Sons of Behemat – King Brodd
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King Brodd

Once ruler of the clans of the Scabrous Sprawl, the infamous King Brodd now leads the Stomps in a crusade against the forces of Sigmar. Drawing upon an ancient, primal power - as well as his own vast strength - he will stop at nothing to see the death of his godbeast forefather avenged.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Obelisk of Tor Crania
Obelisk of Tor Crania3"3+3+-25
Almighty Stomp
Almighty Stomp3"23+3+-2D3
Death Grip
Death Grip3"13+2+-2D6
DAMAGE TABLE
Wounds SufferedMoveObelisk of Tor CraniaCreepersMightier Makes Rightier
0-1810"42+25
19-2610"43+20
27-349"34+18
35+8"25+15
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 550
Battlefield Role: Battleline, Leader, Behemoth
Notes: Single, Unique

King Brodd is armed with the Obelisk of Tor Crania, an Almighty Stomp and Death Grip.

WARMASTER: If this unit is included in a Sons of Behemat army, it is treated as a general even if it is not the model picked to be the army’s general.

Almighty Stomp: A Mega-Gargant’s massive, stomping feet are devastating against smaller opponents.
Add 1 to hit rolls for attacks made with this unit’s Almighty Stomp that target an enemy unit with a Wounds characteristic of 3 or less.

Creepers: Riding on top of King Brodd, these dexterous creatures will leap upon enemy predators, gouging out eyes, pulling hair and doing anything they can to distract them while King Brodd deals a killing blow.
In each charge phase, the first time an enemy MONSTER within 3" of this unit is picked to carry out a monstrous rampage, roll a dice. If the roll is equal to or greater than the Creepers value shown on this unit’s damage table, that MONSTER cannot carry out a monstrous rampage that phase.

Crushing Charge: When a Mega-Gargant charges, their incredible bulk flattens any foe that fails to get out of the way.
After this unit makes a charge move, roll a dice for each enemy unit within 1" of this unit. 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.
When determining the damage inflicted by an attack made with this unit’s Death Grip that targets an enemy MONSTER, you can roll 2 dice instead of 1 and pick either result.

Longshanks: A Mega-Gargant towers high above the battlefield, and with their long, powerful legs, they can step over most obstacles.
When this unit makes a normal move, runs or retreats, it can pass across other models that are not MONSTERS and parts of terrain features that are less than 4" tall in the same manner as a unit that can fly.

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

Terror: This terrifying monstrosity strikes fear into the hearts of their foes.
Enemy units cannot receive the Inspiring Presence command while they are within 3" of any friendly units with this ability.

Timberrrrr!: A dying Mega-Gargant is a formidable weapon of ruin in its own right, though it is anyone’s guess where - and on whom - their body will fall.
If this model is slain, before removing the model from the battlefield, the players must roll off. The winner picks a point on the battlefield 5" from the slain model. Each unit within 3" of that point that is not a MEGA-GARGANT suffers D3 mortal wounds. The slain model is then removed from the battlefield.

Power of Behemat: The primordial power of Behemat clings still to King Brodd, his favoured son, who incites his fellow gargants to bring the wrath of their fallen father upon their enemies.
Power of Behemat is a prayer that has an answer value of 3. Add 1 to the chanting roll if an enemy MONSTER has been slain by this unit in this battle. If answered, pick 1 of the effects below. The same effect cannot be picked more than once per battle.

Shatter the Mountains: Add 2" to the Move characteristic of friendly SONS OF BEHEMAT units until the end of the turn.

Might of the Earth: You can heal up to D3 wounds allocated to each friendly SONS OF BEHEMAT unit.

Pummel All to Dust: Improve the Rend characteristic of the following melee weapons used by friendly SONS OF BEHEMAT units by 1 until the end of the turn: Obelisk of Tor Crania, Menhir Club, Shipwrecka Warclub, Titanic Boulderclub, Fortcrusha Flail and Massive Club.

KEYWORDS
DESTRUCTION, SONS OF BEHEMAT, MEGA-GARGANT, HERO, MONSTER, PRIEST, KING BRODD
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. 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.
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.
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:

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

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

Battleline, Leader, Behemoth
Battleline
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:

Leader, Behemoth
Battleline, Leader, Behemoth
Battleline
Behemoth
• Merwyrm

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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, Behemoth
Battleline, Leader, Behemoth
Leader
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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.
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.
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
© Vyacheslav Maltsev 2013-2023