Sons of Behemat – Warscrolls
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Leader, Behemoth


18
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10
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Kragnos, the End of Empires

A roaring, trampling god of earthquakes and wanton destruction, Kragnos is known as the End of Empires. In his gnarled hands, the Dread Mace can shatter the walls of cities even as the shield Tuskbreaker keeps him all but inviolate.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
The Dread Mace
The Dread Mace3"63+2+-34
Tuskbreaker
Tuskbreaker1"33+2+-2D3
Hooves of Wrack and Ruin
Hooves of Wrack and Ruin1"3+2+-12
DAMAGE TABLE
Wounds SufferedMoveHooves of Wrack and RuinBellow of RageMightiest Makes Rightiest
0-910"65+30
10-129"54+25
13-158"43+20
16+7"32+18
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 700
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single, Unique

Kragnos, the End of Empires, is armed with the Dread Mace, Tuskbreaker and Hooves of Wrack and Ruin.

WARMASTER: This unit can be included in an Orruk Warclans, Gloomspite Gitz, Ogor Mawtribes or Sons of Behemat army. If it is, it is treated as a general even if it is not the model picked to be the army’s general. In addition, you can still use the army’s allegiance abilities even though this unit is not from the army’s faction; however, this unit does not benefit from them.

Bellow of Rage: When wounded, Kragnos bellows at the top of his lungs, the sound waves bursting the eardrums of those nearby and rocking buildings at their foundations.
At the end of any phase, if any wounds were allocated to this unit in that phase, roll a dice for each other unit and each defensible terrain feature within 6" of this unit. If the roll is equal to or greater than the Bellow of Rage value shown on this unit’s damage table, that unit suffers D3 mortal wounds or that defensible terrain feature is demolished.

The End of Empires: Where Kragnos rampages, the hordes of Destruction follow in his wake, bolstered by his presence and eager to share in the violence he metes out.
If a friendly DESTRUCTION unit is wholly within 12" of this unit, you can attempt a charge with that unit if it is within 18" of an enemy unit instead of 12". In addition, when making a charge roll for a friendly DESTRUCTION unit wholly within 12" of this unit, roll 3D6 instead of 2D6.

Avatar of Destruction: Kragnos is the embodiment of Ghur’s ferocious nature and no single strike can lay him low.
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.

Mightiest Makes Rightiest: Known as the End of Empires, the Living Earthquake and the Lord of Wreck and Ruin, the warlike spirit of Kragnos is matched by none.
For the purposes of contesting objectives, this unit counts as a number of models equal to the Mightiest Makes Rightiest value on its damage table.

Rampaging Destruction: This galloping god pounds through the press of his foes, his hooves flattening armoured warriors left and right.
After this unit makes a charge move, you can either roll a dice for each enemy unit within 1" of this unit or you can pick 1 enemy MONSTER within 1" of this unit and roll 2D6.

If you roll a dice for each enemy unit within 1" of this unit, on a 2+, that enemy unit suffers D6 mortal wounds.

If you pick 1 enemy MONSTER within 1" of this unit and roll 2D6, on a 7, nothing happens. On any other roll, that enemy MONSTER suffers a number of mortal wounds equal to the score of the dice used for the 2D6 roll multiplied together. For example, a 2D6 roll of 2 and 6 would inflict 12 mortal wounds (2 x 6 = 12).

The Shield Inviolate: Tuskbreaker makes Kragnos impervious to even the most potent magical hexes and bolts.
This unit has a ward of 6+. In addition, each time this unit is affected by a spell or the abilities of an endless spell, you can roll 3D6. If the roll is greater than the casting value of that spell or the spell used to summon that endless spell, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit.

