Bellowing, stomping and crushing all before them, the Sons of Behemat are all but impossible to stop. Though they owe allegiance to no man, many are mercenaries, and fight all across the Mortal Realms. On the charge, a group of gargants can flatten a battleline whilst suffering only flesh wounds and the odd broken toe in return.

This page contains all of the rules you need to field your Sons of Behemat miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.

Books

BookKindEditionVersionLast update
  Sons of Behemat
  Sons of BehematBattletome21.0November 2020

Designers’ Commentary

Battletome: Sons of Behemat

 Q: Some objectives behave differently in different areas of the battlefield (e.g. ‘Battleplan: Scorched Earth 2020’ or ‘Battleplan: Border War’). Does this mean that the value of an objective can change when it’s kicked into different territories?
A:
Yes.
 Q: Can a unit shoot using the ‘Chuck Rocks’ battle trait more than once in the same shooting phase if I use the Stomper Tribes ‘Grab Those Rocks and Chuck ’Em at Somethin’!’ command ability?
A:
No.
 Q: If a friendly MANCRUSHER or MEGA-GARGANT is within 6" of 2 objectives that I currently control and there are enemy models on both objectives, can that single MANCRUSHER or MEGA-GARGANT model retain control of both objectives using the ‘Mightier Makes Rightier’ battle trait?
A:
No.
 Q: The designer’s note on ‘Mightier Makes Rightier’ states that in battleplans that do not follow the normal rules for controlling objectives, you can pick whether to use the battle trait or to follow the rules from the battleplan. Does this mean, for example, in ‘Battleplan: Places of Arcane Power’, I could choose to contest an objective with a friendly MANCRUSHER unit even though it does not have the Leader battlefield role?
A:
Yes.
 Q: Does the RUBBLE keyword grant any additional rules to a terrain feature?
A:
No.
 Q: Are the garrison rules on terrain warscrolls scenery rules?
A:
No.
 Q: What happens to a unit if it is garrisoned in a terrain feature that is reduced to RUBBLE?
A:
Nothing.
 Q: Does a MEGA-GARGANT with the ‘Longshanks’ ability count as having retreated if it starts a normal move within 3" of an enemy model that has a Wounds characteristic of 10 or less?
A:
Yes.

Allies

CHAOSALLIES
Sons of BehematNone

Battle Traits

Mightier Makes Rightier

Mega-gargants and their followers are so immense that it takes many lesser creatures to drive them from the lands they have claimed.

When determining control of an objective, each friendly MANCRUSHER GARGANT model counts as 10 models instead of 1, and each friendly MEGA-GARGANT counts as 20 models instead of 1.

Designer’s Note: If the battleplan being played does not follow the normal rules for controlling objectives, you can pick whether to use this battle trait or to follow the rules from the battleplan each time control of the objective is determined.

Chuck Rocks

If a dominant Mega-Gargant spots any Mancrusher Gargants standing around during a battle, he is likely to bellow at them to make themselves useful and start throwing rocks at the enemy!

In your shooting phase, you can pick 1 friendly MANCRUSHER GARGANT unit wholly within 18" of your general. Each model in that unit can make a shooting attack with the Chuck Rocks missile weapon below:

RangeAttacksTo HitTo WoundRendDamage
18"D34+3+-1D3

Lord and Master

Sons of Behemat tribes are always led by a Mega- Gargant, whose traits and foibles will influence the behaviour of their followers.

The general of a Sons of Behemat army must be one of the following types of MEGA-GARGANT. Depending on the type of MEGA-GARGANT you choose, you can use the extra abilities listed on the pages indicated.
  • KRAKEN-EATER. A Sons of Behemat army with this type of general is referred to as a ‘Taker Tribe’.
  • WARSTOMPER. A Sons of Behemat army with this type of general is referred to as a ‘Stomper Tribe’.
  • GATEBREAKER. A Sons of Behemat army with this type of general is referred to as a ‘Breaker Tribe’.

Taker Tribes Battle Traits

Get Rid of ’Em!

Kraken-eater Mega-Gargants use their followers in groups to drive off rival claimants to their loot.

