Sons of Behemat

Bellowing, stomping and crushing all before them, the Sons of Behemat are all but impossible to stop. Though they owe allegiance to no man, many are mercenaries, and fight all across the Mortal Realms. On the charge, a group of gargants can flatten a battleline whilst suffering only flesh wounds and the odd broken toe in return.

This page contains all of the rules you need to field your Sons of Behemat miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:


Books

Show History
BookKindEditionLast update
  Sons of Behemat
  Sons of BehematBattletome4September 2026
  Scourge of Aqshy - Sons of Behemat
  Scourge of Aqshy - Sons of BehematExpansion4September 2026
  Battle Profiles
  Battle ProfilesRulebook4September 2026
  Rules Updates
  Rules UpdatesRulebook4September 2026
  Spearhead: Sons of Behemat - Stone Lobbas
  Spearhead: Sons of Behemat - Stone LobbasExpansion4September 2026
  Armies of Renown
  Armies of RenownWarscroll4July 2026
  Ogor Mawtribes
  Ogor MawtribesBattletome4July 2026
  Spearhead: Sons of Behemat - Wallsmasher Stomp
  Spearhead: Sons of Behemat - Wallsmasher StompExpansion4March 2026
  Ossiarch Bonereapers
  Ossiarch BonereapersBattletome4February 2026
  Grotmas Advent: Regiments of Renown
  Grotmas Advent: Regiments of RenownWarscroll4September 2025
  Regiments of Renown
  Regiments of RenownWarscroll4September 2025
  Flesh-eater Courts
  Flesh-eater CourtsBattletome4August 2025
  Kharadron Overlords
  Kharadron OverlordsBattletome4July 2025
  Cities of Sigmar
  Cities of SigmarBattletome4July 2025
  Scourge of Ghyran - Sons of Behemat
  Scourge of Ghyran - Sons of BehematExpansion4May 2025
  Gloomspite Gitz
  Gloomspite GitzBattletome4March 2025
  Orruk Warclans
  Orruk WarclansBattletome4December 2024

Faction Rules


Battle Traits

Sons of Behemat armies can use the following abilities:

Once Per Turn (Army), Your Movement Phase
TAKE A RUN AT IT: By pushing off with their back foot, the gargant can gain enough impetus to tear off into the distance or trample any obstacles.

Declare: Pick any number of friendly BIG or LITTLE units to be the targets.

Effect: Roll a dice. If the roll is lower than the number of targets picked, this ability has no effect. Otherwise, pick an effect for each target. The effects must be different unless specified otherwise.
  • Pick an enemy unit in combat with the target and roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll. You can pick this effect for multiple targets.
  • The target is building momentum for the rest of the turn.
  • If the target is within 3" of a battlefield edge, remove it from the battlefield and set it up in reserve beyond the horizon.
  • For the rest of the phase, the target can pass through enemy models and terrain features when using MOVE abilities as if it had FLY.

Once Per Turn (Army), Your Charge Phase
ARGY BARGY: The gargant hurls themselves headlong - or, rather, feet first - into the foe.

Declare: Pick any number of friendly BIG or LITTLE units to be the targets.

Effect: Roll a dice. If the roll is lower than the number of targets picked, this ability has no effect. Otherwise, pick an effect for each target. The effects must be different unless specified otherwise.
  • Pick an enemy unit in combat with the target and roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll. You can pick this effect for multiple targets.
  • If the target is building momentum, it is no longer building momentum and is getting ready for the rest of the turn instead.
  • For the rest of the turn, each time the target makes a pile-in move, add 3" to the distance it can move.

Once Per Turn (Army), Any Combat Phase
WRATHFUL RAMPAGE: The titan either mashes foes to a pulp or decides on an even more brutal way of crushing those who have irked them.

Declare: Pick any number of friendly SONS OF BEHEMAT units to be the targets.

Effect: Roll a dice. If the roll is lower than the number of targets picked, this ability has no effect. Otherwise, pick an effect for each target. The effects must be different unless specified otherwise.
  • Pick an enemy unit in combat with the target and roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll. You can pick this effect for multiple targets.
  • If the target is LITTLE and is getting ready, it is no longer getting ready and has STRIKE-FIRST for the rest of the turn instead.
  • If the target is BIG and is getting ready, it is no longer getting ready. Instead, either it has STRIKE-FIRST for the rest of the turn or it is prepping the big one for the rest of the turn.

Once Per Turn (Army), End of Your Turn
HARING BACK: Suddenly remembering they were in the middle of a fight, an errant gargant returns to the fray.

Declare: If a friendly unit is in reserve beyond the horizon, you must pick that unit to use this ability.

Effect: Set up that unit within 1" of a battlefield edge and more than 9" from all enemy units. If it is not possible to set it up, it wanders off and is automatically destroyed.

Once Per Turn (Army), End of Your Turn
THE BIG ONE: The titan slams its foot into the earth, causing a minor seismic rupture. The more anger, momentum and general surliness they have behind them, the more damage they can do...

Declare: Pick any number of friendly BIG or LITTLE units to be the targets.

Effect: Roll a dice. If the roll is lower than the number of targets picked, this ability has no effect. Otherwise, pick an effect for each target. The effects must be different unless specified otherwise.
  • Pick an enemy unit in combat with the target and roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll. You can pick this effect for multiple targets.
  • If the target is prepping the big one, pick an enemy unit in combat with it and roll any number of dice. If any of the rolls are a 1, the target is no longer prepping the big one. Otherwise, add the results together, then inflict an amount of mortal damage on that enemy unit equal to the total.

Battle Formations

You can pick 1 of the following battle formations for a Sons of Behemat army. Each battle formation grants a different ability you can use in the battle.

BATTLE PROFILE
NamePoints
Conquering Stomp0
Eager Louts0
Heirs of the Old Ways0
Looting Leviathans0
Manskittle Mob0
Big Toes0

Conquering Stomp

Passive
ARROGANT BIG ’UNS: To be up close and personal with gargants at the apex of their self-assuredness can quickly drain the fight from any aggressor.

Effect: In the first battle round, subtract 1 from hit rolls for combat attacks that target friendly BIG and LITTLE units that have not charged in the same turn.


Eager Louts

Passive
TEN-LEAGUE STRIDES: If gargants are especially fired up by some oafish game or challenge, they can cross the land at terrifying pace.

Effect: Each time a friendly BIG or LITTLE unit uses the ‘Redeploy’ command or the ‘Run’ ability, if you roll a 1-2 when determining the distance that unit can move, you can use a value of 3 instead.


