefield
MONSTER. 5" from the slain model. Each unit within 3" of
King Brodd is armed with the Obelisk of Tor that point that is not a MEGA-GARGANT suffers
Crania, an Almighty Stomp and Death Grip. Death Grip: Mega-Gargants are perfectly D3 mortal wounds. The slain model is then
capable of squeezing the life out of even the removed from the battlefield.
WARMASTER: If this unit is included in a largest opponent.
Sons of Behemat army, it is treated as a general Power of Behemat: The primordial power of
even if it is not the model picked to be the When determining the damage inflicted by an
attack made with this unit’s Death Grip that Behemat clings still to King Brodd, his favoured
army’s general. son, who incites his fellow gargants to bring the
targets an enemy MONSTER, you can roll 2 dice
instead of 1 and pick either result. wrath of their fallen father upon their enemies.
Almighty Stomp: A Mega-Gargant’s massive,
stomping feet are devastating against smaller Power of Behemat is a prayer that has an
opponents. Longshanks: A Mega-Gargant towers high answer value of 3. Add 1 to the chanting roll if
above the battlefield, and with their long, an enemy MONSTER has been slain by this unit
Add 1 to hit rolls for attacks made with this powerful legs, they can step over most in this battle. If answered, pick 1 of the effects
unit’s Almighty Stomp that target an enemy unit obstacles. below. The same effect cannot be picked more
with a Wounds characteristic of 3 or less. than once per battle.
When this unit makes a normal move, runs or
Creepers: Riding on top of King Brodd, these retreats, it can pass across other models that are
not MONSTERS and parts of terrain features that Shatter the Mountains: Add 2" to the Move
dexterous creatures will leap upon enemy characteristic of friendly SONS OF BEHEMAT
predators, gouging out eyes, pulling hair and are less than 4" tall in the same manner as a unit
that can fly. units until the end of the turn.
doing anything they can to distract them while
King Brodd deals a killing blow. Might of the Earth: You can heal up to D3
Son of Behemat: The Sons of Behemat are
In each charge phase, the first time an enemy nearly as difficult to kill as their mighty wounds allocated to each friendly SONS OF
MONSTER within 3" of this unit is picked to progenitor. BEHEMAT unit.
carry out a monstrous rampage, roll a dice. If
the roll is equal to or greater than the Creepers If the effect of a spell or ability would slay this Pummel All to Dust: Improve the Rend
value shown on this unit’s damage table, that model without any wounds or mortal wounds characteristic of the following melee weapons
MONSTER cannot carry out a monstrous rampage being caused by the spell or ability, this model used by friendly SONS OF BEHEMAT units by 1
that phase. suffers D6 mortal wounds instead of being until the end of the turn: Obelisk of Tor Crania,
slain. Menhir Club, Shipwrecka Warclub, Titanic
Boulderclub, Fortcrusha Flail and Massive
Terror: This terrifying monstrosity strikes fear Club.
into the hearts of their foes.
Enemy units cannot receive the Inspiring
Presence command while they are within 3" of
any friendly units with this ability.

KEYWORDS DESTRUCTION, SONS OF BEHEMAT, MEGA-GARGANT, HERO, MONSTER, PRIEST, KING BRODD, KING BRODD’S STOMP
WARSCROLL

Kraken-eater Mega-Gargant
Kraken-eaters are grabbing, greedy coastal raiders that are fiercely territorial. Unfortunately, they consider
everything they can see to be their territory. They will fight with outraged indignation to take the spoils of war
for their hoards.

MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage


Hurled Debris 3 4+ 3+ -1 D3
MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage
Shipwrecka Warclub 3" 3+ 3+ -2 4
Almighty Stomp 3" 2 3+ 3+ -2 D3
Death Grip 3" 1 3+ 2+ -2 D6

