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 BehematBattletome3October 2022
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021

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.

Each MEGA-GARGANT has a Mightier Makes Rightier value listed on its damage table on its warscroll. For the purposes of contesting objectives, each MEGA-GARGANT model in a Sons of Behemat army counts as a number of models equal to its Mightier Makes Rightier value, while each MANCRUSHER GARGANT model counts as 10 models.

Lord and Master

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

You must decide whether your Sons of Behemat army will be a Taker Tribe army, a Breaker Tribe army, a Smasher Tribe army or a Stomper Tribe army. The type you pick dictates the general of your army, as follows:

Taker Tribe: Your general must be a KRAKEN-EATER.

Breaker Tribe: Your general must be a GATEBREAKER.

Smasher Tribe: Your general must be a BEAST-SMASHER.

Stomper Tribe: Your general must be a WARSTOMPER.

Additional allegiance abilities are available to each type of Sons of Behemat army.

Wrath of Titans

With strength and might unmatched across the Mortal Realms, the Mega-Gargants of the Sons of Behemat rampage across the battlefield, mauling enemy behemoths and letting loose ear-splitting bellows that can shatter the morale and cohesion of even veteran soldiers.

When you carry out a monstrous rampage (core rules, 21.1) with a friendly MEGA-GARGANT, you can carry out 1 of the monstrous rampages below instead of any other monstrous rampage you can carry out with that unit.

MEGA-GARGANT MONSTROUS RAMPAGES
Beast Grapple: Pick 1 enemy MONSTER within 3" of this unit and roll a dice. On a 3+, until the end of the following combat phase, the strike-last effect applies to both that MONSTER and the unit carrying out this monstrous rampage.
Earth-shaking Roar: Pick 1 enemy unit with a Wounds characteristic of 1 or 2 within 3" of this unit and roll 2D6. If the roll is higher than that unit’s Bravery characteristic, for each point by which the roll exceeds the unit’s Bravery characteristic, 1 model in that unit flees. That unit’s commanding player decides which models flee. The effect of this monstrous rampage is not considered to be a battleshock test.
Colossal Slam: Pick 1 enemy MONSTER that is not part of a unit consisting of 2 or more models and that is within 1/2" of this unit. Roll a dice. On a 3+, you can remove that MONSTER from the battlefield and set it up again anywhere wholly on open ground within 1/2" of this unit. That MONSTER suffers D3 mortal wounds. In addition, subtract 1 from hit rolls for attacks made by the unit carrying out this monstrous rampage until the end of the following combat phase.

Command Traits

Big Personalities

Monstrously Tough

This Mega-Gargant is incredibly hard to kill.

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

Furious Temper

Nothing can stop this Mega-Gargant when the rage of battle clouds their mind.

Once per battle, when this general is picked to fight, you can say that they are overcome with rage. If you do so, until the end of that phase, use the top row on this general’s damage table, regardless of how many wounds they have suffered.

Rabble Rouser

This Mega-Gargant bellows at their kin to race forth and pummel the enemy into the dust.

Add 1 to charge rolls for friendly SONS OF BEHEMAT units wholly within 18" of this general.


Artefacts of Power

Titanic Trophies

Extra-calloused Feet

This gargant has become so used to stomping on even the toughest enemies that their feet are legendary weapons in their own right.

Model armed with an Almighty Stomp only. 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.

Glowy Shield of Protectiness

While raiding a lair belonging to the ratty pipsqueaks, this gargant found a shield studded with sickly green rock - and promptly strapped it to their body. Enemies who get close sometimes have their heads explode, which is always good for a laugh.

When this unit is targeted by an attack, if the weapon used for that attack has a Rend characteristic of -1, change the Rend characteristic for that attack to ‘-’. In addition, if the unmodified save roll for an attack made with a melee weapon that targets the bearer is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

Scavenger Wake

This gargant is followed by various wolves, blood vultures and other carnivorous creatures looking for an easy meal. Though these beasts tend to prefer carrion, sometimes their hunger gets the better of them.

Once per battle, at the start of the combat phase, you can pick 1 enemy unit within 3" of the bearer and roll a number of dice equal to the number of models in that unit (to a maximum of 10). For each 4+, that enemy unit suffers 1 mortal wound.

Amberbone Totem

Somewhere along the way, this gargant has picked up a totem of Ghurish realmstone. No matter how long they run for, the urge to hunt burns within them.

The bearer can attempt a charge even if they ran in the same turn.


Taker Tribe Allegiance Abilities

Taker Tribes Battle Traits

‘GET RID OF ’EM!’

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

For the purposes of contesting objectives, each friendly MANCRUSHER GARGANT model counts as 15 models instead of 10. In addition, add 5 to the Mightier Makes Rightier value for friendly KRAKEN-EATERS that are contesting an objective.

‘I WANT THAT FOR ME COLLECTION!’

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

You can use this command ability at the start of the combat phase. The command can only be issued by your general, and the unit that receives the command must be a friendly MANCRUSHER GARGANT unit. Until the end of that phase, add 1 to the Damage characteristic of attacks made with melee weapons that target an enemy unit that bears an artefact of power or is Unique.


Taker Tribes Command Traits

Very Acquisitive

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

If you give an artefact of power to this general, you can pick 1 additional artefact of power and give it to them as well (this general can have 2 artefacts of power). Both artefacts of power must be different.

Extremely Intimidating

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

Enemy units within 6" of this general cannot receive the Inspiring Presence or Rally commands.


Taker Tribes Artefacts of Power

Wallopin’ Tentacle

Still writhing long after the original owner's death, the Wallopin’ Tentacle can be used as a bludgeon that grasps stunned prey in its crushing, rubbery grip.

KRAKEN-EATER only. 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 D3 mortal wounds and the strike-last effect applies to that HERO until the end of that phase.

Glowy Lantern

Stolen from the aelves of Hysh after a botched alliance, this aetherquartz jar was at first carried around simply because it was shiny; however, over time, it has granted this Mega-Gargant control over malign sorceries.

KRAKEN-EATER only. In your hero phase, the bearer can attempt to cast 1 spell that summons an endless spell in the same manner as a WIZARD. When they do so, the range of that spell is doubled.