Heirs of the Old Ways

Once Per Turn (Army), Your Hero Phase
BRUTE SPIRITUALITY: Daubed with mystic woad or grunting ancient words of power, these gargants shut down magical influence.

Declare: Pick a friendly BIG or LITTLE unit to use this ability, then pick an enemy WIZARD or PRIEST within 18" of it to be the target.

Effect: Make a rampage roll of D6. If the roll equals or exceeds the target’s Control characteristic:
  • The target has a maximum power level of 1 until the start of your next turn.
  • All MANIFESTATIONS that were summoned by the target are banished and removed from play.
KEYWORDSRAMPAGE


Looting Leviathans

Passive
GET TO THE GOODS: When shiny treasure or barrels of grog are sighted, these gargants wade through ranks of little 'uns without pause.

Effect: Each time a friendly BIG or LITTLE unit that charged in the same turn makes a pile-in move, that unit can pass across enemy models in non-MONSTER units.


Manskittle Mob

Once Per Turn (Army), Your Shooting Phase
STRIKE! HUR HUR!: These gargants are particularly enthusiastic participants of the game of Manskittles: seeing how many pipsqueaks they can knock down or squish by hurling bits of the landscape... or its inhabitants.

Declare: Pick up to 2 friendly MEGA-GARGANT units within 3" of any terrain features and pick any friendly GARGANT units within 3" of any terrain features to be the targets.

Effect: Double the Attacks characteristic of each target’s ranged weapons for the rest of the turn. If the target has no ranged weapons, pick an enemy unit within 12" of the target instead and roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.


Big Toes

Once Per Battle, Deployment Phase
LOFTY LOUTS: Whether because they insist that they are ‘just a bit taller’ or because they are simply insufferable bullies, these Mancrusher Gargants have an authority over the other Footsloggas that is close to absolute. So long as no one bigger is around, of course.

Declare: Pick a friendly Mancrusher Gargant unit to be the target.

Effect: For the rest of the battle, add 1 to hit rolls for combat attacks made by friendly GARGANT units while they are wholly within 12" of the target and not wholly within 12" of any friendly MEGA-GARGANT units.

Heroic Traits

Big Personalities

HERO only

BATTLE PROFILE
NamePoints
BRUTE OF BRUTES0
SPELL-CHOMPER0
ALWAYS FIRST IN0
UNREASONABLE TYRANT0
THUNDERING TITAN0
ONE-HIT WONDER0
Passive
BRUTE OF BRUTES: This especially thuggish Big Heel believes that enough raw belligerence can overcome any problem.

Effect: Ignore negative modifiers to hit rolls and wound rolls for this unit’s combat attacks.

Passive
SPELL-CHOMPER: This Big Heel laughs in the face of the arcane and eats hostile spells for breakfast - in both a metaphysical and literal sense.

Effect: This unit can use UNBIND and BANISH abilities as if it had WIZARD (1). In addition, each time an enemy MANIFESTATION within this unit’s combat range is banished, Heal (D3) this unit.

Deployment Phase
ALWAYS FIRST IN: Wanting to get stuck in as quickly as possible, this Big Heel hotfoots it across the battlefield before any of their mates can steal all the fun.

Effect: This unit can move 2D6". It must end that move more than 9" from all enemy units.

Once Per Turn (Army), Any Charge Phase
UNREASONABLE TYRANT: This Big Heel has no time for excuses like ‘They’re too far away, boss’ or ‘I’ve lost a leg’, responding to such whingeing with a withering glare and a menacing grunt.

Declare: Pick another visible friendly SONS OF BEHEMAT MONSTER unit wholly within 12" of this unit to be the target.

Effect: Add 1 to charge rolls for the target for the rest of the turn.

Once Per Turn (Army), Any Charge Phase
THUNDERING TITAN: As this Big Heel crashes into the enemy, their discipline crumbles almost as fast as their ranks.

Declare: If this unit charged this turn, pick a non-HERO enemy unit in combat with it to be the target.

Effect: Make a rampage roll of D6. If the roll equals or exceeds the target’s Control characteristic, this unit cannot be picked to be the target of pile-in moves made by the target while there are other friendly SONS OF BEHEMAT units in combat with the target.
KEYWORDSRAMPAGE

Once Per Battle (Army), Any Combat Phase
ONE-HIT WONDER: This Big Heel is infamous for winding up a punch that absolutely demolishes whatever it hits. Provided it does hit...

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: This unit can make a pile-in move. Then, roll a dice. Add 1 to the roll for cach battle round in which this unit was on the battlefield in both combat phases and did not use any FIGHT abilities. On a 6+, inflict 4D6 mortal damage on the target.
KEYWORDSCORE, ATTACK, FIGHT, RAMPAGE


Big Personalities

HERO only

BATTLE PROFILE
NamePoints
GRABBY0
TERRIFYING HULK0
MEGA-GRUMP0
Passive
GRABBY: If you have something this gargant wants, you won’t have it for long.

Effect: Add 1 to hit rolls for this unit’s combat attacks that target an enemy unit contesting an objective you do not control.

Once Per Turn, Reaction: Your opponent declared a CHARGE ability for a visible non-MONSTER enemy unit within 12" of this unit
TERRIFYING HULK: As the enemy rushes forward, a raised eyebrow and an even bigger raised club causes them to seriously re-think the choices that brought them to confront this notably fierce-looking example of gargant kind.

Effect: If this unit is not in combat, roll a dice. On a 3+, you can change one of the dice in that charge roll to a 1.

Passive
MEGA-GRUMP: This gargant’s stubbornness and refusal to die in the face of adversity is the subject of local legend.

Effect: This unit has WARD (5+) while it has 25 or more damage points.

Artefacts of Power

Titanic Trophies

HERO only

BATTLE PROFILE
NamePoints
GLOWY LANTERN20
KRAKENSKIN SANDALS10
ENCHANTED PORTCULLIS0
MASSIVE STUFFIN’ SACK0
MANTLE OF THE WOOD-KINGS0
PROTECTY BITS0
Deployment Phase
GLOWY LANTERN: Stolen from the aelves of Hysh after a botched alliance, this aetherquartz jar was at first carried around just because it was shiny. Over time, it has granted its bearer an innate power.

Effect: If this unit is a WIZARD or PRIEST, add 1 to its power level for the rest of the battle. Otherwise, pick either the WIZARD (1) or PRIEST (1) keyword. This unit has that keyword for the rest of the battle.

Passive
KRAKENSKIN SANDALS: Cut from the hide of the sea-behemoth Mejendrokk, these sandals protect the wearer’s feet, allowing them to stomp on the enemy without fear of getting spiked.

