Sons of Behemat – Mancrusher Gargants
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8"
12
5+
7
WARSCROLL

Mancrusher Gargants

When the earth shakes to the thunder of the Mega-Gargants’ footfalls, their lesser brethren muster for war. No longer are they aimless nomads and indulgent drunkards, but war-hungry terrors inspired to violence by their towering brethren.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
’Eadbutt
’Eadbutt1"14+3+-3
Massive Club
Massive Club3"3+3+-11
Mighty Kick
Mighty Kick2"13+3+-2D3
DAMAGE
Wounds SufferedStomping ChargeMassive Club’Eadbutt
0-22+104
3-43+93
5-74+83
8-95+62
10+6+41
PITCHED BATTLE PROFILE

Unit Size: 1/3      Points: 170/490
Battlefield Role: Battleline
Notes: Single

DESCRIPTION

A unit of Mancrusher Gargants has any number of models, each armed with an ’Eadbutt, Massive Club and Mighty Kick.

ABILITIES

Keep Up!: Mancrusher Gargants run along as fast as they can, so as not to be left behind when their bigger brethren charge into battle.
If this unit is within 12" of a friendly MEGA-GARGANT at the start of the charge phase, it can attempt to charge in that charge phase even if it ran in the same turn.

Stomping Charge: When a Mancrusher Gargant charges, it smashes into the foe with the unstoppable force of an avalanche.
After a model from this unit makes a charge move, pick 1 enemy unit within 1" of it and roll a dice. If the roll is equal to or greater than the Stomping Charge value for the charging model shown on the damage table above, that unit suffers D3 mortal wounds. If this unit has more than 1 model, do not allocate the mortal wounds until all of the models in this unit have made their charge moves.

Stuff ’Em In Me Bag: Gargants are known to grab hapless warriors and stuff them screaming into their bags ‘for later’...
After a model from this unit piles in, you can pick 1 enemy model within 3" of it and roll a dice. If the roll is at least double that model’s Wounds characteristic, it is slain.

Timber!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where – and on whom – their body falls.
If a model from this unit is slain, before removing it from the battlefield, the players must roll off. The winner must pick a point on the battlefield 3" from that model. Each unit within 2" of that point suffers D3 mortal wounds unless it is a GARGANT. The model is then removed from the battlefield.

KEYWORDS
DESTRUCTION, SONS OF BEHEMAT, GARGANT, MONSTER, MANCRUSHER
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.
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.
© Vyacheslav Maltsev 2013-2021