Breaker Tribe Allegiance Abilities

Breaker Tribe 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 an enemy unit that is part of a garrison or that is wholly on a terrain feature.

RAMMING SPEED

With a roar that shakes the very foundations of nearby buildings, the Gatebreaker commands the Mancrushers in tow to charge down the enemy line without mercy or respite.

You can use this command ability at the start of your charge phase. The command can only be issued by your general, and the unit that receives the command must be a friendly MANCRUSHER GARGANT unit. Until the end of that phase, you can attempt a charge with the unit that received the command if it is within 18" of an enemy unit instead of 12". In addition, roll 3D6 instead of 2D6 when making a charge roll for that unit until the end of that phase.

FIERCE LOATHINGS

Gatebreakers and their lackeys often have an irrational hatred for certain trappings of civilisation.

When you pick a Breaker Tribe army, you can pick 1 of the fierce loathings below and record it on your army roster. The rule for that fierce loathing applies to friendly GATEBREAKER and MANCRUSHER GARGANT units.

Bossyboots and Clever Clogs: What is it with pipsqueaks bossing others about or pointing at stuff and making it blow up? It ain’t clever; it’s stoopid!

Add 1 to hit rolls for attacks made by this unit that target an enemy HERO or WIZARD.

Idiots with Flags: Why do 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 this unit that target an enemy TOTEM or unit with any command models.

Wannabes: They think that being as big as us makes ’em just as fighty? Time to cut ’em down to size.
Add 1 to hit rolls for attacks made by this unit that target an enemy WAR MACHINE or MONSTER.


Breaker Tribe Command Traits

Extremely Bitter

This Gatebreaker truly abhors the mores of civilisation.

You can pick a second fierce loathing that applies only to your general.

Sees Red

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

In the combat phase, if this general is within 3" of a defensible terrain feature or an enemy unit that is wholly on a terrain feature, use the top row on this general’s damage table, regardless of how many wounds they have suffered.


Breaker Tribe Artefacts of Power

The Great Wrecka

All things bludgeoned by this masonry-and-chain combination crumble to dust.

GATEBREAKER only. If the unmodified hit roll for an attack made with the bearer’s Fortcrusha Flail is 6, that attack causes D3 mortal wounds to the target in addition to any damage it inflicts.

Kingslaughter Cowl

Those who wear this handed-down leather hood make it their business to crush upstart monarchs and warlords across the realms.

GATEBREAKER only. Add 1 to wound rolls for attacks made by the bearer that target an enemy HERO.


Smasher Tribe Allegiance Abilities

Smasher Tribe Battle Traits

BONE-CRUNCHING STRIKES

Eager to follow in the Beast-smashers’ footsteps, the Mancrusher Gargants of the Smasher Tribe will ruthlessly hunt down enemy behemoths and try to shatter their bones with a single, mighty wallop.

When a friendly MANCRUSHER GARGANT unit fights, if it is within 3" of an enemy MONSTER, you can say that it will unleash a bone-crunching strike. If you do so, until the end of the phase, the Attacks characteristic of that unit’s Massive Club is 1 and cannot be modified, the Damage characteristic is 4D6, and all attacks made with its Massive Club must target an enemy MONSTER.

‘DON’T LET A FEW CUTS STOP YER!’

With an earth-shaking roar, the Beast-smasher demands their admirers fight on without letting anything as bothersome as death stop them.

You can use this command ability at the start of the combat phase. The command can only be issued by your general, and the unit that receives the command must be a friendly MANCRUSHER GARGANT unit. Until the end of that phase, use the top row on that unit’s damage table, regardless of how many wounds it has suffered. In addition, until the end of that phase, each time a model in that unit is slain, if that unit has not yet fought in that phase, that model can fight before it is removed from play.


Smasher Tribe Command Traits

Sees Green

With a defiant roar, this Beast-smasher declares that they are Gorkamorka made manifest, that the puny attacks of the enemy cannot lay them low and that they 'ain’t done fightin’ yet!’

Once per battle, at the start of a phase, you can say that this general is Gorkamorka made manifest. If you do so, this general has a ward of 4+ against mortal wounds until the end of that phase.

Marrow-drinker

As this Beast-smasher chomps on the bones of their largest prey, it replenishes them to continue their hunt.

Each time an enemy MONSTER is slain by this general, roll a number of dice equal to that MONSTER’s Wounds characteristic. For each 5+, you can heal 1 wound allocated to this general.


Smasher Tribe Artefacts of Power

The Shatterer

The tip on this menhir has been whittled to a razor-sharp point capable of sundering enemy armour with a single blow.

BEAST-SMASHER only. If the unmodified wound roll for an attack made with the bearer’s Menhir Club that targets an enemy HERO, MONSTER or WAR MACHINE is 6, that unit’s armour has been shattered. If a unit’s armour has been shattered, until the end of the battle, ignore positive modifiers to save rolls for attacks that target that unit.

Mantle of Tusks and Horns

The trophies of fallen creatures adorn the shoulders of this Beast-smasher, and through them they can channel the power of the Waaagh!.

BEAST-SMASHER only. Once per battle, at the start of the combat phase, you can say that the bearer will channel the Waaagh!. If you do so, add 1 to hit rolls for attacks made with melee weapons by friendly SONS OF BEHEMAT units until the end of that phase.


Stomper Tribe Allegiance Abilities

Stomper Tribe Battle Traits

BIG SHOUTS

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

After your general issues a command to a friendly MANCRUSHER GARGANT unit, until the end of the phase, they can issue the same command to any other friendly MANCRUSHER GARGANT units without any further command points being spent.

‘GRAB THOSE ROCKS AND CHUCK ’EM!’

Realising that their followers cannot reach the enemy with their clubs, the Warstomper shouts at them to hurl some rocks instead.

You can use this command ability at the start of your shooting phase. The unit that receives the command must be a friendly MANCRUSHER GARGANT unit. Until the end of that phase, add 1 to the Attacks characteristic of that unit’s Throwin’ Rocks.

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 if it targets an enemy unit that has 10-19 models. Add 2 to the damage inflicted by each successful attack made by a friendly MANCRUSHER GARGANT unit instead if it targets an enemy unit that has 20 or more models.