Effect: Add 1 to the Attacks characteristic, Rend characteristic and Damage characteristic of this unit’s Almighty Stomp.

Passive
ENCHANTED PORTCULLIS: The metal gate that once barred entry to the South Tower of Excelsis bears a potent spell of repulsion. Repurposed as armour, it now serves to protect the wearer’s vulnerables from harm.

Effect: Ignore modifiers to save rolls for shooting attacks that target this unit (positive and negative).

Any Combat Phase
MASSIVE STUFFIN’ SACK: This gargant hauls around a large sack into which they shove anything that will fit. Which is a lot.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll 3 dice. For each roll that is at least double the target’s Health characteristic, 1 model in the target unit is automatically slain.

Passive
MANTLE OF THE WOOD-KINGS: Once worn by the rulers of ancient gargantkind, this huge stone necklace is covered in surprisingly intricate carvings. To wear it is to feel some trace of everything the gargants have lost and to be incensed into seeking revenge on as many foes as possible.

Effect: If this unit charged in the same turn, while it is in combat with 2 or more enemy units, add 1 to hit rolls for its combat attacks for the rest of the turn.

Passive
PROTECTY BITS: This titan has fashioned some crude personal armour, be this a few metai plates strapped to their torso or a castle door for a shield.

Effect: Ignore the first damage point that would be allocated to this unit in each phase.

Realm-Shaking Rampages

A Realm-shaking Rampage is a unique enhancement that can be given to non-UNIQUE BIG units. A unit can only have 1 Realm-shaking Rampage, but, unless specified otherwise, a unit can use multiple RAMPAGE abilities in the same turn.

BATTLE PROFILE
NamePoints
HAMMER THROW20
EARTHSHAKING ROAR20
BATTERED SHRIMP20
WINDMILL WALLOPING20
COLOSSAL SLAM20
RANCID FLATULENCE20
Once Per Turn (Army), Your Shooting Phase
HAMMER THROW: A smaller gargant is grabbed by their larger cousin and, after a few spins, is hurled high into the air as a living missile.

Declare: If this unit is not in combat, pick a friendly Mancrusher Gargant within its combat range to be the target.

Effect: Roll 3D6. On a 4+, remove the target from the battlefield and set it up again wholly within a number of inches of this unit equal to the roll and visible to this unit. It can be set up in combat. The target cannot use CHARGE abilities for the rest of the turn.

If the target is set up in combat:
  • Inflict D3 mortal damage on the target.
  • Inflict 1 mortal damage on each enemy unit in combat with the target.
  • The target has charged this turn.
KEYWORDSCORE, ATTACK, SHOOT, RAMPAGE

Once Per Turn (Army), Any Combat Phase
EARTHSHAKING ROAR: A blast of this gargants hot, stınkıng breath delivered at volume bowls over those nearby.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Make a rampage roll of D6. On a 3+, the target cannot use commands for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Combat Phase
BATTERED SHRIMP: The gargant grabs some luckless runt by the ankles and smashes them into the ground, over and over, until they either break free or end up as a wet pile of leaking armour.

Declare: Pick an enemy non-MONSTER HERO in combat with this unit to be the target

Effect: Both players roll off. If you win the roll-off, roll off again. Keep rolling off in this way until you lose the roll-off. Then, inflict an amount of mortal damage on the target equal to the number of roll-offs made as part of this ability that you won this turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Combat Phase
WINDMILL WALLOPING: This gargant windmills their arms as they advance towards the enemy, making it clear that if they stay where they are, it’s their fault for getting mashed to a pulp.

Declare: Pick an enemy MONSTER or WAR MACHINE in combat with this unit to be the target.

Effect: Roll a number of dice equal to the target’s Health characteristic. Add 1 to each roll for each consecutive turn in which the target was picked to be the target of this ability. For each 6+, allocate 1 mortal damage to the target (ward rolls cannot be made for those damage points).
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Combat Phase
COLOSSAL SLAM: The gargant effortlessly hoicks the foe over their shoulder and slams them full force into the ground.

Declare: Pick an enemy MONSTER or WAR MACHINE that has no more than 1 model and is in combat with this unit to be the target.

Effect: If 2 or more friendly BIG or LITTLE units are in combat with the target, apply the effect below. Otherwise, make a rampage roll of D6. Subtract 1 from the roll if the target has a higher Health characteristic than this unit. On a 3+, apply the effect below.

Remove the target from the battlefield and set it up again in combat with this unit. Then, inflict D3 mortal damage on the target.
KEYWORDSRAMPAGE

Once Per Battle (Army), End of Any Turn
RANCID FLATULENCE: Having imbibed a brewery’s worth of stolen ale and some questionably sourced meat, this gargant has a very grumbly tummy - with olfactorily obliterative results.

Effect: For the rest of the turn, enemy units have a maximum control score of 1 while they are in combat with this unit.
KEYWORDSRAMPAGE

Spell Lore

BATTLE PROFILE
NamePoints
Lore of Behemat0

Lore of Behemat

Your Hero Phase
7
PIPSQUEAK CURSE: One of the caster’s eyes begins to glow a dull, dark green as their enemies find all strength sapping from their arms, muscles diminishing by the moment.

Declare: Pick a friendly SONS OF BEHEMAT WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Subtract 1 from wound rolls for the target’s attacks until the start of your next turn.
KEYWORDSSPELL

Your Hero Phase
6
ENERGY SURGE: Vital power cascades out from the caster to invigorate nearby allies

Declare: Pick a friendly SONS OF BEHEMAT WIZARD to cast this spell, pick a visible friendly SONS OF BEHEMAT MONSTER unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: If the target is BIG, add 1 to rampage rolls for it until the start of your next turn. If the target is LITTLE, until the start of your next turn, it can use CHARGE abilities even if it used a RUN ability in the same turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
THORNFANG’S WRATH: The spirit of the great beast Thornfang, who was said to have given Behemat a solid wrestle more than once, is invoked to lend the caster’s allies immense power.

Declare: Pick a friendly SONS OF BEHEMAT WIZARD to cast this spell, pick a visible friendly SONS OF BEHEMAT MONSTER unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: The target’s melee weapons have Crit (Mortal) for the rest of the turn.
KEYWORDSSPELL

Cracked Heels

Cracked Heels are unique enhancements that can be given to Mancrusher Gargants.
A unit can only have 1 Cracked Heel.

