Sons of Behemat – Gatebreaker Mega-Gargant
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Gatebreaker Mega-Gargant

Cowled and sinister, the Gatebreaker is a wrecking ball of a gargant that takes cruel joy in smashing down the fortresses and cities of the civilised races before throwing the rubble at any survivors. To him, every structure is a target for his spiteful wrath.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hurled Boulder
Hurled Boulder13+2+-34
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Almighty Stomp
Almighty Stomp2"23+3+-2D3
Death Grip
Death Grip3"13+2+-3D6
Fortcrusha Flail
Fortcrusha Flail3"4+3+-33
DAMAGE
Wounds SufferedMoveFortcrusha FlailHurled Boulder
0-1212"1018"
13-1811"915"
19-2410"712"
25-309"69"
31+8"56"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 525
Battlefield Role: Battleline, Leader, Behemoth
Base size: 130mm
Notes: Single

DESCRIPTION

A Gatebreaker Mega-Gargant is a single model armed with an Almighty Stomp, Death Grip, Fortcrusha Flail and Hurled Boulder.

ABILITIES

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

Crushing Charge: When a Mega-Gargant charges, its incredible bulk flattens any foe that fails to get out of the way.
After this model makes a charge move, roll a dice for each enemy unit within 1" of this model. On a 2+, that unit suffers D3 mortal wounds if it is a MONSTER, or D6 mortal wounds if it is not a MONSTER.

Death Grip: Mega-Gargants are perfectly capable of squeezing the life out of even the largest opponent.
You can re-roll hit rolls of 1 for Death Grip attacks that target a MONSTER.

Longshanks: A Mega-Gargant towers high above the battlefield, and with its long powerful legs it can step over most obstacles.
When this unit makes a normal move, run or retreat, it can ignore other models and terrain features when you trace the path of its move across the battlefield, but it cannot finish that move within 3" of an enemy unit.

Smash Down: Gatebreaker Mega-Gargants have a deep loathing of cities and settlements, which are seen as symbols of those who killed their ancestor figure, the godbeast Behemat.
Add 1 to the damage inflicted by each successful attack made by this unit that targets a unit that is part of a garrison or is wholly on or within a terrain feature. In addition, add 1 to the roll when you carry out a Smash To Rubble monstrous rampage with this unit.

Son of Behemat: The Sons of Behemat are nearly as difficult to kill as their mighty progenitor.
If a spell or ability would slay this model without any wounds or mortal wounds being inflicted by the spell or ability, this model suffers D6 mortal wounds instead.

Terror: This terrifying monstrosity strikes fear into the hearts of its foes.
Subtract 1 from the Bravery characteristic of enemy units if they are within 3" of any friendly units with this ability.

Timberrrrr!: A dying Mega-Gargant is a weapon of ruin in its own right, though it is anyone’s guess where – and on whom – their body falls.
If this model is slain, before removing the model from the battlefield, the players must roll off. The winner must pick a point on the battlefield 5" from this model. Each unit within 3" of that point suffers D3 mortal wounds, unless it is a MEGA-GARGANT. This model is then removed from the battlefield.

KEYWORDS
DESTRUCTION, SONS OF BEHEMAT, GARGANT, MEGA-GARGANT, MONSTER, HERO, GATEBREAKER
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.
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.
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.
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.
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.
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 DESTRUCTION keyword is used in the following Sons of Behemat warscrolls:

None
Battleline
Leader
Battleline, Leader, Behemoth
Leader, Behemoth
Behemoth

The SONS OF BEHEMAT keyword is used in the following Sons of Behemat warscrolls:

Battleline
Battleline, Leader, Behemoth
Behemoth

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

Battleline
Battleline, Leader, Behemoth
Behemoth

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

Battleline, Leader, Behemoth
Behemoth

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

Battleline
Battleline, Leader, Behemoth
Leader, Behemoth
Behemoth
• Merwyrm
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 HERO keyword is used in the following Sons of Behemat warscrolls:

Leader
Battleline, Leader, Behemoth
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021