Sons of BehematMancrusher Gargants
8"
12
5+
7
WARSCROLL

Mancrusher Gargants

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, but war-hungry terrors inspired to violence by their towering brethren.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
’Eadbutt
’Eadbutt1"14+3+-3
Massive Club
Massive Club3"3+3+-11
Mighty Kick
Mighty Kick2"13+3+-2D3
DAMAGE
Wounds SufferedStomping ChargeMassive Club’Eadbutt
0-22+104
3-43+93
5-74+83
8-95+62
10+6+41
PITCHED BATTLE PROFILE

Unit Size: 1 - 3      Points: 180/480
Battlefield Role: Behemoth
Notes: In a Sons of Behemat army, battlefield role is Battleline (not Behemoth) and maximum-sized units count as 3 Battleline units.

DESCRIPTION

A unit of Mancrusher Gargants has any number of models, each armed with an ’Eadbutt, Massive Club and Mighty Kick.

ABILITIES

Keep Up!: Mancrusher Gargants run along as fast as they can, so as not to be left behind when their bigger brethren charge into battle.
If this unit is within 12" of a friendly MEGA-GARGANT at the start of the charge phase, it can attempt to charge in that charge phase even if it ran in the same turn.

Stomping Charge: When a Mancrusher Gargant charges, it smashes into the foe with the unstoppable force of an avalanche.
After a model from this unit makes a charge move, pick 1 enemy unit within 1" of it and roll a dice. If the roll is equal to or greater than the Stomping Charge value for the charging model shown on the damage table above, that unit suffers D3 mortal wounds. If this unit has more than 1 model, do not allocate the mortal wounds until all of the models in this unit have made their charge moves.

Stuff ’Em In Me Bag: Gargants are known to grab hapless warriors and stuff them screaming into their bags ‘for later’...
After a model from this unit piles in, you can pick 1 enemy model within 3" of it and roll a dice. If the roll is at least double that model’s Wounds characteristic, it is slain.

Timber!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where – and on whom – their body falls.
If a model from this unit is slain, before removing it from the battlefield, the players must roll off. The winner must pick a point on the battlefield 3" from that model. Each unit within 2" of that point suffers D3 mortal wounds unless it is a GARGANT. The model is then removed from the battlefield.

KEYWORDS
DESTRUCTION, SONS OF BEHEMAT, GARGANT, MONSTER, MANCRUSHER

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

Leader, Behemoth
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.
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.
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 GARGANT keyword is used in following Sons of Behemat warscrolls:

Leader, Behemoth
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 MONSTER keyword is used in following Sons of Behemat warscrolls:

Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2020