When using the Mightier Makes Rightier rule to determining control of an objective, each friendly MANCRUSHER GARGANT model counts as 15 models instead of 10, and each friendly MEGA-GARGANT counts as 30 models instead of 20.

More Stuff For Me Collection

Kraken-eater Mega-Gargants are avaricious hoarders who love collecting all kinds of baubles and artefacts – even ones that are too small for them to use.

Each time an enemy model with an artefact of power is slain, you can roll for a triumph on the Triumph table. You can use that triumph during the current battle, even if you have already used it. If you do not use it during the current battle, it is lost (you cannot use it in your next battle).

Taker Tribes Command Traits

D6COMMAND TRAIT
1

Monstrously Tough

This Mega-Gargant is incredibly hard to kill.

This general has a Wounds characteristic of 40 instead of 35.

2

Old and Gnarly

This Mega-Gargant has so far survived all of the things that the Mortal Realms have thrown at it, and has the scars to prove it.

You can re-roll save rolls of 1 for attacks that target this general.

3

Louder than Words

This Mega-Gargant talks rarely, but he carries a very, VERY big stick.

Add 1 to the Attacks characteristic of this general’s Shipwrecka Warclub.

4

Strong Right Foot

When this Kraken-eater kicks something away, it travels a huge distance.

When you use this general’s Get Orf Me Land! ability to kick an objective marker away, you can roll 3D6 instead of 2D6 to determine how far it is kicked.

5

Very Acquisitive

This Kraken-eater has collected a vast hoard of magical artefacts.

You can take 1 extra Trophies Taken by Force artefact of power for this general’s army. In addition, this general can have up to 2 artefacts of power instead of 1.

6

Extremely Intimidating

Nobody wants to get too close to this fearsome Kraken-eater, not even other Kraken-eaters!

Subtract 1 from hit rolls for enemy models that are within 3" of this general.


Taker Tribes Artefacts of Power

Trophies Taken by Force

KRAKEN-EATER MEGA-GARGANT only.

D6ARTEFACT OF POWER
1

Jaws of the Mogalodon

A trophy taken after the slaying of the nine-headed enormity known as the Mogalodon, these give the wearer a bestial, predatory energy that never fades.

Once per phase, you can re-roll 1 hit roll or 1 wound roll for an attack made by the bearer, or 1 save roll for an attack that targets the bearer. You cannot use this ability to re-roll more than one dice for the bearer in the same phase.

2

Wallopin’ Tentacle

Still writhing long after the original owner’s death, the Wallopin’ Tentacle can be used as a bludgeon, only to catch up stunned prey in its crushing, rubbery grip.

At the start of the combat phase, you can pick 1 enemy HERO within 3" of the bearer and roll a dice. On a 4+, that HERO suffers 1 mortal wound, and you can re-roll hit rolls of 1 for attacks that target that HERO until the end of that phase.

3

Jar of Burny Grog

Though seen as a criminal waste of good liquor, a flask of Aqshian firewater can be smashed over a delicious-looking enemy, instantly setting them ablaze, cooking their flesh and making them even tastier.

Once per battle, at the start of the combat phase, you can pick 1 enemy unit within 3" of the bearer and roll a dice. On a 2+, that unit suffers D3 mortal wounds and, until the end of that phase, you can re-roll wounds rolls for attacks made by friendly GARGANTS that target that unit. On a 1, the bearer suffers D3 mortal wounds.

4

Net of the Beast-reaver

This enchanted net was stolen from the flagship of a monsterhunting Ulguan Scourgefleet, and has lost none of its potency when it comes to entrapping powerful creatures.

At the start of the combat phase, you can pick 1 enemy MONSTER within 3" of the bearer and roll a dice. On a 4+, until the end of that phase, subtract 1 from hit rolls for attacks made by that MONSTER, and you can add 1 to hit rolls for attacks that target that MONSTER.

5

Glowy Lantern

Stolen from the aelves of Hysh after a botched alliance, this aetherquartz jar was at first worn simply because it was shiny – but over time it has increased the intelligence of the wearer.

The bearer is a WIZARD. They can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. The bearer knows the Arcane Bolt and Mystic Shield spells.

6

Krakenskin Sandals

Painstakingly cut from the impervious hide of the legendary seabehemoth Mejendrokk, these Sandals protect the feet of the wearer, allowing him to jump up and down on the enemy without fear of getting spiked.