KEYWORDS
DESTRUCTION, DROGRUKH, HERO, MONSTER, TOTEM, KRAGNOS

Battleline, Leader, Behemoth


35
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8
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Beast-smasher Mega-Gargant

Fuelled by the power of the Waaagh!, the Beast-smashers believe themselves to be the embodiment of Gorkamorka. Towering brutes who are all but impervious to pain, they seek out the enemy’s largest beasts, pulverising them with their menhir clubs.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Menhir Club
Menhir Club3"33+2+5
Almighty Stomp
Almighty Stomp3"23+3+-2D3
Death Grip
Death Grip3"13+2+-2D6
DAMAGE TABLE
Wounds SufferedMoveMenhir ClubMightier Makes Rightier
0-1510"-320
16-2210"-318
23-299"-215
30+8"-112
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 480
Battlefield Role: Battleline, Leader, Behemoth
Base size: 130mm
Notes: Single

A Beast-smasher Mega-Gargant is armed with a Menhir Club, Almighty Stomp and Death Grip.

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.

Beast-breaking Strike: Guided by a killer instinct, Beast-smashers can shatter the ribcages and crack the skulls of even the most ferocious adversaries with a single mighty strike.
When this unit fights, if it is within 3" of an enemy MONSTER, you can say that it will unleash a beast-breaking strike. If you do so, until the end of the phase, the Attacks characteristic of this unit’s Menhir Club is 1 and cannot be modified, the Damage characteristic is 5D6, and all attacks made with its Menhir Club must target an enemy MONSTER.

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.

Behemoth Brawler: Beast-smashers rely on their killer instincts when battling colossal creatures, fighting with the spirit of Gorkamorka and the ferocity of Behemat until their prey lies broken and defeated before them.
At the end of the charge phase, if this unit is within 3" of any enemy MONSTERS, you can carry out 2 monstrous rampages with this unit instead of 1. If you do so, each monstrous rampage carried out with this unit must be different and each must target an enemy MONSTER.

KEYWORDS
DESTRUCTION, SONS OF BEHEMAT, MEGA-GARGANT, HERO, MONSTER, BEAST-SMASHER, KING BRODD’S STOMP


35
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7
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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 them, every structure is a target for their spiteful wrath.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hurled Boulder
Hurled Boulder13+2+-34
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fortcrusha Flail
Fortcrusha Flail3"4+3+-34
Almighty Stomp
Almighty Stomp3"23+3+-2D3
Death Grip
Death Grip3"13+2+-2D6
DAMAGE TABLE
Wounds SufferedMoveFortcrusha FlailHurled BoulderMightier Makes Rightier
0-1510"618"20
16-2210"515"18
23-299"412"15
30+8"39"12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 500
Battlefield Role: Battleline, Leader, Behemoth
Base size: 130mm
Notes: Single

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

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.

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.

Pulverising Strike: When facing a particularly tough opponent, a Gatebreaker may swing its Fortcrusha Flail high into the air before bringing it down in a single pulverising strike.
When this unit fights, you can say that it will unleash a pulverising strike. If you do so, instead of making attacks with this unit’s melee weapons, pick 1 enemy unit within 3" of this unit and roll a dice. On a 4+, that enemy unit suffers 4D6 mortal wounds.

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 characteristic of this unit’s Fortcrusha Flail for attacks that target an enemy unit in cover or garrisoning a terrain feature. In addition, if you carry out the Smash To Rubble monstrous rampage with this unit, roll a dice for each enemy unit within 3" of the terrain feature picked and for each unit garrisoning it. On a 2+, that unit suffers D3 mortal wounds.

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.

KEYWORDS
DESTRUCTION, SONS OF BEHEMAT, MEGA-GARGANT, HERO, MONSTER, GATEBREAKER, KING BRODD’S STOMP


40
4+
9
WARSCROLL

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: 520
Battlefield Role: Battleline, Leader, Behemoth
Base size: 130mm
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, KING BRODD’S STOMP


35
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7
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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
Shipwrecka Warclub
Shipwrecka Warclub3"3+3+-24
Almighty Stomp
Almighty Stomp3"23+3+-2D3
Death Grip
Death Grip3"13+2+-2D6
DAMAGE TABLE
Wounds SufferedMoveShipwrecka WarclubHurled DebrisMightier Makes Rightier
0-1510"424"20
16-2210"421"18
23-299"318"15
30+8"215"12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 480
Battlefield Role: Battleline, Leader, Behemoth
Base size: 130mm
Notes: Single

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

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.