BATTLE PROFILE
NamePoints
That Boy’s not Right10
Up For It10
Always on Guard10
Your Hero Phase
THAT BOY’S NOT RIGHT: This gargant is just plain barmy. They bellow at rocks, flap their arms like a bird and do weird little dances, all to the amusement of their bigger cousins. When the spirit of Behemat appears to answer such seemingly inane antics, that laughter is usually cut short.

Effect: Roll a dice. On a 5+, this unit can use a Prayer ability from the prayer lore you picked during army composition as if it had PRIEST (1). Instead of making a chanting roll for that prayer, the chanting roll is 5 and cannot be modified.

Passive
UP FOR IT: This gargant is loud, rowdy and absolutely ready to dish out some serious damage.

Effect: This unit’s melee weapons have Charge (+1 Damage).

Passive
ALWAYS ON GUARD: This gargant is especially wary around their biggers and betters, for they are always expecting a quick clip on the ear from their surly bosses.

Effect: This unit has WARD (5+) while it is wholly within 12" of and visible to a friendly BIG unit.

Prayer Lore

BATTLE PROFILE
NamePoints
Brodd’s Bellows0
Prayers of the World Titan0

Prayers of the World Titan

Your Hero Phase
4
BEHEMAT’S VENGEANCE: The chanter incites their followers to avenge their forefather.

Declare: Pick a friendly SONS OF BEHEMAT PRIEST to chant this prayer, pick a visible friendly SONS OF BEHEMAT MONSTER unit wholly within 18" of them to be the target, then make a chanting roll of D6.

Effect: If the chanting roll was 8+, you can pick another eligible unit to be a second target. Add 1 to the Attacks characteristic of each target’s melee weapons for the rest of the turn.
KEYWORDSPRAYER

Your Hero Phase
4
MIGHT OF THE EARTH: Tales of Behemat’s immense resilience are shouted out for all to hear - and, miraculously, the wounds of those gargants who take heed begin to seal shut.

Declare: Pick a friendly SONS OF BEHEMAT PRIEST to chant this prayer, pick each friendly SONS OF BEHEMAT unit on the battlefield to be the targets, then make a chanting roll of D6.

Effect: Heal (D3) each target. If the chanting roll was 8+, Heal (3) each target instead.
KEYWORDSPRAYER

Your Hero Phase
3
WORLD TITAN’S STRIDE: The priest grants their ally a titanic tread worthy of Behemat himself.

Declare: Pick a friendly SONS OF BEHEMAT PRIEST to chant this prayer, pick a visible friendly SONS OF BEHEMAT MONSTER unit wholly within 18" of them to be the target, then make a chanting roll of D6.

Effect: For the rest of the turn, add 3" to the target’s Move characteristic and models in the target unit can pass across enemy models and terrain features as if it had FLY. In addition, if the chanting roll was 6+, for the rest of the turn, each time the target uses the ‘Normal Move’ or ‘Run’ ability, after that ability has been resolved, inflict D3 mortal damage on each enemy unit the target passed across as part of that move.
KEYWORDSPRAYER, UNLIMITED


Brodd’s Bellows

Your Hero Phase
3
ROCK BOTTOM: The priest dulls the gargants’ already monumentally low intelligence, turning them into primal beasts that cannot feel pain.

Declare: Pick a friendly SONS OF BEHEMAT PRIEST to chant this prayer, pick a visible friendly SONS OF BEHEMAT unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: If the chanting roll was 6+, you can pick another eligible unit to be a second target. Until the start of your next turn:
  • Ignore the effects of the ‘Battle Damaged’ ability on each target.
  • Each target has WARD (6+).
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
4
THE TERRIBLE TOES: Yelling incomprehensibly, the priest jumps up and down. Nearby, enemies are squashed flat by invisible forces that leave massive footprints in the ground.

Declare: Pick a friendly SONS OF BEHEMAT PRIEST to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6.

Effect: Roll a dice for each model in the target unit. If the chanting roll was 8+, add 1 to the roll. For each 6+, inflict 1 mortal damage on the target. Then, if any enemy models are slain by this ability, halve the target’s Move characteristic until the start of your next turn.
KEYWORDSPRAYER

Your Hero Phase
5
VOCAL TECTONICS: As the priest hums a single, low note, the earth shakes and buckles around them, staggering nearby enemies.

Declare: Pick a friendly SONS OF BEHEMAT PRIEST to chant this prayer, pick a visible enemy unit within 12" of them to be the target, then make a chanting roll of D6.

Effect: If the chanting roll was 10+, you can pick another eligible unit to be a second target. Until the start of your next turn, each target has STRIKE-LAST.
KEYWORDSPRAYER

Army of Renown

King Brodd’s Stomp

When you pick the Sons of Behemat faction for your army, you can choose for it to be a King Brodd’s Stomp Army of Renown. If you do so, use the faction rules on these pages instead of the Sons of Behemat faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the BRODD’S STOMP keyword.

Most famed and feared of all Mega‑Gargants is the mighty King Brodd, priest of Behemat and scourge of the small folk. Fuelled by hatred of those who slew his forefather and desperate for revenge, Brodd gathers to his side gargants from across the Mortal Realms, uniting them in a stomp of epic proportions.

ROSTER OPTIONS
  • King Brodd (must be included and must be your general)
  • Any BIG units
  • Any non-UNIQUE LITTLE units
  • You cannot include Regiments of Renown

Battle Traits

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: Each time a friendly BIG unit or LITTLE unit model is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.

Passive
THE WORLD TITAN’S PROPHET: Brodd is a living legend amongst his towering kin, the only being in existence they would risk themselves to protect.

Effect: While any other friendly BRODD’S STOMP units are within a friendly King Brodd’s combat range:
  • That friendly King Brodd has WARD (5+).
  • Each time you make a successful ward roll for that friendly King Brodd, allocate 1 damage point to another friendly BRODD’S STOMP unit within its combat range after the damage sequence for that friendly King Brodd has been resolved (ward rolls cannot be made for those damage points).

Once Per Battle (Army), Your Charge Phase
WRATH OF BRODD: When Brodd’s faithful stride into the fray, the mountains themselves tremble in terror.

Declare: Pick a friendly BIG unit that has not used a DESTRUCTIVE IMPULSE ability this turn to use this ability.

Effect: If the unit using this ability charged this turn, roll a dice. On a 3+, that unit can move 3D6" but must end that move in combat. When it does so, it can pass through terrain features and enemy models as if it had FLY.’
KEYWORDSDESTRUCTIVE IMPULSE

Once Per Turn (Army), Any Combat Phase
DOUBLE STOMP: It is quite a sight to see a Mega-Gargant perform a precarious hop, bringing both enormous feet down with enough force to squash a Steam Tank flat.

