Sons of BehematGatebreaker Mega-Gargant
35
4+
7
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 him, every structure is a target for his spiteful wrath.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hurled Boulder
Hurled Boulder13+2+-34
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Almighty Stomp
Almighty Stomp2"23+3+-2D3
Death Grip
Death Grip3"13+2+-3D6
Fortcrusha Flail
Fortcrusha Flail3"4+3+-33
DAMAGE
Wounds SufferedMoveFortcrusha FlailHurled BoulderSmash Down
0-1212"1018"2+
13-1811"915"3+
19-2410"712"4+
25-309"69"5+
31+8"56"6+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 490
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Gatebreaker Mega-Gargant is a single model armed with an Almighty Stomp, Death Grip, Fortcrusha Flail and Hurled Boulder.

ABILITIES

Almighty Stomp: A Mega-Gargant’s massive, stomping feet are devastating against smaller opponents.
You can re-roll hit rolls of 1 for Almighty Stomp attacks unless the target is a MONSTER.

Crushing Charge: When a Mega-Gargant charges, its incredible bulk flattens any foe that fails to get out of the way.
After this model makes a charge move, roll a dice for each enemy unit within 1" of this model. On a 2+, that unit suffers D3 mortal wounds if it is a MONSTER, or D6 mortal wounds if it is not a MONSTER.

Death Grip: Mega-Gargants are perfectly capable of squeezing the life out of even the largest opponent.
You can re-roll hit rolls of 1 for Death Grip attacks that target a MONSTER.

Longshanks: A Mega-Gargant towers high above the battlefield, and with its long powerful legs it can step over most obstacles.
When this model makes a normal move, it can ignore models that have a Wounds characteristic of 10 or less and terrain features that are less than 4" tall at their highest point. It cannot finish the move on top of another model or within 3" of an enemy model.

Smash Down: Gatebreaker Mega-Gargants have a deep loathing of cities and settlements, which are seen as symbols of those who killed their ancestor figure, the godbeast Behemat.
Add 1 to the damage inflicted by each successful attack made by this model that targets a unit that is part of a garrison or is wholly on or within a terrain feature.

In addition, at the end of the combat phase, you can pick 1 terrain feature within 3" of this model and roll a dice. If the roll is equal to or greater than the Smash Down value on this model’s damage table, that terrain feature is reduced to rubble: all of its scenery rules are replaced with the Deadly scenery rule, and its keywords are changed to SCENERY, RUBBLE.

Son of Behemat: The Sons of Behemat are nearly as difficult to kill as their mighty progenitor.
If a spell or ability would slay this model without any wounds or mortal wounds being inflicted by the spell or ability, this model suffers D6 mortal wounds instead.

Terror: This terrifying monstrosity strikes fear into the hearts of its foes.
Subtract 1 from the Bravery characteristic of enemy units if they are within 3" of any friendly units with this ability.

Timberrrrr!: A dying Mega-Gargant is a weapon of ruin in its own right, though it is anyone’s guess where – and on whom – their body falls.
If this model is slain, before removing the model from the battlefield, the players must roll off. The winner must pick a point on the battlefield 5" from this model. Each unit within 3" of that point suffers D3 mortal wounds, unless it is a MEGA-GARGANT. This model is then removed from the battlefield.

KEYWORDS
DESTRUCTION, SONS OF BEHEMAT, GARGANT, MEGA-GARGANT, MONSTER, HERO, GATEBREAKER
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
Roll-offs
Sometimes a rule may require the players to make a roll-off. When this is the case, each of the players rolls a dice, and whoever rolls highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the dice when making a roll-off.

The MEGA-GARGANT keyword is used in following Sons of Behemat warscrolls:

Leader, Behemoth

The DESTRUCTION keyword is used in following Sons of Behemat warscrolls:

Leader, Behemoth
Behemoth

The SONS OF BEHEMAT keyword is used in following Sons of Behemat warscrolls:

Leader, Behemoth
Behemoth

The GARGANT keyword is used in following Sons of Behemat warscrolls:

Leader, Behemoth
Behemoth

The MEGA-GARGANT keyword is used in following Sons of Behemat warscrolls:

Leader, Behemoth

The MONSTER keyword is used in following Sons of Behemat warscrolls:

Leader, Behemoth
Behemoth

The HERO keyword is used in following Sons of Behemat warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2020