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.

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

Designer’s Note: As some objectives behave differently in different areas of the battlefield, the value of an objective can change when it is kicked into different territories.

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.

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 unit makes a pile-in move, pick up to D3 enemy models within 3" of it and roll a dice for each. 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 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 o f 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.

KEYWORDS
DESTRUCTION, SONS OF BEHEMAT, MEGA-GARGANT, HERO, MONSTER, KRAKEN-EATER, KING BRODD’S STOMP


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7
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Warstomper Mega-Gargant

The veteran Warmongers of the gargant race seek out the thrill and clangour of battle wherever they can find it. They love smashing battlelines into disarray, and once they are in the thick of the fight, their rampage is all but impossible to stop.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Titanic Boulderclub
Titanic Boulderclub3"See below3+3+-22
Jump Up and Down
Jump Up and Down3"43+3+-2D3
Death Grip
Death Grip3"13+2+-2D6
DAMAGE TABLE
Wounds SufferedMoveTitanic BoulderclubHurled BodyMightier Makes Rightier
0-1510"+4+220
16-2210"+3+118
23-299"+2015
30+8"+1012
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 440
Battlefield Role: Battleline, Leader, Behemoth
Base size: 130mm
Notes: Single

A Warstomper Mega-Gargant is armed with a Titanic Boulderclub, Death Grip and Jump Up and Down.

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

Crushing Charge: When a MegaGargant 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.

Hurled Body: Warstomper MegaGargants wade into the thick of battle and pick up smaller opponents to hurl at other enemies.
After this unit makes a pile-in move, pick 1 enemy model within 3" of it and roll a dice. Add the Hurled Body modifier shown on this unit’s damage table to the roll. If the roll is at least double that model’s Wounds characteristic, it is slain and you can roll another dice. On a 4+, pick an enemy unit within 12" of this unit and visible to it. That unit suffers a number of mortal wounds equal to the Wounds characteristic of the slain model.

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.

Titanic Boulderclub: A Warstomper Mega-Gargant will drive straight into the midst of the enemy, swinging their titanic boulderclub in great sweeping arcs that smash foes in all directions.
The Attacks characteristic of a Titanic Boulderclub is equal to the number of enemy models within 3" of the attacking model. Add the Titanic Boulderclub value on the attacking model’s damage table to the total, and add 4 to the total for each enemy MONSTER within 3" of the attacking model. If the modified Attacks characteristic of the Titanic Boulderclub is more than 10, count it as being 10.

KEYWORDS
DESTRUCTION, SONS OF BEHEMAT, MEGA-GARGANT, HERO, MONSTER, WARSTOMPER, KING BRODD’S STOMP

Leader


5"
7
4+
9
WARSCROLL

Fimirach Noble*

Marked for greatness at birth, a Fimirach Noble is raised to be a deadly killing machine in service to a stronghold’s Matriarch. Possessing a tougher hide and stouter build than its kin, the Noble has a cunning intellect, making it an ideal leader for bands of Fimir Warriors.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Baleglyph Maul
Baleglyph Maul2"53+3+-21
Club Tail
Club Tail1"14+3+-1D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 50mm
Notes: Single

DESCRIPTION

A Fimirach Noble is armed with a Baleglyph Maul and Club Tail.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION keyword.

ABILITIES

Baleglyph Maul: Etched by Balefiends and imbued with vile magic, a weapon bearing these glyphs brings withering atrophy to anything it strikes.
If the unmodified wound roll for an attack made with a Baleglyph Maul is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

Shrouding Mists: Fimir despise the light, wrapping themselves in sorcerous mists whenever they venture from their dank lairs. Such mist serves to hide them from their enemies’ sight.
This model has a ward of 6+.

Unnatural Flesh: Fimir are wholly unnatural creatures whose flesh twists and writhes, sealing wounds mere moments after they are inflicted.
In your hero phase, you can heal 1 wound allocated to this model.