Stomper Tribe Command Traits

Inescapable Grip

Very few creatures can get away from this Warstompers grasping fingers.

When you use this general’s Hurled Body ability, you can re-roll both dice rolls.

Eager for the Fight

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

You can attempt a charge with this general if it is within 18" of an enemy unit instead of 12". In addition, roll 3D6 instead of 2D6 when making a charge roll for this general.


Stomper Tribe Artefacts of Power

Club of the First Oak

This immense club heals and invigorates the bearer, even beyond the point of their demise - provided they keep it in their grip at all times.

WARSTOMPER only. In your hero phase, you can heal 1 wound allocated to the bearer. In addition, while the bearer has 25 or more wounds allocated to them, they have a ward of 5+.

Mantle of the Destroyer

This Mega-Gargant's collection of trophies, gathered over the course of a years-long rampage, instils in them and nearby followers an unstoppable and monstrous confidence.

WARSTOMPER only. Friendly SONS OF BEHEMAT units within 12" of the bearer have a Bravery characteristic of 10.


PATH TO GLORY

The following section includes rules for your Path to Glory campaign if you are using a Sons of Behemat army.

Starting Your Path to Glory Campaign

When preparing your Path to Glory roster to begin your Path to Glory campaign with a Sons of Behemat army, use the following rules in addition to those in the Core Book.

CHOOSE YOUR TRIBE

In step 1, you must pick which tribe your Sons of Behemat army belongs to. These tribes are the same as those outlined in the Lord and Master battle trait. Pick 1 of the following tribes and note it down in the ‘Subfaction’ section of your roster:


Your warlord starts the Path to Glory campaign with 15 renown points and a command trait just like the warlord of any other army. However, Mega-Gargants earn different ranks, and your warlord starts with the rank of ‘Adult Gargant’.

STARTING TERRITORY AND STRONGHOLD

Sons of Behemat armies do not control territories in the same manner as other armies and they do not build strongholds. Instead of picking a starting territory in step 2, you instead start with 1 Wild Lands territory. In addition, you do not have a stronghold and you will not use any of the stronghold rules in Path to Glory.

Mega-Gargants have different rules for interacting with territories. Although none of the stronghold rules apply, they have a whole host of additional rules to make up for it!

CHOOSE YOUR WARLORD

When you add your warlord in step 3, you must pick the MEGA-GARGANT listed as the general of your tribe in the Lord and Master battle trait to be your warlord.

UNIT LIMITS

The rules for unit limits do not apply to a Sons of Behemat army.

No one would dare tell a Mega-Gargant how many other gargants they are allowed to boss about!

Fighting Path to Glory Battles

When fighting Path to Glory battles against another Path to Glory army, you can ignore any rule that states that you cannot spend more than half your points on a single unit. In addition, the tier of battle is determined by the rank of your warlord.

Footsloggas Rabble

If you pick the Vanguard starting size for your Sons of Behemat army, you can choose for them to be a Footsloggas Rabble. This is a special kind of Sons of Behemat army designed to be fun to play in battles with a lower points limit.

If you choose for your army to be a Footsloggas Rabble, the following rules apply:
  1. Pick a tribe as normal.
  2. Do not add a warlord to your order of battle before fighting your first Path to Glory battle.
  3. Only add Mancrusher Gargant units to your order of battle (you cannot add MANCRUSHER MOB units).
  4. Pick 1 Mancrusher Gargant to be the Bullstomper. This unit starts the Path to Glory campaign with 5 renown points and 1 veteran ability.
  5. Do not pick any core enhancements for your army (yet).
  6. Choose the lower tier of battle for each Path to Glory battle you fight.
  7. When you pick your army, the Mancrusher Gargant picked to be the Bullstomper is your general.
  8. After a Path to Glory battle, each Mancrusher Gargant in a Footsloggas Rabble gains D3 bonus renown points.

A Footsloggas Rabble consists entirely of Mancrusher Gargant units led by the Bullstomper and does not include any Mega-Gargants. It is a great way to start your Path to Glory campaign if your regular opponents also choose the Vanguard starting size. You can fight as many Path to Glory battles as you wish as a Footsloggas Rabble and you’ll earn bonus renown points for your Mancrusher Gargants as you do so.

A Footsloggas Rabble has no warlord; once you add a Mega-Gargant to your ranks, they will become your warlord and your army will cease to be a Footsloggas Rabble.

BECOMING A STOMP

If your army is a Footsloggas Rabble, you do not have to spend any glory points to add the first MEGA-GARGANT to your order of battle. Instead, this MEGA-GARGANT becomes your warlord. You must pick the MEGA-GARGANT listed as the general of your tribe in the Lord and Master battle trait to be your warlord. Once you have added your warlord, your army is no longer a Footsloggas Rabble.

Your warlord starts with 15 renown points and a command trait. After adding your warlord to your order of battle, you can immediately choose any core enhancements for them as you normally would in step 4.

Mega-Gargants in Path to Glory

In a Path to Glory campaign, SONS OF BEHEMAT MEGA-GARGANTS earn different ranks to the HEROES in other armies, as shown on the table below. When a MEGA-GARGANT earns the ‘Adult Gargant’ rank, they gain a command trait.

MEGA-GARGANT RANKS
Renown PointsRankRewardsTiers of Battle
0-14Bull GargantLower
15-29Adult GargantCommand TraitLower
30-44Mighty GargantQuirkLower
45-59Elder GargantQuirkLower and Middle
60+Ancient GargantQuirkLower, Middle and Higher

QUIRKS

When a MEGA-GARGANT earns certain ranks, they will gain a quirk. Quirks are additional rules that are used when fighting another Path to Glory army. Below, you will find tables of quirks for each type of MEGA-GARGANT. You must roll on the table to determine which quirk the MEGA-GARGANT receives; you cannot pick the quirk. In addition, the same MEGA-GARGANT cannot gain the same quirk more than once; if you roll a quirk that the MEGA-GARGANT already has, re-roll the quirk until the result is a quirk that they do not have.

TIERS OF BATTLE

When fighting a Path to Glory battle, the tier of battle is determined by the rank of your warlord.