DAMAGE TABLE
Mightier Makes
Wounds Suffered Move Shipwrecka Warclub Hurled Debris
Rightier
0-15 10" 4 24" 20
16-22 10" 4 21" 18
23-29 9" 3 18" 15
30+ 8" 2 15" 12
Get Orf Me Land!: Kraken-eater Mega- Son of Behemat: The Sons of Behemat are
PITCHED BATTLE PROFILE
Gargants hate intruders and trespassers, and nearly as difficult to kill as their mighty
Unit Size: 1 Points: 480 they do not take kindly to people who decide to progenitor.
Battlefield Role: Battleline, Leader, fight battles on their land.
Behemoth If the effect of a spell or ability would slay this
Base size: 130mm In your hero phase, if any friendly units with model without any wounds or mortal wounds
Notes: Single this ability are on the battlefield and within 1" being caused by the spell or ability, this model
of any objectives that you control, you can pick suffers D6 mortal wounds instead of being
1 of those units and say that it will kick 1 slain.
A Kraken-eater Mega-Gargant is armed with objective that is within 1" of it away. If you do
Hurled Debris, a Shipwrecka Warclub, so, you can move that objective up to 2D6" to a Stuff ’Em In Me Net: Kraken-eaters are
Almighty Stomp and Death Grip. new position on the battlefield, more than 1" constantly putting things into the nets they carry
from any models, terrain features or other ‘for later’, including unlucky opponents and
Almighty Stomp: A Mega-Gargant’s massive, objectives. other tasty-looking morsels.
stomping feet are devastating against smaller
opponents. After this unit makes a pile-in move, pick up to
Designer’s Note: As some objectives behave D3 enemy models within 3" of it and roll a dice
Add 1 to hit rolls for attacks made with this differently in different areas of the battlefield, for each. If the roll is at least double that
unit’s Almighty Stomp that target an enemy unit the value of an objective can change when it is model’s Wounds characteristic, it is slain.
with a Wounds characteristic of 3 or less. kicked into different territories.
Terror: This terrifying monstrosity strikes fear
Crushing Charge: When a Mega-Gargant Longshanks: A Mega-Gargant towers high into the hearts of their foes.
charges, their incredible bulk flattens any foe above the battlefield, and with their long,
that fails to get out of the way. powerful legs, they can step over most Enemy units cannot receive the Inspiring
obstacles. Presence command while they are within 3" of
After this unit makes a charge move, roll a dice any friendly units with this ability.
for each enemy unit within 1" of this unit. On a When this unit makes a normal move, runs or
2+, that unit suffers D3 mortal wounds if it is a retreats, it can pass across other models that are Timberrrrr!: A dying Mega-Gargant is a
MONSTER or D6 mortal wounds if it is not a not MONSTERS and parts of terrain features that formidable weapon o f ruin in its own right,
MONSTER. are less than 4" tall in the same manner as a unit though it is anyone’s guess where - and on
that can fly. whom - their body will fall.
Death Grip: Mega-Gargants are perfectly
capable of squeezing the life out of even the If this model is slain, before removing the
largest opponent. model from the battlefield, the players must roll
off. The winner picks a point on the battlefield
When determining the damage inflicted by an 5" from the slain model. Each unit within 3" of
attack made with this unit’s Death Grip that that point that is not a MEGA-GARGANT suffers
targets an enemy MONSTER, you can roll 2 dice D3 mortal wounds. The slain model is then
instead of 1 and pick either result. removed from the battlefield.

KEYWORDS DESTRUCTION, SONS OF BEHEMAT, MEGA-GARGANT, HERO, MONSTER, KRAKEN-EATER, KING BRODD’S STOMP
WARSCROLL

Warstomper Mega-Gargant
The veteran Warmongers of the gargant race seek out the thrill and clangour of battle wherever they can find it.
They love smashing battlelines into disarray, and once they are in the thick of the fight, their rampage is all but
impossible to stop.

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


Titanic Boulderclub 3" See below 3+ 3+ -2 2
Jump Up and Down 3" 4 3+ 3+ -2 D3
Death Grip 3" 1 3+ 2+ -2 D6