Born to Lead: Fimirach Nobles are well-versed in the intricacies of warfare, able to direct their warriors to exploit their foes’ smallest weaknesses.
In the combat phase, after this model has fought in that phase for the first time, you can pick 1 friendly FIMIR unit that has not fought in that phase, that is within 3" of an enemy unit and that is wholly within 12" of this unit. That unit fights immediately.

KEYWORDS
DESTRUCTION, FIMIR, HERO, FIMIRACH NOBLE

Battleline


8"
12
5+
7
WARSCROLL

Mancrusher Gargant

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; now they are war-hungry terrors inspired to violence by their towering brethren.
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: 1      Points: 130
Battlefield Role: Battleline
Base size: 90 x 52mm
Notes: Single

A Mancrusher Gargant is armed with an ’Eadbutt, Massive Club, Mighty Kick and Throwin’ Rocks.

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 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 shown on this unit’s damage table, that enemy unit suffers D3 mortal wounds.

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.

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


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

None


5"
3
4+
7
WARSCROLL

Fimir Warriors*

From unnatural clouds of mist come the hulking reptilian brutes known as Fimir Warriors. Possessed of prodigious strength and tenacity, they charge to wherever the fighting is thickest in order to savage their startled foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Baleglyph Maul
Baleglyph Maul2"33+3+-21
Club Tail
Club Tail1"14+3+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 150
Battlefield Role: None
Base size: 50mm
Notes: Battleline if general is a FIMIRACH NOBLE

DESCRIPTION

Each model in a Fimir Warriors unit is armed with a Baleglyph Maul and Club Tail.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION keyword.

ABILITIES

Baleglyph Mauls: Etched by Balefiends and imbued with vile magic, a weapon bearing these glyphs brings withering atrophy to anything it strikes.
If the unmodified wound roll for an attack made with a Baleglyph Maul is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

Shrouding Mists: Fimir despise the light, wrapping themselves in sorcerous mists whenever they venture from their dank lairs. Such mist serves to hide them from their enemies’ sight.
This unit has a ward of 6+.

Unnatural Flesh: Fimir are wholly unnatural creatures whose flesh twists and writhes, sealing wounds mere moments after they are inflicted.
In your hero phase, you can heal 1 wound allocated to this unit.

KEYWORDS
DESTRUCTION, FIMIR, FIMIR WARRIORS

Behemoth


35
4+
7
WARSCROLL

Bonegrinder Mega-Gargant*

The Bonegrinder Mega-Gargant’s coming is heralded by earth-shaking footsteps and a deafening roar of battle-lust. Each Bonegrinder thinks of itself as the next Behemat, and will stomp flat or batter to death anything foolish enough to stand in its way.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hurled Boulder
Hurled Boulder13+2+-34
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gargantuan Club
Gargantuan Club3"3+3+-23
Thunderous Stomp
Thunderous Stomp1"13+3+-2D6
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveHurled BoulderGargantuan Club
0-1811"18"7
19-2410"15"5
25-309"12"4
31+8"9"3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 535
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Bonegrinder Mega-Gargant is armed with a Gargantuan Club, Thunderous Stomp and Hurled Boulders.

ABILITIES

Thunderous Stomp: A Bonegrinder Mega- Gargant’s massive, stomping feet are devastating against smaller opponents.
Add 1 to hit rolls for attacks made with a Thunderous Stomp unless the target is a MONSTER.

I’ll Bite Your Head Off!: A Bonegrinder Mega-Gargant’s cavernous mouth makes for an especially deadly weapon, should the brute fancy a light snack during a battle.
After this model piles in, you can pick 1 enemy model that is within 3" of this model, and roll a dice. If the roll is greater than that enemy model’s Wounds characteristic, that enemy model is slain.

Longshanks: A Bonegrinder Mega-Gargant towers high above the battlefield, and although it moves ponderously, it can step over most obstacles.
When this model 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.

Sons of Behemat: The Sons of Behemat are nearly as difficult to kill as their mighty progenitor.
If this model is affected by an ability that slays the target without any wounds or mortal wounds being allocated, then 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.