Mancrusher Mobs in Path to Glory

In a Path to Glory campaign, MANCRUSHER MOB units cannot be added to your order of battle; only Mancrusher Gargant units can be added. However, when picking your army for a Path to Glory battle, you can form your Mancrusher Gargant units into 1 or more Mancrusher Mob units, each with 3 models. If you do so, the following rules apply:

  1. For that battle, 3 Mancrusher Gargants are combined into a single Mancrusher Mob unit that uses the Mancrusher Mob warscroll and Pitched Battle profile.
  2. The Mancrushcr Gargant with the most renown points is the Bullstomper of the Mancrusher Mob. If 2 or more Mancrusher Gargants are tied for most renown points, pick 1 to be the Bullstomper.
  3. A Mancrusher Mob can only use the veteran abilities of its Bullstomper. It cannot use any other veteran abilities.
  4. Multiple models in a Mancrusher Mob may start the battle with wounds allocated to them owing to lingering wounds. If this is the case, when the first wound is allocated to that unit during the battle, it can be allocated to any of the models in the unit that began the battle with wounds allocated to them. Subsequent wounds must be allocated to that model until it is slain, as normal.
  5. When a Mancrusher Mob gains renown points, each Mancrusher Gargant in the unit receives the full number of points gained by the unit. If you pick a Mancrusher Mob to be your favoured warriors, each model in the unit gains D6 renown points (roll separately for each model).

The Aftermath Sequence

There are a number of differences to the aftermath sequence when using a Sons of Behemat army, as detailed below.

Lingering Wounds

Do not make injury rolls or casualty rolls for SONS OF BEHEMAT units. Instead, SONS OF BEHEMAT units may gain lingering wounds.

In step 2 of the aftermath sequence, roll on the Gargant Lingering Wounds table below for each MEGA-GARGANT and Mancrusher Gargant model slain in battle. In each aftermath sequence, you can re-roll 1 roll on this table by spending 1 glory point. You must choose whether to re-roll the result before rolling for the next model.

2D6Gargant Lingering Wounds
2-3Oof! Right in the Gut!: Add 2D6 to this model’s lingering wounds total.
4-5Me ’Ead Hurts!: Add D6 to this model’s lingering wounds total.
6-7Ouch!: Add D3 to this model’s lingering wounds total.
8-11Just a Scratch!: No effect.
12You Ain’t Strong Enough to Kill Me!: This model gains 2D6 renown points.

Record each model’s lingering wounds total on your order of battle. If the lingering wounds total of a model equals or exceeds its Wounds characteristic, it is killed and removed from your order of battle.

At the start of each Path to Glory battle, each SONS OF BEHEMAT unit in your army begins the battle with a number of wounds allocated to it equal to its lingering wounds total. These wounds cannot be negated or healed.

DEATH OF THE BIG HEEL

If your warlord is killed, the MEGA-GARGANT you pick to become your new warlord must be the same type as the slain warlord. If you have no MEGA-GARGANTS eligible to be your warlord on your order of battle and insufficient glory points to add a new MEGA-GARGANT, you can add 1 new MEGA-GARGANT of that type to your order of battle to be your warlord without having to spend any glory points to do so. Your new warlord gains 15 renown points and, if they do not have one, a command trait.

TERRITORIES

A Sons of Behemat army will always have 1 territory and only 1 territory. In step 6 of the aftermath sequence, you make 1 exploration roll if you lost the battle and 2 exploration rolls if you won a minor victory or a major victory. You must replace the territory on your roster with 1 territory from an exploration roll you have made in this step. This does not cost any glory points.

Ignore the effects of the territories in the Territories table. Instead, these territories either provide Slim Pickins or Big Pickins, as shown in the table below. If the exploration roll is 61-66, your army has found one of the territories on the Sons of Behemat Faction Territories table. Each of these territories provide Big Pickins. Whether your territory provides Slim Pickins or Big Pickins affects the recuperation of your units (see next).

TERRITORIES
Slim PickinsBig Pickins
Old KeepAncient Roads
Wild LandsSmall Settlement
Forgotten MineWellspring
Arcane WaypointRealmstone Reserve
Sacred SiteLarge Settlement
Borderlands
Ruins of Myth

A gargant stomp either rampages across the wilderness or roams around a large area of territory it calls home. In either case, the stomp is always on the move, which is reflected by the rules in this section.

OUTPOSTS

Although a Sons of Behemat army has no stronghold, it can establish up to 3 outposts.

For the Sons of Behemat, an outpost is really just a place they recall as being particularly good for finding a scrap and one they visit whenever they are looking for a fight!

Adding and Recuperating Units

In step 7 of the aftermath sequence, use the table below to add and recuperate SONS OF BEHEMAT units instead of the one in the Core Book.


Recuperating works differently for a Sons of Behemat army. For each SONS OF BEHEMAT unit that recuperates, if your current territory provides Slim Pickins, reduce its lingering wounds total by D6, and if your current territory provides Big Pickins, reduce it by 2D6. Each unit can only be recuperated once in each aftermath sequence.

Sons of Behemat players spend more glory points to add units but less to recuperate units.

The quest ‘Finding Bugman’ allows you to spend your glory points to buy barrels of grog. These can be drunk when recuperating to reduce a unit’s lingering wounds total further. Even if your units don’t have many lingering wounds, it can be a good idea to stock up on barrels of grog to save for later.

Quests

When you pick a quest, you can pick from the following quests in addition to those in the Core Book.

QUEST

Finding Bugman

You’re not sure why this pipsqueak in his flying ship goes by the name of ‘Bugman’; after all, he only has two legs - and short stumpy ones at that. Still, he serves the best grog you’ve ever tasted - if you’ve got the loot to pay for it, that is!
At the end of a Path to Glory battle, roll a dice for each unit in your army that is wholly within enemy territory. For each 5+, you discover 1 clue as to the whereabouts of Bugman. Keep a tally of how many clues you discover.

If the battle was fought against a Kharadron Overlords army and you won a major victory or a minor victory, you’ve scared him off! Reduce the number of clues you have discovered by 1 (to a minimum of 0).