Declare: Pick a friendly BIG unit that has not used a DESTRUCTIVE IMPULSE ability this turn to use this ability.

Effect: Roll a D6. On a 3+, for the rest of the turn, add the result to the Attacks characteristic of the Almighty Stomp of the unit using this ability.
KEYWORDSDESTRUCTIVE IMPULSE

Once Per Turn (Army), Any Combat Phase
CRAFTY CREEPERS: These mischievous critters scrabble down the limbs of their massive host when the enemy is near, pilfering the valuables of the foe.

Declare: Pick a friendly BIG unit that has not used a DESTRUCTIVE IMPULSE ability this turn to use this ability. Then, pick an enemy HERO that has an artefact of power and is in combat with that BIG unit to be the target.

Effect: Roll a dice. On a 3+, the target no longer has that artefact of power.
KEYWORDSDESTRUCTIVE IMPULSE

Once Per Turn (Army), Any Shooting Phase
SMASH IT ALL TO BITS: As part of his crusade of vengeance against Sigmar, Brodd has charged his gargants with the complete destruction of any settlement, outpost or inhabited terrain that they come across on their march.

Declare: Pick a friendly BIG unit that has not used a DESTRUCTIVE IMPULSE ability this turn to use this ability, then pick a terrain feature within its combat range. Then, pick a visible enemy unit within 18" of that BIG unit to be the target.

Effect: Roll a D3 for each friendly and enemy unit on the terrain feature that was picked. On a 2+, inflict an amount of mortal damage on that unit equal to the roll. After rolling for all those units, roll a dice. On a 3+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSDESTRUCTIVE IMPULSE

Once Per Turn (Army), Any Combat Phase
WATCH THIS!: Eager to prove themself the meanest titan around, this Mega-Gargant embarks on an ungainly – yet terrifyingly destructive – rampage.

Declare: Pick a friendly BIG unit that has not used a DESTRUCTIVE IMPULSE ability this turn to use this ability, then pick an enemy unit in combat with it to be the target.

Effect: If the target is a HERO, BEAST, MONSTER or WAR MACHINE, roll 6 dice. Otherwise, roll a dice for each model in the target unit. For each roll that is equal to or greater than the target’s Save characteristic, inflict 1 mortal damage on the target.

The BIG unit using this DESTRUCTIVE IMPULSE ability has STRIKE‑LAST for the rest of the turn.
KEYWORDSDESTRUCTIVE IMPULSE


Heroic Traits

HERO only
Once Per Battle (Army), Reaction: You declared the ‘Wrath of Brodd’ ability for a friendly unit
I CAN DO THAT BETTER: King Brodd can outmatch and overpower even the most belligerent gargants in his Stomp, proving himself the biggest bully around.

Effect: This unit can use the ‘Wrath of Brodd’ ability immediately after the ‘Wrath of Brodd’ ability used by the other friendly unit has been resolved. This unit can do so even if it has used another DESTRUCTIVE IMPULSE ability this turn.


Artefacts of Power

HERO only
Passive
LUCKY SHINY HAT: Torn from the head of a defeated aelven lord – and barely large enough to be noticed – this tiny helmet somehow provides its bearer with mystical protection.

Effect: This unit has WARD (4+) against damage points inflicted by SPELL and PRAYER abilities and by abilities used by MANIFESTATIONS.


Prayer Lore

Your Hero Phase
4
HIGH EXPECTATIONS: In an effort to sort the weak from the strong among his stomp, this Mega‑Gargant encourages his followers to match their strength by seeing how much destruction they can wreak with their bare hands.

Declare: Pick a friendly BRODD’S STOMP PRIEST to chant this prayer, then make a chanting roll of D6.

Effect: Until the start of your next turn, add 1 to the Attacks characteristic of melee weapons used by friendly BRODD’S STOMP units while they are wholly within 12" of the chanter. If the chanting roll was 9+, add 2 to the Attacks characteristic instead.
KEYWORDSPRAYER

Army of Renown

Matriarch’s Mob

When you pick the Sons of Behemat faction for your army, you can choose for it to be a Matriarch’s Mob Army of Renown. If you do so, use the faction rules on these pages instead of the Sons of Behemat faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the MATRIARCH’S MOB keyword.

ROSTER OPTIONS

Battle Traits

Once Per Turn (Army), Your Hero Phase
I’VE HEARD SHE CAN...: Ma Maegran’s true abilities are shrouded in mystery, but rumours will always exist, and gargants are nothing if not susceptible to a good yarn.

Effect: Pick 1 of the following effects:

... Shoot Fire From Her Eyes!: Inflict D3 mortal damage on each visible enemy unit within 12" of the friendly Ma Maegran.

... Turn You Into a Human!: Pick a visible friendly unit wholly within 12" of the friendly Ma Maegran. Until the start of your next turn, enemy units have a maximum control score of 1 while they are in combat with that unit.

... Make Ya Big and Strong!: Pick another visible friendly unit wholly within 12" of the friendly Ma Maegran. Add 1 to the Attacks characteristic of that unit’s weapons for the rest of the turn.

. . . Whiz the Biggest Bangers!: Add 1 to casting rolls for the friendly Ma Maegran until the start of your next turn.

Once Per Battle (Army), Any Combat Phase
OI! GERROFF!: If the Chooser of the Mighty is ever truly threatened, her attendants will fly into a terrible rage, desperate to ensure their chances of being blessed with bigness remain intact.

Declare: If the friendly Ma Maegran is in combat and damaged, pick up to 3 friendly Mancrusher Gargants on the battlefield that are visible to her to be the targets.

Effect: Each target has STRIKE-FIRST for the rest of the turn.

Once Per Battle (Army), End of Any Turn
SUMMON THE HERD: Ma Maegran allows herself a wry smile as a host of Mancrusher Gargants, eager to prove themselves, crash on to the battlefield and cause general havoc before their enthusiastic momentum carries them off to new pastures.

Declare: If the friendly Ma Maegran is on the battlefield, pick each enemy non-FLY non-MONSTER unit that is visible to her to be the targets.

Effect: Roll a number of dice for each target equal to the current battle round number. For each 4+, allocate 1 mortal damage to the target (ward rolls cannot be made for those damage points).

Passive
DON’T LET NUFFIN’ HAPPEN TO HER!: Ma Maegran is a figure of veneration and no small amount of fear among gargantkind. Hoping to be made ‘really, really big’, most gargants will do everything they can to keep her alive .

