Sons of Behemat – Kraken-eater Mega-Gargant
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Kraken-eater Mega-Gargant

Kraken-eaters are grabbing, greedy coastal raiders that are fiercely territorial. Unfortunately, they consider everything they can see to be their territory. They will fight with outraged indignation to take the spoils of war for their hoards.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hurled Debris
Hurled Debris34+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Almighty Stomp
Almighty Stomp2"23+3+-2D3
Death Grip
Death Grip3"13+2+-3D6
Shipwrecka Warclub
Shipwrecka Warclub3"3+3+-22
DAMAGE
Wounds SufferedMoveShipwrecka WarclubHurled Debris
0-1211"824"
13-1810"721"
19-249"718"
25-308"615"
31+7"512"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 490
Battlefield Role: Battleline, Leader, Behemoth
Base size: 130mm
Notes: Single

DESCRIPTION

A Kraken-eater Mega-Gargant is a single model armed with an Almighty Stomp, Death Grip, Shipwrecka Warclub and Hurled Debris.

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.

Get Orf Me Land!: Kraken-eater Mega-Gargants hate intruders and trespassers, and do not take kindly to people that decide to fight battles on their land.
In your hero phase, if you have any models with this ability within 1" of an objective that you control, you can pick one of those models and say that it will kick the objective away. If you do so, you can move that objective up to 2D6" to a new position on the battlefield, more than 1" away from any models, terrain features or other objectives. An objective cannot be kicked away more than once in the same phase.

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.

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.

Stuff ’Em In Me Net: Kraken-eaters are constantly putting things into the nets they carry ‘for later’, including unlucky opponents and other tasty-looking morsels.
After this model piles in, you can pick up to D3 enemy models within 3" of this model and roll a dice for each of them. If the roll is at least double that model’s Wounds characteristic, it is slain.

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, KRAKEN-EATER
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.
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.
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.
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.
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.
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 MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

Battleline, Leader, Behemoth
Behemoth

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

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

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