DAMAGE TABLE
Mightier Makes
Wounds Suffered Move Titanic Boulderclub Hurled Body
Rightier
0-15 10" +4 +2 20
16-22 10" +3 +1 18
23-29 9" +2 0 15
30+ 8" +1 0 12
Hurled Body: Warstomper MegaGargants Terror: This terrifying monstrosity strikes fear
PITCHED BATTLE PROFILE
wade into the thick of battle and pick up smaller into the hearts of their foes.
Unit Size: 1 Points: 440 opponents to hurl at other enemies.
Battlefield Role: Battleline, Leader, Enemy units cannot receive the Inspiring
Behemoth After this unit makes a pile-in move, pick 1 Presence command while they are within 3" of
Base size: 130mm enemy model within 3" of it and roll a dice. Add any friendly units with this ability.
Notes: Single the Hurled Body modifier shown on this unit’s
damage table to the roll. If the roll is at least Timberrrrr!: A dying Mega-Gargant is a
double that model’s Wounds characteristic, it is formidable weapon of ruin in its own right,
A Warstomper Mega-Gargant is armed with a slain and you can roll another dice. On a 4+, though it is anyone’s guess where - and on
Titanic Boulderclub, Death Grip and Jump Up pick an enemy unit within 12" of this unit and whom - their body will fall.
and Down. visible to it. That unit suffers a number of If this model is slain, before removing the
mortal wounds equal to the Wounds model from the battlefield, the players must roll
Almighty Jump: A Mega-Gargant’s massive, characteristic of the slain model.
stomping feet are devastating against smaller off. The winner picks a point on the battlefield
opponents. 5" from the slain model. Each unit within 3" of
Longshanks: A Mega-Gargant towers high that point that is not a MEGA-GARGANT suffers
Add 1 to hit rolls for attacks made with this above the battlefield, and with their long, D3 mortal wounds. The slain model is then
unit’s Jump Up and Down that target an enemy powerful legs, they can step over most removed from the battlefield.
unit with a Wounds characteristic of 3 or less. obstacles.
When this unit makes a normal move, runs or Titanic Boulderclub: A Warstomper Mega-
Crushing Charge: When a MegaGargant retreats, it can pass across other models that are Gargant will drive straight into the midst of the
charges, their incredible bulk flattens any foe not MONSTERS and parts of terrain features that enemy, swinging their titanic boulderclub in
that fails to get out of the way. are less than 4" tall in the same manner as a unit great sweeping arcs that smash foes in all
After this unit makes a charge move, roll a dice that can fly. directions.
for each enemy unit within 1" of this unit. On a The Attacks characteristic of a Titanic
2+, that unit suffers D3 mortal wounds if it is a Son of Behemat: The Sons of Behemat are Boulderclub is equal to the number of enemy
MONSTER or D6 mortal wounds if it is not a nearly as difficult to kill as their mighty models within 3" of the attacking model. Add
MONSTER. progenitor. the Titanic Boulderclub value on the attacking
If the effect of a spell or ability would slay this model’s damage table to the total, and add 4 to
Death Grip: Mega-Gargants are perfectly model without any wounds or mortal wounds the total for each enemy MONSTER within 3" of
capable of squeezing the life out of even the being caused by the spell or ability, this model the attacking model. If the modified Attacks
largest opponent. suffers D6 mortal wounds instead of being characteristic of the Titanic Boulderclub is more
When determining the damage inflicted by an slain. than 10, count it as being 10.
attack made with this unit’s Death Grip that
targets an enemy MONSTER, you can roll 2 dice
instead of 1 and pick either result.

KEYWORDS DESTRUCTION, SONS OF BEHEMAT, MEGA-GARGANT, HERO, MONSTER, WARSTOMPER, KING BRODD’S STOMP
Leader

Battleline
WARSCROLL

Mancrusher Gargant
When the earth shakes to the thunder of the Mega-Gargants’ footfalls, their lesser brethren muster for war. No
longer are they aimless nomads and indulgent drunkards; now they are war-hungry terrors inspired to violence
by their towering brethren.

MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage


Throwin’ Rocks 18" 1 4+ 3+ -1 D3
MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage
Massive Club 2" 3+ 3+ -1 2
’Eadbutt 2" 1 4+ 3+ -3
Mighty Kick 2" 1 3+ 3+ -2 D3

