Sons of Behemat – Kraken-eater Mega-Gargant

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 WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hurled Debris
Hurled Debris34+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Almighty Stomp
Almighty Stomp2"23+3+-2D3
Death Grip
Death Grip3"13+2+-3D6
Shipwrecka Warclub
Shipwrecka Warclub3"3+3+-22
Wounds SufferedMoveShipwrecka WarclubHurled Debris

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


A Kraken-eater Mega-Gargant is a single model armed with an Almighty Stomp, Death Grip, Shipwrecka Warclub and Hurled Debris.


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.

Get Orf Me Land!: Kraken-eater Mega-Gargants hate intruders and trespassers, and do not take kindly to people that decide to fight battles on their land.
In your hero phase, if you have any models with this ability within 1" of an objective that you control, you can pick one of those models and say that it will kick the objective away. If you do so, you can move that objective up to 2D6" to a new position on the battlefield, more than 1" away from any models, terrain features or other objectives. An objective cannot be kicked away more than once in the same phase.

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, endless spells, magmic invocations, judgements of Khorne 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.

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.

Stuff ’Em In Me Net: Kraken-eaters are constantly putting things into the nets they carry ‘for later’, including unlucky opponents and other tasty-looking morsels.
After this model piles in, you can pick up to D3 enemy models within 3" of this model and roll a dice for each of them. If the roll is at least double that model’s Wounds characteristic, it is slain.

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.

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.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
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

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

Leader, Behemoth

The 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

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

Leader, Behemoth
© Vyacheslav Maltsev 2013-2020