The bearer’s Almighty Stomp has an Attacks characteristic of 3 instead of 2, a Rend characteristic of -3 instead of -2, and a Damage characteristic of 3 instead of D3.


Stomper Tribes Battle Traits

Getting Stuck In

Warstompers and their followers relish the visceral thrill of battle, and always get stuck in wherever the fighting is most bloody.

Add 1 to the damage inflicted by each successful attack made by a friendly MANCRUSHER GARGANT unit that targets a unit with 10 or more models. Add 2 instead of 1 to the damage inflicted by each successful attack made by a friendly MANCRUSHER GARGANT unit that targets a unit with 20 or more models.

Big Shouts

Warstompers are constantly bellowing orders to the other gargants under their command.

If your army is a Stomper Tribe, your general must use the following Big Shout command abilities (they cannot use any other command abilities):

Get a Move On, You Slackers!: The Warstomper yells at his followers to rush the foe.
You can use this command ability at the start of your movement phase. If you do so, until the end of that phase, if you make a run roll for a friendly MANCRUSHER GARGANT unit that is within 18" of your general, that roll is treated as being 6.

Grab Those Rocks and Chuck ’Em at Somethin’!: Realising that his followers are too far to hit the enemy with their clubs, he shouts at them to hurl some rocks instead.
You can use this command ability at the start of your shooting phase. If you do so, when you use the Chuck Rocks battle trait, you can pick all friendly MANCRUSHER GARGANT units within 18" of your general to make Chuck Rocks shooting attacks, instead of only 1 unit.

Oi, You! Yes, You! Charge!: The Warstomper points a gnarly finger at his lackeys and orders them to attack the enemy.
You can use this command ability at the start of your charge phase. If you do so, until the end of that phase, you can re-roll charge rolls for friendly MANCRUSHER GARGANT units that are within 18" of your general.

Stop Muckin’ About and Hit ’Em!: The Warstomper ‘encourages’ his followers to focus on bashing at the enemy with every weapon they can muster.
You can use this command ability at the start of the combat phase. If you do so, until the end of that phase, you can re-roll hit rolls of 1 for attacks made by friendly MANCRUSHER GARGANT units that are within 18" of your general.

Watch Yer Backs, You Gormless Lot!: The Warstomper notices some enemy warriors attempting a sneak attack and bellows a warning.
You can use this command ability at the start of the combat phase. If you do so, until the end of that phase, you can re-roll save rolls of 1 for attacks that target friendly MANCRUSHER GARGANT units that are within 18" of your general.

Where Do You Think You’re Going?: The Warstomper spots some of his minions trying to edge away from a fearsome foe, and gives the shirkers a threatening glare.
You can use this command ability at the start of your battleshock phase. If you do so, until the end of that phase, do not take battleshock tests for friendly MANCRUSHER GARGANT units that are within 18" of your general.

Stomper Tribes Command Traits

D6COMMAND TRAIT
1

Monstrously Tough

This Mega-Gargant is incredibly hard to kill.

This general has a Wounds characteristic of 40 instead of 35.

2

Old and Gnarly

This Mega-Gargant has so far survived all of the things that the Mortal Realms have thrown at it, and has the scars to prove it.

You can re-roll save rolls of 1 for attacks that target this general.

3

Louder than Words

This Mega-Gargant talks rarely, but he carries a very, VERY big stick.

Add 1 to the Attacks characteristic of this general’s Titanic Boulderclub (to a maximum of 10).

4

Inescapable Grip

Very few creatures can get away from this Warstomper’s grasping fingers.

When you use this general’s Hurled Body ability, you can re-roll the dice that determines if the target is slain and thrown.

5

Very Shouty

This Warstomper has a voice so deep and loud it can be heard from miles away.

If this general is on the battlefield at the start of the first battle round, you receive D3 extra command points.

6

Eager for the Fight

This Warstomper can’t wait to get in amongst the foe.

You can attempt to charge with this general if it is within 18" of the enemy instead of 12". Roll 3D6 instead of 2D6 when making a charge roll for this general.


Stomper Tribes Artefacts of Power

Trappings of the Titan

WARSTOMPER MEGA-GARGANT only.