Timberrr!!!: A dying Bonegrinder Mega-Gargant is indiscriminating in their choice of where – and on whom – their body falls.
If this model is slain, before removing it from play, the players must roll off. The winner must pick 1 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 play.

KEYWORDS
DESTRUCTION, SONS OF BEHEMAT, GARGANT, MEGA-GARGANT, MONSTER, BONEGRINDER


10
5+
5
WARSCROLL

Basilisk*

Basilisks are creatures so inimical to life that they poison the very ground they walk on. They are a living blight that can swiftly reduce an area to ruinous wasteland, destroying crops and slaughtering livestock with venom that suffuses both body and spirit.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Acidic Spittle
Acidic Spittle10"15+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Venomous Bite
Venomous Bite2"13+3+3
Clutching Claws
Clutching Claws1"64+4+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveVenomous BiteAcidic Spittle
0-310"-22+
4-59"-23+
6-78"-14+
8+7"-15+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 175
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Basilisk is armed with Acidic Spittle, a Venomous Bite and Clutching Claws.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION keyword.

ABILITIES

Corrosive Miasma: The poisons that emanate from the Basilisk’s skin are so toxic that they leave anyone nearby choking on their own blood as they fall victim to their corrosive effects.
At the start of the combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers 1 mortal wound.

Malignant Gaze: The Basilisk focuses its malice upon its intended victim, its eyes radiating with evil as the enemy slowly melts into a pile of steaming flesh and blistering metal.
In your hero phase, you can pick 1 enemy unit within 12" of this model and visible to it, and roll a dice. On a 1, nothing happens. On a 2-3, that unit suffers D3 mortal wounds. On a 4+, that unit suffers D3+1 mortal wounds.

KEYWORDS
DESTRUCTION, MONSTER, BASILISK


14
3+
6
WARSCROLL

Dread Maw*

Dread Maws are massive reptilian worms that spend most of their lives below ground, only surfacing to hunt. They use their hard rock-like coils to bind and crush their prey, and are able to tunnel through rock and soil as a fish swims through water.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slime Spray
Slime Spray12"14+3+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cavernous Maw
Cavernous Maw3"33+2+D6
Writhing Coils
Writhing Coils2"4+4+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveCavernous MawWrithing Coils
0-614"-33D6
7-812"-22D6
9-1010"-2D6
11+8"-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Dread Maw is armed with a Cavernous Maw, Writhing Coils and Slime Spray.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge from any part of a battlefield without hindrance, taking its prey by surprise.
During deployment, instead of setting up this model on the battlefield, you can place it to one side and say that it is tunnelling through the earth in reserve. If you do so, at the end of your second movement phase, you must set up this model anywhere on the battlefield more than 9" from all enemy units.

Impenetrable Hide: Long exposure to the taint left behind from the Age of Chaos has made the armoured scales of Dread Maws all but impervious to harm.
This model has a ward of 5+.

Tunnel Worm: The Dread Maw grinds through rock and soil without resistance.
When this model makes a move, it can pass across terrain features and other models in the same manner as a model that can fly.

Yawning Maw: Their circular mouths studded with rows of sickle-shaped teeth, Dread Maws can swallow a fully armoured man whole.
Add 1 wound rolls for attacks made a Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.

KEYWORDS
MONSTER, DREAD MAW


14
10
WARSCROLL

Incarnate Elemental of Beasts*

Elementals of Beasts are gruesome fusions of meat and bone, bound together and given will by the raw magic of Ghur. Savage beyond imagining, they slash and gore their way through whole armies, reducing their enemies to mutilated heaps of flesh.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Amber Breath
Amber Breath12"D65+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Savage Talons
Savage Talons2"3+4+-21
Impaling Horns
Impaling Horns2"44+3+-1D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSaveSavage Talons
0-510"3+12
6-88"4+10
9-117"4+8
12+6"5+6
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Beasts is armed with Savage Talons, Impaling Horns and Amber Breath.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Savage Frenzy: These creatures are at their most dangerous in their final moments, lashing out at their enemies in vengeful hatred.
If this model is slain, before removing it from play, it can fight. This model is then removed from play.