Effect: While the friendly Ma Maegran is within the combat range of another friendly LITTLE unit:
  • She has WARD (5+).
  • Each time you make a successful ward roll for her, allocate 1 mortal damage to another friendly LITTLE unit within her combat range after the damage sequence for her has been resolved (ward rolls cannot be made for those damage points).
  • Ignore negative modifiers to hit rolls and wound rolls for that other friendly LITTLE unit’s combat attacks.


Marks of the Chooser’s Chosen

Marks of the Chooser’s Chosen are unique enhancements that can be given to Mancrusher Gargants. A unit can only have 1 Mark of the Chooser’s Chosen.

Any Combat Phase
BUTT OF THE LASH: This gargant is always worried that the Chooser will kill them if they let her die, so they never stray too far from her side.

Effect: If this unit is wholly within 12" of a friendly Ma Maegran, remove this unit from the battlefield and set it up again within her combat range. This unit can only be set up in combat with enemy units that are in combat with the friendly Ma Maegran.

End of Any Turn
GHYRANITE WHIRLSTONE: This smooth, green rock, gifted to this gargant by Ma Maegran as a sign of her favour, pulses with healing energies.

Declare: Pick a visible friendly MATRIARCH’S MOB unit wholly within 12" of this unit to be the target.

Effect: Heal (D3) the target.


Spell Lore

Your Hero Phase
6
A SHEPHERD’S WATCHFUL EYE: As the wyrdy eye of Ma Maegran falls upon her gargant flock, they become acutely aware of impending danger.

Declare: Pick the friendly Ma Maegran to cast this spell, then make a casting roll of 2D6.

Effect: Until the start of your next turn, friendly MATRIARCH’S MOB units have WARD (6+) while they are wholly within 12" of and visible to the caster.
KEYWORDSSPELL

Your Hero Phase
8
SIC ’EM!: Ma Maegran ‘encourages’ her followers to get stuck in, resulting in near catastrophic levels of damage.

Declare: Pick the friendly Ma Maegran to cast this spell, pick a visible friendly MATRIARCH’S MOB unit wholly within 12" of her to be the target, then make a casting roll of 2D6.

Effect: Add 1 to the Damage characteristic of the target’s melee weapons, including Companion weapons, for the rest of the turn.
KEYWORDSSPELL

Your Hero Phase
7
MYSTICAL DEMANDS: With a magically enhanced bark that shakes the bones of those nearby, Ma Maegran’s orders are heard across the battlefield.

Declare: Pick the friendly Ma Maegran to cast this spell, pick a visible friendly MATRIARCH’S MOB unit wholly within 18" of her to be the target, then make a casting roll of 2D6.

Effect: If the target is in combat, it can use the ‘Retreat’ ability as if it were your movement phase. If the target is not in combat, it can use the ‘Normal Move’ ability as if it were your movement phase. In both cases, the target must end that move no further from the caster than it was at the start of the move.
KEYWORDSSPELL

Army of Renown

Stomper Tribe

When you pick the Sons of Behemat faction for your army, you can choose for it to be a Stomper Tribe Army of Renown. If you do so, use the faction rules on these pages instead of the Sons of Behemat faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the STOMPER TRIBE keyword.

ROSTER OPTIONS
  • 1 Warstomper Mega-Gargant (must be included and must be your general)
  • Any non-UNIQUE LITTLE units
  • You cannot include Regiments of Renown

Battle Traits

Once Per Turn (Army), Any Combat Phase
STOMP! STOMP! STOMP! STOMP!: The Stomper Tribe are famous for one thing, and you’ll never guess what it is ...

Declare: Pick an enemy unit in combat with a friendly STOMPER TRIBE unit to be the target.

Effect: Roll a dice. Add 1 to the roll for each friendly STOMPER TRIBE model in combat with the target.
On a 5+:
  • The target has STRIKE-LAST for the rest of the turn.
  • Inflict 3 mortal damage on the target.

Once Per Turn (Army), Any Charge Phase
GET IN THERE, YOU RUNTS!: The Warstomper hates to see members of their tribe shirking battle and is happy to give a helping boot to anyone who needs ‘encouragement’.

Declare: Pick a friendly LITTLE unit that is within a friendly BIG unit’s combat range, visible to it and not in combat to be the target.

Effect: You can re-roll charge rolls for the target for the rest of the turn, and the target has FLY for the rest of the phase.

Once Per Battle (Army), Any Shooting Phase
GRAB THOSE ROCKS AND CHUCK ’EM!: Realising that their followers cannot reach the enemy with their clubs, the Warstomper shouts at them to hurl some rocks instead.

Declare: Pick each friendly LITTLE unit wholly within 18" of and visible to a friendly BIG unit and not in combat to be the targets.

Effect: Add 1 to the Attacks characteristic of each target’s ranged weapons for the rest of the turn.

Once Per Turn (Army), Any Combat Phase
GETTIN’ STUCK IN: Warstompers and their followers relish the visceral thrill of battle, wading in wherever the fighting is most bloody.

Declare: Pick a friendly STOMPER TRIBE unit in combat to be the target.

Effect: If the target is LITTLE, pick a model in the target unit. Add 1 to the Damage characteristic of that model’s melee weapons for the rest of the turn.

If the target is BIG, add 1 to the Rend characteristic of its melee weapons for the rest of the turn.

Once Per Turn (Army), Your Movement Phase
STOMPIN’ ABOUT: The Warstomper sends their ‘little’ helpers hither and thither with bellowed demands.

Declare: Pick a friendly LITTLE unit wholly within 12" of and visible to a friendly BIG unit to use this ability.

Effect: That LITTLE unit can move D6+3". It can pass through the combat ranges of enemy units but cannot end that move in combat. Then, you can inflict D3 mortal damage on each enemy unit that has a lower Health characteristic than that LITTLE unit and that it passed across during that move.
KEYWORDSCORE, MOVE


Heroic Traits

(HERO only)

Passive
ABSOLUTELY FUMING: This Mega-Gargant hates being on the sidelines, getting more and more irate the longer they spend ‘not steppin’ on squishies’.

Effect: Add 2 to the Attacks characteristic of this unit’s Almighty Stomp if it did not use a FIGHT ability in the previous turn.

Passive
EAGER FOR THE FIGHT: This Warstomper simply cannot wait to get in amongst the foe.

Effect: When making charge rolls for this unit, add 1 to the number of dice rolled, to a maximum of 3, then remove 1 dice of your choice and use the remaining dice as the charge roll.


