Sons of Behemat – Bonegrinder Mega-Gargant
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Bonegrinder Mega-Gargant

The Bonegrinder Mega-Gargant’s coming is heralded by earth-shaking footsteps and a deafening roar of battle-lust. Each Bonegrinder thinks of itself as the next Behemat, and will stomp flat or batter to death anything foolish enough to stand in its way.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hurled Boulder
Hurled Boulder13+2+34
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gargantuan Club
Gargantuan Club3"3+3+-23
Thunderous Stomp
Thunderous Stomp1"13+3+-2D6
DAMAGE
Wounds SufferedMoveHurled BoulderGargantuan Club
0-1211"18"7
13-1810"15"5
19-249"12"4
25-308"9"3
31+7"6"2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 500
Battlefield Role: Behemoth

DESCRIPTION

A Bonegrinder Mega-Gargant is a single model armed with a Gargantuan Club, Thunderous Stomp and Hurled Boulder

ABILITIES

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

I’ll Bite Your Head Off!: A Bonegrinder Mega-Gargant’s cavernous mouth makes for an especially deadly weapon, should the brute fancy a light snack during a battle.
After this model piles in, you can pick 1 enemy model that is within 3" of this model, and roll a dice. If the roll is greater than that enemy model’s Wounds characteristic, that enemy model is slain.

Longshanks: A Bonegrinder Mega-Gargant towers high above the battlefield, and although it moves ponderously, 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.

Sons 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.

Timberrr!!!: A dying Bonegrinder Mega-Gargant is indiscriminating in their choice of 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.

BRAWLSMASHA – BONEGRINDER MEGAGARGANT MERCENARY: You can pick this Mega-Gargant mercenary to be hired by your army, instead of picking one of the Mega-Gargant mercenaries in Battletome Sons of Behemat. If you do so, you must include 1 BONEGRINDER MEGA-GARGANT in your army as a MERCENARY unit. BONEGRINDER MEGA-GARGANTS can only be taken as MERCENARY units by Destruction armies or by armies from factions that are part of the Destruction Grand Alliance.

MEGA-CLUB OF GORK: Legend has it that Brawlsmasha was found as a youngling and raised by an Ironjawz warclan, who admired his strength and boisterousness. As he grew ever larger, he became revered amongst the orruks for his ability to flatten entire mobs of enemy troops with a single swing of his gargantuan club.
Add 1 to the Bravery characteristic of friendly ORRUK units while they are wholly within 12" of this model.

KEYWORDS
DESTRUCTION, SONS OF BEHEMAT, GARGANT, MEGA-GARGANT, MONSTER, BONEGRINDER
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.
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.
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.
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.
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.
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.
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 MEGA-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 MEGA-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 2013-2021