Howl of the Great Beast: The howl of an Incarnate Elemental of Beasts can freeze the blood of all who hear it.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of this model.

Incarnate of Ghur: Incarnate Elementals are able to draw upon the energies from their realm to increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

The Lure of Spilt Blood: The potent aroma of freshly spilt blood sends these creatures into a frenzy.
You can re-roll charge rolls for this model if it is within 12" of any enemy models that have any wounds allocated to them.

KEYWORDS
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS


14
10
WARSCROLL

Incarnate Elemental of Fire*

An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fiery Bolts
Fiery Bolts18"4+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tendrils of Fire
Tendrils of Fire2"63+4+-1
Burning Lance
Burning Lance3"33+2+-22
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSaveFiery Bolts
0-38"3+10
4-67"4+8
7-96"4+6
10-125"5+4
13+4"6+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Fire is armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified hit roll for an attack made by this model is 6, double the weapon’s Damage characteristic for that attack.

Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3 mortal wounds.

Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

KEYWORDS
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE


20
4+
6
WARSCROLL

Magma Dragon*

These primordial beasts are among the most malevolent of dragon kind. Their gullet burns with the intensity of a raging volcano, and when roused to wrath they incinerate their foes with jets of flame, or else tear them to shreds with their enormous claws and fangs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brimstone Dragonfire
Brimstone Dragonfire18"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Furnace-hot Jaws
Furnace-hot Jaws3"43+2+D6
Crushing Claws
Crushing Claws2"4+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveFurnace-hot JawsCrushing Claws
0-1016"-38
11-1314"-37
14-1612"-26
17+10"-25
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single

DESCRIPTION

A Magma Dragon is armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

FLY: This model can fly.

ABILITIES

Brimstone Dragonfire: Unleashing the heat within, the Magma Dragon spews gouts of whitehot fire upon its prey.
Do not use the attack sequence for an attack made with this model’s Brimstone Dragonfire. Instead, roll a dice. On a 2+, the target unit suffers D6 mortal wounds. If the target unit has 10 or more models, it suffers 2D6 mortal wounds instead of D6.

Burning Blood: The lifeblood that flows through Magma Dragons is molten rock. To spill it is akin to standing beside a volcanic eruption.
Roll a dice each time a wound or mortal wound that was caused by a melee weapon is allocated to this model. On a 4+, the attacking unit suffers 1 mortal wound. On a 6, the attacking unit suffers D3 mortal wounds instead.

KEYWORDS
DRAGON, MONSTER, MAGMA DRAGON


12
4+
5
WARSCROLL

Merwyrm*

Merwyrms are nightmarish creatures able to traverse both land and sea. Harbouring a malice cultivated in their endless struggle for survival upon the ocean floor, they loose this hatred upon any foolish enough to go into battle against them.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chill Breath
Chill Breath8"64+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hideous Jaws
Hideous Jaws1"33+3+D3
Powerful Tail
Powerful Tail2"14+3+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveHideous JawsPowerful Tail
0-58"-36
6-77"-2D6
8-96"-2D3
10+5"-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

A Merwyrm is armed with Chill Breath, Hideous Jaws and a Powerful Tail.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a talent for latching onto their quarry and tearing away great chunks of flesh.
If the unmodified wound roll for an attack made with this model’s Hideous Jaws is 6, the Damage characteristic of that weapon for that attack is D6 instead of D3.

Stench of the Deep: The air around this beast is filled with an unholy stench of rotting flesh and brackish filth. This putrid smell upturns stomachs and stings eyes, weakening and blinding its enemies before they can attack.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

Unnatural Metabolism: The Merwyrm’s cavernous jaws are so huge that stories abound of its ability to swallow a person whole, its wounds sealing each time it devours an unfortunate victim.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal up to D3 wounds allocated to this model.