Artefacts of Power

(HERO only)

Passive
SPARKY SHIELD: Whether part of a Seraphon vessel or the helm of a Lumineth knight, the mangled, sparking artefact strapped to this brute’s shoulder keeps them and theirs safe from missiles. Mostly.

Effect: While they are wholly within 12" of and visible to this unit, friendly STOMPER TRIBE units have WARD (6+) against damage inflicted by shooting attacks.

End of Your Turn
CLUB OF THE FIRST OAK: This immense club heals and invigorates the bearer - provided they keep it in their grip at all times.

Effect: Heal (D3) this unit.


Little Toes

Little Toes are unique enhancements that can be given to Mancrusher Gargants.
A unit can only have 1 Little Toe.

Passive
FUTURE STOMPER: Very little can stop this gargant, and their deeds and stature are starting to grow...

Effect: This unit can use the ‘Power Through’ command even if it has not charged this turn.

Reaction: You declared a FIGHT ability for this unit
CAREFULLY WATCHED: Nothing spurs a Mega-Gargant on more than the knowledge that they might be outdone by a nearby Little. This one is more precocious than most, earning the watchful eye of their bigger cousin.

Effect: Pick a friendly BIG unit that has not used a FIGHT ability this turn and is wholly within 12" of this unit to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. Add 1 to hit rolls for attacks made by this unit and the target for the rest of the turn.

Passive
LITTLE HOPPER: This gargant loves to get their feet good and properly caked in guts and mangled armour.

Effect: This unit can be picked to use the ‘Stompin’ About’ ability even if it is not wholly within 12" of and visible to a friendly BIG unit.

Passive
KEEN BEAN: This gargant is constantly trying to get the attention of the Mega-Gargants, hoping that some of their bigness will rub off on them.

Effect: While this unit is wholly within 12" of and visible to a friendly BIG unit, it can use CHARGE abilities even if it used a RUN ability in the same turn.

SPEARHEAD


Wallsmasher Stomp

The towering progeny of the godbeast Behemat do not travel in great numbers. The more gargants, the less food, which is unacceptable to these lazy but highly destructive braggarts. Those who do roam with company form rough hierarchies known as ‘stomps’, bossed around by the biggest and strongest Mega-Gargant within their territory.

On occasion, tired of living under the heel of their boss, some Mancrusher Gargants will break away to claim their own territories. Accompanied by a couple of their best lackeys, they head off into the hills in search of food – or to find some humie settlement to smash into bits. Gargants fight with little finesse or strategy, but their large size means they can simply overpower their foes regardless. One swing of their mammoth clubs or leathery feet can knock down walls or crumple a line of pike-wielding ‘pipsqueaks’. If their tiny foes scurry around out of reach, the gargant needs only to scoop up a great boulder to hurl and splatter them like bugs. Most gargants bear some kind of sack for carrying such delicacies around, as well as souvenirs to brag of their battle prowess. As the Mancrushers are of similar stature, competitions often erupt as to who can crush the most enemies. Some smaller stomps change leadership regularly based on such rowdy contests.

This Spearhead army consists of the following units:
General
  • Mancrusher Gargant
Units
  • 1 Mancrusher Gargant
  • 1 Mancrusher Gargant

Battle Traits

BULLSTOMPER

Mancrusher Mobs are led by fearsome gargants known as Bullstompers.

Your general has the HERO keyword (in addition to the MONSTER keyword) but does not have the REINFORCEMENTS keyword or icon.

Any Combat Phase
BELLOWING ROAR: An ear-splitting bellow let loose by a Mancrusher can send the enemy battleline into disarray.

Declare: Pick a friendly unit to use this ability, pick an enemy unit in combat with it to be the target, then roll a dice.

Effect: On a 2+, subtract 1 from hit rolls for attacks made by the target unit this phase.

Your Hero Phase
‘GRAB THOSE ROCKS AND CHUCK ’EM!’: Your general commands their fellow gargants to hurl as many rocks at the enemy as they can.

Declare: Pick your general to use this ability, then pick another friendly unit wholly within 12" of them.

Effect: Add 1 to the Attacks characteristic of that unit’s Throwin’ Rocks this turn.


Regiment Abilities

Pick 1 of the following regiment abilities.

Passive
FOE-CHOMPERS: The Mancrushers hoist hapless enemies up into the air mid-battle, letting them tumble into their cavernous jaws before giving a mighty belch of satisfaction.

Effect: Each time an enemy model is slain by a friendly unit’s ‘Stuff ’Em In Me Bag’ ability, Heal (D3) that unit.

Once Per Phase (Army), Any Charge Phase
EARTH-SHAKING CHARGE: The ground shakes as the colossal gargants charge head-first into the fray.

Declare: Pick a friendly unit that charged this phase to use this ability, then roll a dice for each enemy unit in combat with it.

Effect: On a 3+, that enemy unit has STRIKE-LAST this turn.


Enhancements

Give your general 1 of the following enhancements.

Passive
MONSTROUSLY TOUGH: This greedy gargant always takes the juiciest spoils of battle and has an impressive gut as a result.

Effect: Your general has a Health characteristic of 15 instead of 12.

Passive
LANKY GIT: This long-legged gargant strides across the battlefield at a frightening pace.

Effect: When you make a charge roll for your general, roll 3D6 instead of 2D6.

Passive
EXTRA-BIG BAG: Made from the tattered remains of enemy banners, even more screaming warriors can be stuffed into this large and garish bag.

Effect: When your general uses their ‘Stuff ’Em In Me Bag’ ability, you can pick 2 enemy units instead of 1 (roll for each).

Passive
FURIOUSLY TERRITORIAL: Nothing infuriates this gargant more than pipsqueaks laying claim to the lands around them.

Effect: Add 1 to hit rolls for attacks made by your general that target an enemy unit that is contesting an objective you do not control.


Warscrolls

•SPEARHEAD WARSCROLL•
Mancrusher Gargant
8"
12
5+
10
When the earth shakes to the thunder of gargant footfalls, the Mancrushers muster for war. No longer are they aimless nomads and indulgent drunkards; now they are war-hungry terrors inspired to violence. Driven by the promise of claiming their own territories and with dreams of growing to the size of their towering kin, the Mega-Gargants, they seek out fights of spectacular violence. Though they fight primarily with hurled boulders and tree-trunk sized clubs, they are not averse to grabbing up their enemies in great meaty fists and stuffing them into a bag for later consumption. Even in death they can be lethal – more than one hero of the realms has been crushed by the toppling corpse of the very gargant they slew moments before.
•SPEARHEAD WARSCROLL•
Mancrusher Gargant
RANGED WEAPONS
RngAtkHitWndRndDmg
Throwin’ Rocks
Throwin’ Rocks12"15+2+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Massive Club
Massive Club44+2+12
'Eadbutt
'Eadbutt14+2+24
Mighty Kick
Mighty Kick14+2+2D3
Any Combat Phase
STUFF 'EM IN ME BAG: Gargants are known to grab hapless warriors and stuff them screaming into their bags ‘for later’…

Declare: Pick an enemy unit in combat with this unit to be the target, then roll a dice.

