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

Mancrusher Mob

Mancrusher Gargants often band together under the leadership of a Bullstomper either to terrorise civilised lands or to march to war. In battle, these mobs of Mancrushers are a formidable opponent as they rampage through enemy lines or gang up on the few creatures that match their size.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Throwin’ Rocks
Throwin’ Rocks18"14+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Massive Club
Massive Club2"3+3+-12
’Eadbutt
’Eadbutt2"14+3+-3
Mighty Kick
Mighty Kick2"13+3+-2D3
DAMAGE TABLE
Wounds SufferedStomping ChargeMassive Club’Eadbutt
0-52+44
6-73+33
8-94+22
10+5+11
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 390
Battlefield Role: Battleline
Base size: 90 x 52mm
Notes: Single

Each model in a Mancrusher Mob is armed with an 'Eadbutt, Massive Club, Mighty Kick and Throwin’ Rocks.

CHAMPION: 1 model in this unit can be a Bullstomper. Add 1 to the Attacks characteristic of that model’s Massive Club.

MONSTROUS REGIMENT: Only the Bullstomper in this unit can carry out a monstrous rampage each turn.

Keep Up!: Mancrusher Gargants run as fast as they can so as not to be left behind when their bigger brethren charge into battle.
If this unit is wholly within 15" of a friendly MEGA-GARGANT at the start of the charge phase, it can attempt a charge in that charge phase even if it ran in the same turn.

Stomping Charge: When a Mancrusher Gargant charges, they smash into the foe with the unstoppable force of an avalanche.
After a model in 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 this unit’s damage table, that enemy 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 in this unit makes a pile-in move, 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 will fall.
If a model in this unit is slain, before removing the model from the battlefield, the players must roll off. The winner picks a point on the battlefield 3" from the slain model. Each unit within 2" of that point that is not a GARGANT or a MEGA-GARGANT suffers D3 mortal wounds. The slain model is then removed from the battlefield.

’Oo’s Under the Heel Now!: Galvanising their fellow gargants with blunt yet fiery rhetoric, the Bullstomper directs those under their command to stomp, smash and roar in unison.
If you carry out the Stomp monstrous rampage with this unit’s Bullstomper and roll a 2+, for each other MANCRUSHER GARGANT model in this unit, add 1 to the number of mortal wounds caused.

KEYWORDS
DESTRUCTION, SONS OF BEHEMAT, GARGANT, MONSTER, MANCRUSHER GARGANT, MANCRUSHER MOB, KING BRODD’S STOMP
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:

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

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
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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 KING BRODD’S STOMP keyword is used in the following Sons of Behemat warscrolls:

Battleline, Leader, Behemoth
Battleline
© Vyacheslav Maltsev 2013-2024