Once you have discovered 3 or more clues, you complete this quest. When you complete this quest, in step 4 of the aftermath sequence, you can spend any number of glory points to buy barrels of grog. Each barrel of grog costs 1 glory point. Keep a record on your Path to Glory roster of how many barrels you have. In step 7 of the aftermath sequence, when a SONS OF BEHEMAT unit is picked to recuperate, it can drink any number of barrels you have. For each barrel of grog it drinks, reduce its lingering wounds total by 1 and reduce the number of barrels you have by 1.

QUEST

Monster Hunt

It is the Era of Beasts, they say, and gargantuan creatures prowl the lands. Show them who’s the biggest and meanest by breaking their bones and drinking their marrow!
This quest cannot be completed. Instead, while this quest is on your roster, at the end of each Path to Glory battle, each friendly MEGA-GARGANT earns 1 bonus renown point for each enemy MONSTER that was slain by them in that battle.

QUEST

King Brodd’s Vengeance

King Brodd was there when mighty Behemat fell, undone not by a worthy foe but by treachery committed by Sigmar and his Stormcast Eternals. On that day, Brodd vowed to deliver vengeance upon the God-King and all who worship him. Allied with your stomp, together you seek to lay waste to a Sigmarite settlement said to lie yonder, carving a path of destruction on your way.
While embarked on this quest, you can include King Brodd in your army in Path to Glory battles even if he is not on your order of battle.

At the end of a Path to Glory battle, roll a dice for each ORDER unit that was destroyed in the battle. For each 6, you discover 1 clue as to the whereabouts of the Sigmarite settlement. Keep a tally of how many clues you discover.

Once you have discovered 3 or more clues, you can fight Path to Glory battles using ‘The Wrath of King Brodd’ battleplan. Once you have fought a Path to Glory battle using that battleplan, you complete this quest. The rewards of completing this quest are listed in the battleplan.

QUEST

In Search of the Good Stuff

There’s a settlement over those hills, full of buildings filled with juicy treats. Or wait, maybe it’s over those hills there...
At the end of a Path to Glory battle, you complete this quest if you won a major victory.

When you complete this quest, in step 6 of the aftermath sequence, instead of rolling a D66 for your first exploration roll, roll D6 and add 60 to the roll (giving a score of 61-66).

Veteran Abilities

Each time a Mancrusher Gargant unit on your Path to Glory roster gains a veteran ability, you can pick from the following veteran abilities in addition to those in the Core Book.

MANCRUSHER GARGANT VETERAN ABILITIES
Extra Big Bag: Made from the tattered remains of enemy banners, this large bag is perfect for stuffing more screaming warriors into.
This unit can use this veteran ability once per battle when it is picked to fight in the combat phase. Until the end of that phase, when this unit uses its Stuff ’Em In Me Bag ability, you can pick 2 enemy models after each model in this unit makes a pile-in move instead of 1.
Pointy Rocks: In an unprecedented burst of productivity, these gargants busy themselves before battle whittling the ends of rocks to make them extra sharp.
This unit can use this veteran ability once per battle when it is picked to shoot in your shooting phase. Until the end of that phase, improve the Rend characteristic of this unit’s Throwin’ Rocks by 1.
Thick ’Eads: Though they might be the most slow-witted gargants of the bunch, this lot make up for that lack of cranial activity by putting their heads to good use in battle.
This unit can use this veteran ability once per battle when it is picked to fight in the combat phase. Until the end of that phase, the Damage characteristic of this unit’s ’Eadbutt is 5, regardless of the number of wounds allocated to each model in the unit.
Dangerously Clumsy: ‘All elbows’ is how the Mega-Gargants of your stomp describe these Mancrushers. Even when taken down, their flailing arms can cause untold destruction to the enemy.
This unit can use this veteran ability once per battle when it is picked as the target of an attack in the shooting phase or combat phase. Until the end of that phase, this unit’s Timber! ability causes D6 mortal wounds to enemy units instead of D3.
Lanky Gits: These long-legged gargants have been known to outrun their larger kin at times.
This unit can use this veteran ability once per battle when it is picked to make a normal move or run. Until the end of that phase, add 2" to this unit’s Move characteristic (if the unit runs, this is in addition to the run roll).
Thick-skinned: Tough as old boots, these gargants can brush off enemy missile fire as they charge into the fray.
This unit can use this veteran ability once per battle when it is picked as the target of a shooting attack made by a unit that has received the Unleash Hell command. Until the end of that phase, this unit has a ward of 4+ against wounds caused by attacks made with missile weapons.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the Core Book that corresponds to a roll of 21-42.

SONS OF BEHEMAT FACTION TERRITORIES (D66)
61 GHYRANITE TRACT
The pipsqueak settlers run screaming for their lives as your stomp appears over the hills yonder. Having no time to take their livestock with them, they have left you with a tasty feast.
This territory provides Big Pickins. In addition, you immediately receive D3 glory points.

62 STONEWROUGHT RUINS
The carved etchings of ancient tribes decorate these timeworn walls, showing tumultuous scenes from the time Behemat still walked the realms. That night, in the shelter of these ruins, the elders of your stomp retell the tales of Behemat and of a time when every realm in the land trembled to the rhythm of his mighty footsteps.
This territory provides Big Pickins. In addition, each Mancrusher Gargant unit on your order of battle earns D3 renown points and each MEGA-GARGANT unit on your order of battle earns D6 renown points.

63 FALLEN MEGABEAST
Many gigantic creatures can be found across the realms, from Chimeras to Jabberslythes to Dread Saurians. In the aftermath of battle, you discover the trail of one such creature and hunt it down. As you feast upon the fallen beast’s flesh, you realise that its death throes have attracted more of your kind.
This territory provides Big Pickins. In addition, roll a dice. On a 2+, you can add 1 Mancrusher Gargant unit to your order of battle. On a 5+, you can add 1 MEGA-GARGANT unit to your order of battle instead.

64 BAGGAGE TRAIN
In the aftermath of battle, your stomp happens upon a deserted baggage train. Having greedily devoured the horses and other pack animals, you find trinkets and treasures within the carts and wagons to add to your hoard.
This territory provides Big Pickins. In addition, you immediately receive D6 glory points.