D3ARTEFACT OF POWER
1

Ironweld Cestus

This giant gauntlet has been fashioned from the finest metal constructions of the Ironweld Arsenal. The wearer knows well how to use it to block the worst blows of the enemy – and deliver a punishing strike in return.

You can re-roll save rolls for attacks that target the bearer. In addition, if the re-rolled save roll is an unmodified 6 and the attack was made with a melee weapon, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

2

Club of the First Oak

This immense club heals and invigorates the wearer, even beyond the point of his demise – provided he keeps it in his grip at all times.

In your hero phase, you can heal 1 wound allocated to the bearer. In addition, if the bearer is slain, roll a dice before the bearer’s model is removed from play. On a 4+, the wound or mortal wound is negated and the bearer is not slain, and any wounds that remain to be allocated to the bearer are negated.

3

Mantle of the Destroyer

This Mega-Gargant’s collection of trophies, taken over the course of a years-long rampage, instils him and nearby followers with an unstoppable and monstrous confidence.

Friendly GARGANTS have a Bravery characteristic of 10 while they are within 12" of the bearer. In addition you can re-roll charge rolls for friendly GARGANTS that are within 12" of the bearer.


Breaker Tribes Battle Traits

Breaking Down the Houses

The followers of Gatebreaker Mega-Gargants adopt the same deep loathing of settlements as is held by their embittered leaders.

Add 1 to the damage inflicted by each successful attack made by a friendly MANCRUSHER GARGANT unit 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 a friendly MANCRUSHER GARGANT unit and roll a dice. Add the number of models in that unit to the roll. On a 7+, 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.

Fierce Loathings

Gatebreakers and their lackeys often have an irrational hatred for certain trappings of civilisation, be it the annoying flag-waving of standard bearers or the irritating pyrotechnics of wizards.

When you pick a Breaker Tribe army, you can choose or roll for 1 ability from the Fierce Loathings table. The ability applies to friendly GATEBREAKER MEGA-GARGANTS and friendly MANCRUSHER GARGANT units.
D6FIERCE LOATHING
1

Bossy Pants and Clever Clogs

What is it with pipsqueaks bossing others about, and pointing at stuff and making it blow up? It ain’t clever, it’s stoopid!

Add 1 to hit rolls for attacks made by units with this ability that target a HERO or WIZARD.

2

Idiots with Flags

How come these runts think you can stake a claim with a posh flag? It don’t mean nuffin!

Add 1 to hit rolls for attacks made by units with this ability that target a TOTEM or a unit with any command models.

3

Shiny ’Uns

Why do these tinies think dressing up in shiny metul and strappin’ on shields means they can’t be hurt? Teach ’em a lessun!

Add 1 to hit rolls for attacks made by units with this ability that target a unit with a Save characteristic of 1+, 2+, 3+ or 4+ and that is not a HERO or MONSTER.

4

Crowds

What is it with these little gits getting together in big crowds, yellin’ and shoutin’ and acting all tough? They ain’t tough, they’re dumb. Easier to kill ’em all at once!

Add 1 to hit rolls for attacks made by units with this ability that target a unit with 20 or more models.

5

Wannabes

So they think that being as big as us makes ’em just as fighty? Time to cut ’em down ta size.

Add 1 to hit rolls for attacks made by units with this ability that target a WAR MACHINE or MONSTER.

6

Piggybackers

What is it with these squeakers that think riding around on a good meal makes ’em ’arder?

Add 1 to hit rolls for attacks made by units with this ability that target a unit with a mount and that is not a MONSTER.


Breaker Tribes Command Traits

D6COMMAND TRAIT
1

Monstrously Tough

This Mega-Gargant is incredibly hard to kill.

This general has a Wounds characteristic of 40 instead of 35.

2

Old and Gnarly

This Mega-Gargant has so far survived all of the things that the Mortal Realms have thrown at it, and has the scars to prove it.

You can re-roll save rolls of 1 for attacks that target this general.

3

Louder than Words

This Mega-Gargant talks rarely, but he carries a very, VERY big stick.

Add 2 to the Attacks characteristic of this general’s Fortcrusha Flail.

