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 BehematBattletome21.2August 2021
  General’s Handbook ’2021
  General’s Handbook ’2021Expansion31.0September 2021
  Broken Realms: Kragnos
  Broken Realms: KragnosExpansion21.0August 2021
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021

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: 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: 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.

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.

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.

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.

Designer’s Note: Limits on the number of points you can spend on allies do not apply to mercenaries.

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 for your general being on the battlefield.

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.

Brawlsmasha – Bonegrinder Mega-Gargant 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 armies that have a general with the DESTRUCTION keyword.

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 any friendly MERCENARY BONEGRINDER MEGA-GARGANTS.

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

Battleline
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

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

Battleline

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

Battleline, Leader, Behemoth
Behemoth

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

Battleline
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.

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

Battleline, Leader, Behemoth

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

Battleline, Leader, Behemoth

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

Battleline, Leader, Behemoth

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

Battleline
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

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

Battleline, Leader, Behemoth
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

Battleline
Battleline, Leader, Behemoth
Behemoth
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

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

Battleline
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.

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

Battleline
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

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

Battleline, Leader, Behemoth
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

Battleline

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

Battleline, Leader, Behemoth

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

Battleline
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

Battleline, Leader, Behemoth
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.

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

Battleline, Leader, Behemoth

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

Battleline, Leader, Behemoth

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

Battleline, Leader, Behemoth

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

Battleline, Leader, Behemoth
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

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

Battleline, Leader, Behemoth
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

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

Battleline, Leader, Behemoth
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

Behemoth
© Vyacheslav Maltsev 2013-2021