65 SPRING OF AQUA GIIYRANIS
Tour stomp discovers a wellspring of purest water; your gargants drink their fill until naught but a muddy pit remains.
This territory provides Big Pickins. In addition, in step 7 of the aftermath sequence, each unit on your order of battle can recuperate without spending any glory points to do so.

66 ALEHOUSE
Your stomp comes across a puny frontier outpost that you proceed to crush underfoot as the inhabitants run screaming in all directions. As the dust settles, you spy a building stocked with oaken barrels. Your gargants roar with approval. You’ve found an alehouse with enough for every gargant to guzzle and quaff.
This territory provides Big Pickins. In addition, you immediately receive 2D6 glory points.

KRAKEN-EATER QUIRKS

When a KRAKEN-EATER gains a quirk, roll on the table below:

D6KRAKEN-EATER QUIRKS
1Greedy: There is no end to the grasping avarice of this gargant. In battle, they usually go after the enemies with the most impressive loot.
Add 1 to hit rolls for attacks made with melee weapons by this unit that target an enemy unit that bears an artefact of power or is Unique.
2Filth-encrusted Feet: Ambling about in the tidal muck of their native mud flats has coated this gargant’s feet with a thick crust of stinking sludge.
Add 1 to save rolls for attacks made with weapons that have a Range characteristic of 1" that target this unit.
3Corpse-dangler: This gargant likes to dangle the rotting corpses of slain heroes from their body, just to see the looks on their victims’ faces.
If an enemy HERO is slain by an attack made by this unit, until the end of the battle, enemy units within 9" of this unit cannot receive the Inspiring Presence command.
4Headtaker: This brute enjoys biting heads clean from necks in a spray of gore.
You can pick up to 3 enemy models when this unit uses its Stuff ’Em In Me Net ability instead of D3.
5Terrifying Reputation: Tales are told across the realms of this gargant’s barbarities. When looting after battle, valuables are offered up in the hope of earning their mercy.
At the end of each Path to Glory battle, if this unit was included in your army and you won a major victory, you earn D3 additional glory points.
6Coastal Wayfinder: This Kraken-eater has roamed far and wide and knows the best places to find food and plunder.
While the ‘Finding Bugman’ or ‘King Brodd’s Vengeance’ quest is on your roster, after each Path to Glory battle, roll a dice for each unit in your army with this quirk. For each 4+, you discover 1 additional clue.

BEAST-SMASHER QUIRKS

When a BEAST-SMASHER gains a quirk, roll on the table below:

D6BEAST-SMASHER QUIRKS
1Good Sense of Smell: Addled with visions of Gorkamorka, this brute trusts their nose and lets the scent of gargantuan creatures guide their warpath.
Add 2 to charge rolls if this unit is within 12" of any enemy MONSTERS.
2Impervious to Pain: No matter how much of a beating this Beast-smasher seems to take, they are always keen to keep on fighting.
At the start of each of your hero phases, you can heal 1 wound allocated to this unit.
3Beast-tipper: This crazed gargant loves to charge full pelt into the flank of a beast, hoping to send it sprawling across the battlefield.
You can re-roll the dice roll that determines how many mortal wounds are caused by this unit’s Crushing Charge ability.
4Big Appetite: To keep up their constant fighting, this Beast-smasher greedily feasts upon the spoils of war, eager to get back into the fray.
It costs 2 glory points to recuperate this unit instead of 4.
5Fast Healer: Even grievous wounds have been known to heal with impressive speed on this Beast-smasher. The Weirdnobs say it is a blessing of the Great Green God.
You can re-roll rolls on the Gargant Lingering Wounds table for this MEGA-GARGANT.
6Destined to Lead: A Waaagh! is growing around this gargant, with local greenskin tribes following in their wake.
At the end of each Path to Glory battle, if this unit was included in your army and you won a major victory, this unit earns D3 renown points.

WARSTOMPER QUIRKS

When a WARSTOMPER gains a quirk, roll on the table below:

D6WARSTOMPER QUIRKS
1Big Game Hunter: This gargant is fixated on taking down the widest variety of beasts they can before they die. This has earned them a lot of claw-mark scars and a mad glint in the eye.
Add 1 to the Damage characteristic of this unit’s melee weapons for attacks that target a MONSTER.
2Shatterer of Shieldwalls: To this gargant, a tightly formed shieldwall is a challenge. They take great pleasure in kicking orderly formations into sprawling, panicking anarchy.
Add 1 to hit rolls for attacks made with melee weapons by this unit that target an enemy unit that has 10 or more models.
3Clubsmith: This gargant takes great care when constructing their weapons. Their club’s current incarnation can break a cavalry formation without a single binding coming loose.
Improve the Rend characteristic of this unit’s Titanic Boulderclub by 1.
4Counter of the Dead: Unusually for one of their kind, this Warstomper has learnt to count without using their fingers. As they kill, they count, and when they reach ten, they start all over again - just a little bit louder.
Keep a tally of the number of enemy models slain by attacks made by this unit during the battle. When the tally reaches 10, add 1 to hit rolls for attacks made by this unit until the end of the battle.
5Arrow Magnet: This gargant has been pincushioned by so many arrows that they barely register their impacts any more. They have a special hatred for archers nonetheless.
Subtract 1 from wound rolls for attacks made with missile weapons that target this unit.
6War-shouter: To say this behemoth is loud is an understatement. They constantly roar oaths and insults at the runtish races that scurry around their ankles.
This MEGA-GARGANT can issue commands to units anywhere on the battlefield.