4

Extremely Bitter

This Gatebreaker has a particularly deep and abiding hatred of the trappings of civilisation.

You can choose or roll for 2 abilities from the Fierce Loathings table for your army instead of 1. If you randomly generate the second, roll again if it is the same as the first. The second ability only applies to the general.

5

Smasher

There is nothing this general likes more than reducing buildings to rubble.

When you use this general’s Smash Down ability, you can re-roll the dice roll that determines if the terrain feature is turned into rubble.

6

Sees Red

The mere presence of a settlement infuriates this Mega-Gargant so much that they simply ignore any wounds they have suffered.

While this general is within 9" of a terrain feature that can have a garrison, when you look up a value on this general’s damage table, they are treated as if they have suffered 0 wounds.


Breaker Tribes Artefacts of Power

Legacy of Demolition

GATEBREAKER MEGA-GARGANT only.

D3ARTEFACT OF POWER
1

Enchanted Portcullis

The metal gate that once barred entry to the South Tower of Excelsis bears a potent spell of repulsion. Repurposed as armour, it now serves to protect the wearer’s ‘vulnerables’ from harm.

Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 6, that wound or mortal wound is negated.

2

The Great Wrecka

This gigantic masonry-andchain combination has had potent curses of death and destruction laid upon it by malignant shamans. All things bludgeoned by its weight will crumble to dust – be they fortress, or be they living creature.

If the unmodified hit roll for an attack made with the bearer’s Fortcrusha Flail is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage. In addition, when you use the bearer’s Smash Down ability, you can add 1 to the dice roll that determines if the terrain feature is reduced to rubble.

3

Kingslaughter Cowl

This dark leather hood has been handed down through generations of city-wrecking Mega-Gargants who have made it their business to hunt down and crush upstart kings, queens and warlords across the realms.

You can re-roll wound rolls of 1 for attacks made by the bearer that target a HERO. In addition, you can re-roll wound rolls for attacks made by the bearer that target a general.


Battleplans

Battleplan

A Forlorn Hope

The immense gargants had loomed into sight hours before, their silhouettes stark against the horizon. They had been the bane of the region for months. Now, on this sacred ground, a last stand would be taken. No more would the people huddle in their fortress, waiting for the walls to be cast down upon them. Here they would take the fight to the giant brutes that had bled the lands white. Here they would stand, and in all likelihood, here they would die.

In their simple-minded arrogance, the gargants cared not for traps, nor preparedness. The best of the best had been massed to take them on; though few in number compared to the legions that once marched from this proud province, they were rugged survivors one and all. As the gargants roared their challenges, storming forward to begin the slaughter, not a single soul took a backward step.

THE ARMIES
One player is the Sons of Behemat player, and their opponent is the Forlorn Defender. The Sons of Behemat player must use a Sons of Behemat army that consists of either 1, 2 or 3 MEGA-GARGANTS. The Forlorn Defender’s army can be from any Grand Alliance or faction. The army must have five units for each MEGA-GARGANT in the Sons of Behemat army. Each unit in the army must conform to one of the unit types from the following list:

Horde Unit: A unit of up to 20 models, each with a Wounds characteristic of 1 and a Save characteristic of 6+ or ‘-’.

Regular Unit: A unit of up to 10 models, each with a Wounds characteristic of 1 and a Save characteristic of 3+, 4+ or 5+.

Elite Unit: A unit of up to 5 models, each with a Wounds characteristic of 2 or 3.

Guard Unit: A unit of up to 3 models, each with a Wounds characteristic of 4 or 5.

Champion: A HERO that is not a MONSTER.

OBJECTIVES
The players roll off, and the winner decides which territory each player will use. The territories are shown on the map.

The Forlorn Defender must then set up 3 objectives. In this battle, each objective is of a different type. The Forlorn Defender must say which type of objective each one is as they are set up. Each objective must be set up more than 12" from the edge of the battlefield and more than 18" from any other objectives.

Treasure Trove: This collection of artefacts is treasured by the Forlorn Defenders and greatly desired by Kraken-eater Mega-Gargants.

Fighting Ring: This circle of bloodied ground is used by the Forlorn Defenders as an arena, making it an irresistible lure to any Warstomper Mega-Gargant.