KEYWORDS
MONSTER, MERWYRM

Regiment of Renown


Regiment of Renown

Big Grikk’s Kruleshots

Grikk swears that the massive, jagged bolt that buried itself in the back of his boss’s Corpse-rippa Vulcha had nothing to do with him. Few believed the treacherous Big Shot, so Grikk quickly took leave of his clan, taking with him a handful of crossbow-toting lackeys and some grots to drag his beloved killbow across the realms.
ORGANISATION
 • 1 Beast-skewer Killbow (Leader)
 • 3 Man-skewer Boltboyz
 • 3 Man-skewer Boltboyz
If your army has a DESTRUCTION general but is not a Kruleboyz army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even though its number of units and points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 290
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Big Grikk’s Kruleshots. Although taken as a set, each is a separate unit.

ABILITIES

Back-stabbin’ Big Shot: Big Grikk has a reputation among his lads as ‘a right sneaky ’un’ – a high accolade in Kruleboyz society.
The BEAST-SKEWER KILLBOW in this regiment of renown has the HERO keyword.

Toxin-laden Skewers: Big Grikk’s Kruleshots habitually smear highly toxic secretions over the tips of their jagged bolts.
If the unmodified hit roll for an attack made by a model in this regiment of renown is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a wound roll or save roll).

Skewer It Again!: There’s no need for him to point; Grikk simply uses his bolts to indicate which beastie he wants his boyz to bring down.
If any wounds and/or mortal wounds caused by a shooting attack made by this regiment of renown’s BEAST-SKEWER KILLBOW are allocated to an enemy MONSTER and not negated, you can pick any number of other models in this regiment of renown and say that they are focusing fire. If you do so, until the end of the phase, add 1 to the Attacks characteristic of missile weapons used by those models but all of their attacks must target that enemy MONSTER.


Regiment of Renown

Braggit’s Bottle-snatchaz

ORGANISATION
 • 1 Rabble-Rowza (Braggit)
 • 1 Gobbapalooza
 • 1 Squig Herd with 12 models
 • 1 Squig Hoppers unit with 10 models
If your army has a DESTRUCTION general but is not a Gloomspite Gitz army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even if its points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 500
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Braggit’s Bottle-snatchaz. Although taken as a set, each is a separate unit.

ABILITIES

Major Irritant: Braggit is a dab hand at riling up the beasts of the Deep and Dark - from a safe distance.
If a unit in this regiment of renown receives the Redeploy command, any other friendly units in this regiment of renown within 6" of that unit can immediately make a D6" move but they must finish that move more than 3" from all enemy units and cannot shoot later in the turn.

Secret Tunnels: Rabble-Rowzas have a knack for locating hidden passages through the depths.
Instead of setting up the units in this regiment of renown on the battlefield, you can place them to one side and say that they are navigating secret tunnels. If you do so, at the start of your first hero phase, you can set up all of these units wholly within 6" of the edge of the battlefield and more than 9" from all enemy units. The units you set up cannot move in the following movement phase.
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
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.
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.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

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

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

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

Leader, Behemoth
Battleline, Leader, Behemoth
Leader

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

Leader, Behemoth
Battleline, Leader, Behemoth
Battleline
Behemoth
• Merwyrm
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.
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.
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 MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

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

Battleline, Leader, Behemoth
Battleline
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.
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.
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.
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.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.

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

Leader
None

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

Battleline
Behemoth

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

Battleline
Behemoth

The warscrolls using MEGA-GARGANT keyword can be found in the following Factions:

Destruction: Gloomspite Gitz, Sons of Behemat.

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

Battleline, Leader, Behemoth
Behemoth
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
Redeploy
As the enemy draw close, battle-hardened warriors adjust their position to leave their foe at a disadvantage.
You can use this command ability in the enemy movement phase after an enemy unit finishes a normal move, run or retreat. The unit that receives the command must be within 9" of that enemy unit and more than 3" from all enemy units. You can make a D6" move with the unit that receives the command, but it must finish the move more than 3" from all enemy units and cannot shoot later in the turn.

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