GATEBREAKER QUIRKS

When a GATEBREAKER gains a quirk, roll on the table below:

D6GATEBREAKER QUIRKS
1Fiendish Hunger: This gargant will prioritise feeding even over smashing things to a pulp.
At the end of the combat phase, if any enemy models with a Wounds characteristic of 1 or 2 were slain by attacks made by this unit, you can heal D3 wounds allocated to this unit.
2Spire-toppler: This brute thinks that tall, thin buildings are particularly offensive and must be cast down.
When you carry out the Smash To Rubble monstrous rampage with this unit, if any part of the terrain feature picked is 4" or taller, add 1 to the roll.
3Not Quite Alive: This gargant died in battle some time ago, which accounts for the dire smell. Luckily, their necromantic allies were close by to get them back on their feet.
Subtract 1 from hit rolls for attacks made with melee weapons by units with a Bravery characteristic of 6 or less that target this unit.
4Killer Instinct: This gargant has a knack for knowing when to strike; none can hope to get past them without receiving a fatal wound.
If an enemy unit within 3" of this unit is picked to retreat, roll a dice before any models are moved. On a 4+, this unit can immediately fight.
5Very, Very Drunk: Raiding sixteen taverns in a row has proven too much even for this behemoth’s constitution. A drunken gargant can be even deadlier than a sober one.
If you win the roll-off for this unit’s Timberrrrr! ability, pick a point on the battlefield within 3D6" of the slain model instead of 5".
6Superstitious: This gargant took the omens of the Time of Tribulations seriously. They wear many lucky charms and fetishes to ward off the attentions of Nagash.
This unit can bear 2 artefacts of power instead of 1. Each artefact of power must be different and must either be a core enhancement or taken from your vault.

Battleplan

The Wrath of King Brodd

King Brodd has allied himself with your stomp for the past few weeks, taking delight in squashing your enemies underfoot. Now the greatest prize stands before you: a Sigmarite settlement, ready to be torn asunder and crushed to dust. Destroy it and send a stark message to the God-King that the betrayal of your father, the godbeast Behemat, has yet to be forgiven.

QUEST BATTLEPLAN
You can use this battleplan if one player is using a Sons of Behemat army, has embarked on the ’King Brodd’s Vengeance’ quest and has discovered 3 or more clues. Use the Path to Glory battlepack.

SIEGE WARFARE
This battle uses the Siege Warfare rules. When the attacker makes their batter rolls, on a 5+, treat the terrain feature as being demolished (see ‘Bring Down the Walls’).

THE ARMIES
The player embarked on the ‘King Brodd’s Vengeance’ quest is the attacker and their opponent is the defender. The attacker must use a Sons of Behemat army that must include King Brodd. The defender must use an army led by an ORDER general.

CONTINGENTS
The defender must split their army into a garrison contingent and a relief force contingent. Each contingent must have as close to the same number of units as possible. In addition, the garrison contingent must have at least 1 Battleline unit.

THE BATTLEFIELD
One player rolls a dice, then players alternate setting up terrain features one at a time until a number of terrain features equal to the roll have been set up. Each terrain feature must be set up wholly within neutral territory, more than 3" from the battlefield edge, more than 6" from the defender’s territory and more than 9" from all other terrain features. Then the defender sets up their fortress.

DEPLOYMENT
The defender sets up their garrison contingent first, wholly within their territory. The attacker sets up their army second, wholly within their territory.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

FIRST TURN
The attacker chooses which player takes the first turn in the first battle round.

BRING DOWN THE WALLS
If the attacker carries out the Smash To Rubble monstrous rampage, they can pick any terrain feature that is part of the defender’s fortress. If that terrain feature is demolished, roll a dice for each model on it. On a 1, that model is slain. The surviving models are then removed from the battlefield and set up again within 6" of that terrain feature and more than 3" from all enemy units. That terrain feature is then removed from the battlefield.

REINFORCEMENTS
At the end of each of their movement phases, the defender rolls 2D6 and adds the number of the battle round to the score. On an 11+, their relief force contingent arrives. The defender must roll a dice to see from which direction it arrives. On a 1-2, it arrives from the eastern battlefield edge. On a 3-4, it arrives from the southern battlefield edge. On a 5-6, it arrives from the western battlefield edge. All of the units in the relief force contingent must be set up wholly within 7" of the battlefield edge from which they arrived and more than 9" from all enemy units.

ENTERING THE SETTLEMENT
At the end of each battle round, any of the attacker’s units that are wholly within 7" of the northern battlefield edge and more than 3" from all enemy units can enter the settlement. Remove the models in those units from play but do not count them as slain.

VICTORY POINTS
The defender scores D6 victory points each time a MEGA-GARGANT is slain and D3 victory points each time a MANCRUSHER GARGANT model is slain.

The attacker scores 4D6 victory points if King Brodd enters the settlement, 3D6 victory points each time any other MEGA-GARGANT enters the settlement, and 3D3 victory points each time a MANCRUSHER GARGANT model enters the settlement.

GLORIOUS VICTORY
When the battle ends, the player with the most victory points wins a major victory. If the score is lied, the defender wins a minor victory.

BONUS RENOWN
At the end of the battle, each unit on the battlefield gains 1 renown point.


MATCHED PLAY

If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.

Grand Strategies

After you have picked your army, you can pick 1 of the grand strategies from the list below and record it on your army roster.

STOMPING ORDER
Sons of Behemat army only.

Brodd’s Revenge: You can only pick this grand strategy if your army includes KING BRODD. When the battle ends, you complete this grand strategy if the friendly KING BRODD has not been slain and you picked each of the 3 effects of the Power of Behemat prayer to apply at least once during the battle.
Make the Land Tremble!: When the battle ends, you complete this grand strategy if any friendly units ran or made a charge move in every battle round (it does not have to be the same unit that runs or makes a charge move in every battle round).
On the Warpath: When the battle ends, you complete this grand strategy if every friendly unit on the battlefield is within enemy territory.
Show ’Em Who’s Boss!: At the start of the battle, the enemy unit with the highest Wounds characteristic is marked as the big ’un. If there are multiple enemy units tied for the highest Wounds characteristic, you can pick which of these will be the big ’un. When the battle ends, you complete this grand strategy if the big ’un has been slain and the model chosen to be your general has not been slain.

Battle Tactics

At the start of your hero phase, you can pick 1 battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

RAMPAGING GARGANTS
Sons of Behemat army only.