Monument: This statue of a heroic champion is revered by the Forlorn Defenders and loathed by Gatebreaker Mega-Gargants.

SET-UP
The players then alternate setting up units one at a time, starting with the player that won the roll-off to determine territories. Units must be set up wholly within their territory, more than 12" from enemy territory. Continue to set up units until both players have set up their armies. When the Sons of Behemat player has finished setting up their army, the Forlorn Defender must set up the rest of the units in their army, one after another.

FORLORN BUT UNYIELDING
The defenders know that they will have little chance to survive the coming battle, but they are determined to sacrifice themselves if it means that their kingdom can be protected from the depredations of the rampaging Mega-Gargants.
Do not take battleshock tests for Forlorn Defender units while they are wholly within 12" of an objective.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory. If both players have the same number of victory points, use the tiebreaker to determine which player wins a minor victory or if the battle is a draw.

VICTORY POINTS
Each player scores 1 victory point at the end of each of their turns for each objective they control.

The Sons of Behemat player scores 2 victory points instead of 1 for an objective they control if there is a MEGA-GARGANT of the appropriate type within 3" of it, as follows:

Treasure Trove: KRAKEN-EATER

Fighting Ring: WARSTOMPER

Monument: GATEBREAKER

TIEBREAKER
If the players are tied on victory points at the end of the battle, then the Sons of Behemat player scores 1 kill point for each Forlorn Defender unit that has been destroyed, and the Forlorn Defender scores 5 kill points for each MEGA-GARGANT that has been slain.

If one player has a higher kill point total, they win a minor victory. If neither player has a higher kill point total, the battle is a draw.


Mega-gargant Mercenaries

This section contains rules that allow any army to include a Mega-Gargant mercenary, as well as additional rules for Kraken-eater, Warstomper and Gatebreaker Mega-Gargants that are used when they are taken as mercenaries.


To include a Mega-Gargant mercenary in your army, you must first pick which Mega-Gargant mercenary your army will hire. Any army can include a Mega-Gargant mercenary, not just Sons of Behemat armies.

You can hire 1 Mega-Gargant mercenary for your army. If you do so, your army cannot include any other mercenary units or any allied units. The players can agree to ignore these restriction in open and narrative battles.

Mega-Gargant mercenaries gain the MERCENARY keyword. MEGA-GARGANT MERCENARY units are treated as part of your army, except that they are not included when working out your army’s allegiance, and can therefore be part of a different Grand Alliance or faction from the rest of your army. In addition, a MEGA-GARGANT MERCENARY unit cannot be the army’s general, and cannot use or benefit from your army’s allegiance abilities.

Pitched Battles

You can include 1 MEGA-GARGANT MERCENARY unit in a Pitched Battle army, even if it costs more points than you have available to spend on allied and mercenary units. A pitched battle army can never include more than 1 MEGA-GARGANT MERCENARY unit.

MEGA-GARGANT MERCENARY units are not included when working out the number of Battleline units in your army, but they do count towards the maximum number of Leader and Behemoth units that can be included in your army.

Mercenary Special Rules

If you include any MERCENARY units in your army, the following rule applies during the battle:

Disruptive Presence: Even the most well-ordered fighting force will be disrupted by the arrival of mercenaries, presenting a unique challenge to the army’s general.
If your army includes any MERCENARY units, at the start of your hero phase in the first battle round, you do not receive 1 command point.

Designer’s Note: If you want to use a mercenary Mega-Gargant in your army but want it to be one of your own invention with a different name, feel free to use the rules below to represent them. You could even reimagine the special ability they have to fit your own concept.

For example, Big Drogg Fortkicka’s ‘Grievous Halitosis’ rule could be attributed to the fact your Mega-Gargant has the rotting corpse of a king’s prized stallion strapped to his hip as a trophy. One-eyed Grunnock’s ‘Shake the Earth’ ability could be attributed not to your Warstomper jumping up and down, but to their habit of belly-flopping the enemy army. Similarly, Bundo Whalebiter’s ‘Dead Cunning, for a Gargant’ rule could be attributed not to the intellect-boosting effects of a stolen aelven artefact, but to the fact he has an ‘advisor’ from your army riding upon his shoulder. The only limit is your imagination!