DAMAGE TABLE
Wounds Suffered Stomping Charge Massive Club ’Eadbutt
0-5 2+ 4 4
6-7 3+ 3 3
8-9 4+ 2 2
10+ 5+ 1 1
Stomping Charge: When a Mancrusher Timber!: A dying gargant is a weapon of ruin
PITCHED BATTLE PROFILE
Gargant charges, they smash into the foe with in its own right, though it is anyone’s guess
Unit Size: 1 Points: 130 the unstoppable force of an avalanche. where - and on whom - their body will fall.
Battlefield Role: Battleline
Base size: 90 x 52mm After this unit makes a charge move, pick 1 If a model in this unit is slain, before removing
Notes: Single enemy unit within 1" of it and roll a dice. If the the model from the battlefield, the players must
roll is equal to or greater than the Stomping roll off. The winner picks a point on the
Charge value shown on this unit’s damage table, battlefield 3" from the slain model. Each unit
A Mancrusher Gargant is armed with an that enemy unit suffers D3 mortal wounds. within 2" of that point that is not a GARGANT or
’Eadbutt, Massive Club, Mighty Kick and a MEGA-GARGANT suffers D3 mortal wounds.
Throwin’ Rocks. Stuff ’Em In Me Bag: Gargants are known to The slain model is then removed from the
grab hapless warriors and stuff them screaming battlefield.
Keep Up!: Mancrusher Gargants run as fast as into their bags ‘for later’...
they can so as not to be left behind when their
bigger brethren charge into battle. After a model in this unit makes a pile-in move,
pick 1 enemy model within 3" of it and roll a
If this unit is wholly within 15" of a friendly dice. If the roll is at least double that model’s
MEGA-GARGANT at the start of the charge phase, Wounds characteristic, it is slain.
it can attempt a charge in that charge phase even
if it ran in the same turn.

KEYWORDS DESTRUCTION, SONS OF BEHEMAT, GARGANT, MONSTER, MANCRUSHER GARGANT, KING BRODD’S STOMP
WARSCROLL

Mancrusher Mob
Mancrusher Gargants often band together under the leadership of a Bullstomper either to terrorise civilised
lands or to march to war. In battle, these mobs of Mancrushers are a formidable opponent as they rampage
through enemy lines or gang up on the few creatures that match their size.

MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage


Throwin’ Rocks 18" 1 4+ 3+ -1 D3
MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage
Massive Club 2" 3+ 3+ -1 2
’Eadbutt 2" 1 4+ 3+ -3
Mighty Kick 2" 1 3+ 3+ -2 D3

DAMAGE TABLE
Wounds Suffered Stomping Charge Massive Club ’Eadbutt
0-5 2+ 4 4
6-7 3+ 3 3
8-9 4+ 2 2
10+ 5+ 1 1
Stomping Charge: When a Mancrusher Timber!: A dying gargant is a weapon of ruin
PITCHED BATTLE PROFILE
Gargant charges, they smash into the foe with in its own right, though it is anyone’s guess
Unit Size: 3 Points: 390 the unstoppable force of an avalanche. where - and on whom - their body will fall.
Battlefield Role: Battleline
Base size: 90 x 52mm After a model in this unit makes a charge move, If a model in this unit is slain, before removing
Notes: Single pick 1 enemy unit within 1" of it and roll a dice. the model from the battlefield, the players must
If the roll is equal to or greater than the roll off. The winner picks a point on the
Stomping Charge value for the charging model battlefield 3" from the slain model. Each unit
Each model in a Mancrusher Mob is armed shown on this unit’s damage table, that enemy within 2" of that point that is not a GARGANT or
with an 'Eadbutt, Massive Club, Mighty Kick unit suffers D3 mortal wounds. If this unit has a MEGA-GARGANT suffers D3 mortal wounds.
and Throwin’ Rocks. more than 1 model, do not allocate the mortal The slain model is then removed from the
wounds until all of the models in this unit have battlefield.
CHAMPION: 1 model in this unit can be a made their charge moves.
Bullstomper. Add 1 to the Attacks characteristic ’Oo’s Under the Heel Now!: Galvanising their
of that model’s Massive Club. Stuff ’Em In Me Bag: Gargants are known to fellow gargants with blunt yet fiery rhetoric, the
grab hapless warriors and stuff them screaming Bullstomper directs those under their command
MONSTROUS REGIMENT: Only the into their bags ‘for later’... to stomp, smash and roar in unison.
Bullstomper in this unit can carry out a
monstrous rampage each turn. After a model in this unit makes a pile-in move, If you carry out the Stomp monstrous rampage
pick 1 enemy model within 3" of it and roll a with this unit’s Bullstomper and roll a 2+, for
Keep Up!: Mancrusher Gargants run as fast as dice. If the roll is at least double that model’s each other MANCRUSHER GARGANT model in this
they can so as not to be left behind when their Wounds characteristic, it is slain. unit, add 1 to the number of mortal wounds
bigger brethren charge into battle. caused.
If this unit is wholly within 15" of a friendly
MEGA-GARGANT at the start of the charge phase,
it can attempt a charge in that charge phase even
if it ran in the same turn.