‘That’s Mine!’: Pick 1 objective on the battlefield that is not within your territory. You complete this tactic if that objective was kicked away (see Get Orf Me Land! ability) and is wholly within your territory at the end of this turn.
Wrecking Crew: You complete this tactic if an enemy faction terrain feature was demolished during this turn.
Man-skittles: You complete this tactic at the end of this turn if a friendly WARSTOMPER used its Hurled Body ability, an enemy model was slain by the first part of the ability, and an enemy Battleline unit was picked for the second part of the ability and suffered any mortal wounds.
Fury of Titans: You complete this tactic if you carry out the Beast Grapple, Earth-shaking Roar and Colossal Slam monstrous rampages this turn.
Splat!: Pick 1 enemy HERO. You complete this tactic if that HERO is slain by wounds caused by an attack made with Throwin’ Rocks, Hurled Debris or a Hurled Boulder during this turn.
Colossal Violence: Pick 1 friendly MEGA-GARGANT. You complete this tactic if you carried out the Titanic Duel monstrous rampage with that unit during this turn and the enemy MONSTER picked as the target was slain by attacks made by that unit during this turn.

Core Battalions

You can include any of the following core battalions in a Sons of Behemat army if the battlepack you are using says that you can use core battalions.

BOSSES OF THE STOMP
FOOTSLOGGAS

UNIT ICONS
(Mandatory/Optional)
Mega-Gargant: MEGA-GARGANT
Mancrusher: MANCRUSHER GARGANT
BATTALION ABILITY ICONS
Unified: One-drop Deployment (see 26.2.1).
Expert: Once per battle, 1 unit from this battalion can receive the All-out Attack or All-out Defence command without the command being issued and without a command point being spent.
Magnificent: When you pick enhancements for your army (see 27.3), you can pick 1 extra enhancement.
Slayers: Once per battle, 1 unit from this battalion can receive the All-out Attack or Unleash Hell command without the command being issued and without a command point being spent.
Strategists: Once per battle, when you receive command points at the start of your hero phase, you can receive 1 extra command point.
Swift: Once per battle, 1 unit from this battalion can receive the At the Double or Forward to Victory command without the command being issued and without a command point being spent.

Mega-gargant Mercenaries

Across the Mortal Realms, Mega-Gargants can be found fighting alongside the armies of Order, Chaos, Destruction and even Death. Many generals seek these colossal titans and will pay well to gain their service.

This section contains rules that allow any army to include a Mega-Gargant as a special type of ally referred to as a mercenary. There are 4 types of mercenary, each corresponding to one of the Mega-Gargant warscrolls. Depending on your general’s keywords, you will be able to include 1 or more mercenaries in your army. In addition, each mercenary has an additional ability that can be used in battle. Mega-Gargant mercenaries do not benefit from Sons of Behemat allegiance abilities (including Mightier Makes Rightier).

Odo Godswallow - Beast-smasher Mercenary

If your army has a DESTRUCTION general but is not a Sons of Behemat army, you can include 1 BEAST-SMASHER MEGA-GARGANT as a mercenary. If you do so, no other allied units can be included in your army. You can include this ally in your army even if its points value exceeds the amount allowed for allied units.

MERCENARY ABILITY
This mercenary has the following ability in addition to the abilities on its warscroll:

Mighty Walloper: The great beasts of the Godswallow Delta are practically endangered species, for the crazed Odo spends almost every waking second relentlessly hunting them before grinding their bones and caving in their skulls in brutal displays of violence.
Add 1 to hit rolls for attacks made by this unit that target an enemy MONSTER.

Bundo Whalebiter – Kraken-eater Mercenary

If your army has an ORDER or DESTRUCTION general but is not a Sons of Behemat army, you can include 1 KRAKEN-EATER MEGA-GARGANT as a mercenary. If you do so, no other allied units can be included in your army. You can include this ally in your army even if its points value exceeds the amount allowed for allied units.

MERCENARY ABILITY
This mercenary has the following ability in addition to the abilities on its warscroll:

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 unit will be uncannily cunning. If you do so, the strike-last effect applies to this unit until the end of that phase, but you can add 1 to hit rolls and wound rolls for attacks made by this unit until the end of that phase.

One-eyed Grunnock – Warstomper Mercenary

If your army has a CHAOS or DESTRUCTION general but is not a Sons of Behemat army, you can include 1 WARSTOMPER MEGA-GARGANT as a mercenary. If you do so, no other allied units can be included in your army. You can include this ally in your army even if its points value exceeds the amount allowed for allied units.

MERCENARY ABILITY
This mercenary has the following ability in addition to the abilities on its warscroll:

Shake the Earth: Grunnock has learnt 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.
Subtract 1 from hit rolls for attacks made by enemy units within 6" of this unit if this unit made any Jump Up and Down attacks earlier in the same phase.

Big Drogg Fort-kicka – Gatebreaker Mercenary

If your army has a DEATH or DESTRUCTION general but is not a Sons of Behemat army, you can include 1 GATEBREAKER MEGA-GARGANT as a mercenary. If you do so, no other allied units can be included in your army. You can include this ally in your army even if its points value exceeds the amount allowed for allied units.

MERCENARY ABILITY
This mercenary has the following ability in addition to the abilities on its warscroll:

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 that 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 unit and roll a number of dice equal to the number of models in that unit that are within 3" of this unit. For each 6, that enemy 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 MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

Battleline, Leader, Behemoth
Behemoth

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

Battleline

The KRAKEN-EATER 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 BEAST-SMASHER 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
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.
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.
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 SONS OF BEHEMAT keyword is used in the following Sons of Behemat warscrolls:

Battleline, Leader, Behemoth
Battleline
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.
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).
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).
Inspiring Presence
The stoic leaders of these mighty warriors never falter, inspiring their comrades to fight no matter the odds.
You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.
Rally
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.
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.
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).
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.
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.
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.

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

Battleline

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

Battleline, Leader, Behemoth
Behemoth
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
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. Units cannot run if they are within 3" of an enemy unit.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
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.

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

Battleline, Leader, Behemoth
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.
At the Double
Eager for battle, the warriors pick up their pace and surge towards the enemy.
You can use this command ability after you declare that a friendly unit will run. That unit must receive the command. The run roll is not made for that unit. Instead, 6" is added to that unit’s Move characteristic in that phase. The unit is still considered to have run.
Forward to Victory
Nothing will stop these ferocious warriors from reaching combat.
You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit.

The BEAST-SMASHER and MEGA-GARGANT keywords are 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

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

Battleline, Leader, Behemoth

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

Battleline, Leader, Behemoth

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

Behemoth
© Vyacheslav Maltsev 2013-2022