Bundo Whalebiter – Kraken-eater Mercenary

If you pick this Mega-Gargant mercenary to be hired by your army, you must include 1 KRAKEN-EATER MEGA-GARGANT in your army as a MERCENARY unit.

KRAKEN-EATER MEGA-GARGANTS can only be taken as MERCENARY units by Order and Destruction armies, or by armies from factions that are part of the Order or Destruction Grand Alliance.

DEAD CUNNING, FOR A GARGANT
The aelven artefact hanging from Bundo’s ear has increased his intellect, giving him brains as well as brawn. He can be uncannily patient, knowing just where and when to strike to cause maximum havoc. Some say his hoard even contains strange papery things called ‘books’...
At the start of the combat phase, you can say that this model will be uncannily cunning. If you do so, this model fights at the end of that phase, but you can re-roll hit rolls for attacks made by this model in that phase.

One-eyed Grunnock – Warstomper Mercenary

If you pick this Mega-Gargant mercenary to be hired by your army, you must include 1 WARSTOMPER MEGA-GARGANT in your army as a MERCENARY unit.

WARSTOMPER MEGA-GARGANTS can only be taken as MERCENARY units by Chaos and Destruction armies, or by armies from factions that are part of the Chaos or Destruction Grand Alliance.

SHAKE THE EARTH
Grunnock has learned that the best way to break an enemy army is to shatter its cohesion. His signature move – leaping high before stomping down to cause a small earthquake – is feared for good reason.
You can re-roll hit rolls of 1 for Jump Up and Down attacks made by this model. In addition, subtract 1 from hit rolls for attacks made by enemy units that are within 6" of this model if this model made any Jump Up and Down attacks earlier in the same phase.

Big Drogg Fort-kicka – Gatebreaker Mercenary

If you pick this Mega-Gargant mercenary to be hired by your army, you must include 1 GATEBREAKER MEGA-GARGANT in your army as a MERCENARY unit.

GATEBREAKER MEGA-GARGANTS can only be taken as MERCENARY units by Death and Destruction armies, or by armies from factions that are part of the Death or Destruction Grand Alliance.

GRIEVOUS HALITOSIS
Drogg has dined well on the spoils of war, having smashed and eaten the contents of many a fortified town – yet he has never picked his teeth clean. His breath is so foul it can stun an ox at ten paces.
At the end of the combat phase, you can pick 1 enemy unit within 3" of this model and roll a number of dice equal to the number of models from that unit that are within 3" of this model. For each 6, that unit suffers 1 mortal wound.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

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

Behemoth

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

Leader, Behemoth
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.

The MANCRUSHER and GARGANT keywords are used in following Sons of Behemat warscrolls:

Behemoth
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.

The KRAKEN-EATER keyword is used in following Sons of Behemat warscrolls:

Leader, Behemoth

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

Leader, Behemoth

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

Leader, Behemoth
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.
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.

The KRAKEN-EATER and MEGA-GARGANT keywords are used in following Sons of Behemat warscrolls:

Leader, Behemoth
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.

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

Leader, Behemoth
Behemoth
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
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.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

The WARSTOMPER and MEGA-GARGANT keywords are used in following Sons of Behemat warscrolls:

Leader, Behemoth
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.

The GATEBREAKER and MEGA-GARGANT keywords are used in following Sons of Behemat warscrolls:

Leader, Behemoth
Command Models
Some units can include uniquely named champions, standard bearers and/or musicians. These are known collectively as ‘command models’, and will have abilities that apply only to them. Command models must be represented by appropriate Citadel Miniatures if they are included in a unit. Command models are assumed to carry the same weapons as any other model in the unit unless noted otherwise, even if they are not shown on the model itself.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
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.
Allied Units
In a Pitched Battle, the number of points that can be spent on allies from the player’s total points allowance is shown on the Pitched Battle chart above. For example, a player playing a Battlehost game can spend up to 400 of their 2,000 points on allied units. This is in addition to the restrictions that normally apply to taking allied units.

Allied units are not included when working out the number of Battleline units in the army. They do count towards the maximum number of Leader, Behemoth and Artillery units that can be included in the army.
© Vyacheslav Maltsev 2013-2020