DESTRUCTION, SONS OF BEHEMAT, GARGANT, MONSTER, MANCRUSHER GARGANT, MANCRUSHER MOB, KING BRODD’S
KEYWORDS
STOMP
None

Behemoth

Regiment of Renown
REGIMENT OF RENOWN

Big Grikk’s Kruleshots


Grikk swears that the massive, jagged bolt that buried itself in the back of his boss’s Corpse-rippa Vulcha had nothing to do with
him. Few believed the treacherous Big Shot, so Grikk quickly took leave of his clan, taking with him a handful of crossbow-toting
lackeys and some grots to drag his beloved killbow across the realms.

ORGANISATION PITCHED BATTLE PROFILE


Unit Size: - Points: 290
• 1 Beast-skewer Killbow (Leader)
Battlefield Role: Warscroll Battalion
• 3 Man-skewer Boltboyz Notes: Unique, Single. These units must be taken as a set referred to as Big Grikk’s
Kruleshots. Although taken as a set, each is a separate unit.
• 3 Man-skewer Boltboyz
If your army has a DESTRUCTION general but ABILITIES
is not a Kruleboyz army, you can include
Back-stabbin’ Big Shot: Big Grikk has a reputation among his lads as ‘a right
this regiment of renown. If you do so, no
sneaky ’un’ – a high accolade in Kruleboyz society.
other allied units can be included in your
army. You can include this regiment of The BEAST-SKEWER KILLBOW in this regiment of renown has the HERO keyword.
renown in your army even though its
number of units and points value exceeds the Toxin-laden Skewers: Big Grikk’s Kruleshots habitually smear highly toxic
amount allowed for allied units. secretions over the tips of their jagged bolts.
If the unmodified hit roll for an attack made by a model in this regiment of renown is
6, that attack causes a number of mortal wounds to the target equal to the weapon’s
Damage characteristic and the attack sequence ends (do not make a wound roll or save
roll).

Skewer It Again!: There’s no need for him to point; Grikk simply uses his bolts to
indicate which beastie he wants his boyz to bring down.
If any wounds and/or mortal wounds caused by a shooting attack made by this
regiment of renown’s BEAST-SKEWER KILLBOW are allocated to an enemy MONSTER and
not negated, you can pick any number of other models in this regiment of renown and
say that they are focusing fire. If you do so, until the end of the phase, add 1 to the
Attacks characteristic of missile weapons used by those models but all of their attacks
must target that enemy MONSTER.

REGIMENT OF RENOWN

Braggit’s Bottle-snatchaz
ORGANISATION PITCHED BATTLE PROFILE
Unit Size: - Points: 500
• 1 Rabble-Rowza (Braggit)
Battlefield Role: Warscroll Battalion
• 1 Gobbapalooza Notes: Unique, Single. These units must be taken as a set referred to as Braggit’s
Bottle-snatchaz. Although taken as a set, each is a separate unit.
• 1 Squig Herd with 12 models
• 1 Squig Hoppers unit with 10 models ABILITIES
If your army has a DESTRUCTION general but Major Irritant: Braggit is a dab hand at riling up the beasts of the Deep and Dark -
is not a Gloomspite Gitz army, you can from a safe distance.
include this regiment of renown. If you do If a unit in this regiment of renown receives the Redeploy command, any other
so, no other allied units can be included in friendly units in this regiment of renown within 6" of that unit can immediately make
your army. You can include this regiment of a D6" move but they must finish that move more than 3" from all enemy units and
renown in your army even if its points value cannot shoot later in the turn.
exceeds the amount allowed for allied units.
Secret Tunnels: Rabble-Rowzas have a knack for locating hidden passages through
the depths.
Instead of setting up the units in this regiment of renown on the battlefield, you can
place them to one side and say that they are navigating secret tunnels. If you do so, at
the start of your first hero phase, you can set up all of these units wholly within 6" of
the edge of the battlefield and more than 9" from all enemy units. The units you set up
cannot move in the following movement phase.

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