Effect: If the roll is at least double the target unit’s Health characteristic, 1 model in that unit is slain.

Passive
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.

Effect: If this model is slain, before removing it from the battlefield, the players must roll off. The winner picks a point on the battlefield up to 3" from this model. Inflict D3 mortal damage on each enemy unit within 2" of that point. This model is then removed from the battlefield.

KEYWORDS
MONSTER, REINFORCEMENTS

Stone Lobbas

Gargants are creatures who are easily bored. This is not very good news for anyone nearby, since a bored gargant is a violent gargant - well, even more violent than normal. What is even worse, though, is when several bored gargants get together in one place. Sometimes ransacking an outpost or kicking over a convoy just isn’t enough; they need something more directly competitive to amuse themselves with. It is as a result of this selfish search for diversion that mobs of Stone Lobbas end up stomping the lands.

Stone Lobbas are exactly what the name implies: groups of gargants who, at least for the moment, have decided to entertain themselves by picking up heavy boulders or other bits of debris and chucking them at things. The target might be a castle wall, an ancient shrine or, their favourite, a huddle of pipsqueaks - little cheers up a gargant more than listening to the resulting splat of meat and snap of bones. There’s always one gargant who proves better at this sort of game than the rest, however, and this Boulder Basher’ quite literally gets to call the shots. The more the gargants compete to show off their skills, the worse the ensuing destruction...

This Spearhead army consists of the following units:
General
  • Rock-hurler
Units
  • 1 Rock-hurler
  • 1 Rock-hurler

Battle Traits

Boulder Basher

Mobs of Stone Lobbas are led by demanding, and uncannily accurate, gargants known as Boulder Bashers.

Add the HERO keyword to your general’s warscroll and remove the REINFORCEMENTS keyword.

Your Shooting Phase
BOWLED OVER: Some gargants love sending the enemy flying with a well-punted rock.

Declare: Pick an enemy unit that was allocated any damage points by a friendly unit’s shooting attacks this turn to be the target.

Effect: Roll a dice. On a 3+, until the start of your next turn, each time your opponent makes a charge roll for the target, they must change the highest D6 to match the lowest D6.

Your Hero Phase
CLOSE ONE EYE: The Boulder Basher bellows at one of their mates to take better aim.

Declare: Pick your general to use this ability, then pick another friendly unit wholly within 12" of them to be the target.

Effect: Add 1 to hit rolls for the target’s shooting attacks for the rest of the turn.


Regiment Abilities

Pick 1 of the following regiment abilities.

Once Per Battle, Any Combat Phase
SURLY SORTS: Usually forced to stay back and chuck rocks, these grumpy gargants are spoiling for a brawl.

Declare: Pick a friendly unit in combat to be the target.

Effect: Add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.

Passive
GREEDY AND GRABBY: Gargants love loot, but these gargants really, really love loot.

Effect: Add 5 to the control scores of friendly units.


Enhancements

Give your general 1 of the following enhancements.

Once Per Battle, Any Combat Phase
’ARD ’EAD: This gargant has a forehead like a slab of stone. Though stone is more likely to break...

Effect: Add 1 to hit rolls for combat attacks made with your general’s ’Eadbutt for the rest of the turn.

Passive
HUMONGOUS STRIDES: This gargant positively bounds across the battlefield, their extreme step length helping them close with the enemy in double-quick time.

Effect: Add 1 to charge rolls for your general.

Once Per Battle, Your Shooting Phase
LUCKY ROCK: This gargant has their favourite rock, which they lovingly retrieve after every battle.

Effect: Add 1 to the Attacks characteristic of your general’s Hurlin’ Rocks for the rest of the turn.

End of Any Turn
HUNGRY GOBBLER: This gargant wolfs down the smashed corpses or mashed-but-still-living bodies of anyone they can get their huge hands on.

Effect: If any enemy models were slain by your general’s combat attacks this turn, Heal (D3) your general.


Warscrolls

•SPEARHEAD WARSCROLL•
Rock-hurlers
8"
12
5+
5
To most gargants, being forced to remain at the back of a fight and chuck boulders at the enemy would be a humiliating lot. However, some find themselves developing quite a talent for it; known as Rock-hurlers, these gargants bond over their love of making tricky shots and satistying splattering noises. Nevertheless, they are more than happy to wade in close if the mood strikes them.
•SPEARHEAD WARSCROLL•
Rock-hurlers
RANGED WEAPONS
RngAtkHitWndRndDmg
Hurlin’ Rocks
Hurlin’ Rocks12"34+2+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Massive Clubs and Rocks
Massive Clubs and Rocks44+2+12
’Eadbutt
’Eadbutt14+2+23
Your Shooting Phase
DROP, TOSS OR ROLL: These gargants have learnt that if you hurl your rock in specific ways, more enemies go ‘squish’ - and it’s funnier to boot.

Effect: Pick 1 of the following effects to apply to this unit for the rest of the turn. You cannot pick the same effect to apply to any other friendly units this turn.

Drop: This unit’s ranged weapons have Shoot in Combat.

Toss: Add 6" to the Range characteristic of this unit’s ranged weapons.

Roll: Add 1 to hit rolls for this unit’s shooting attacks.

KEYWORDS
MONSTER, REINFORCEMENTS

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

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

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.
18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

  • Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).

Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.

Manifestations are not units but can be interacted with in similar ways, as explained next:
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
They cannot make shooting attacks with ranged weapons that do not have Shoot in Combat while there is a visible enemy unit within 3" of them.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.

The non-UNIQUE BIG keyword is used in the following Sons of Behemat warscrolls:

Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.

The non-UNIQUE LITTLE keyword is used in the following Sons of Behemat warscrolls:

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.

4.1 Enhancements
Each set of faction rules include a number of enhancements that can be given to units, e.g. heroic traits and artefacts of power. You can take 1 enhancement from each enhancement table in your faction rules. Each enhancement table lists which units are eligible to be given that enhancement. UNIQUE units cannot be given enhancements.

While some abilities allow you to take extra enhancements, the same unit can never have more than 1 enhancement of the same type, and you can never include the same enhancement in your army more than once. Enhancements cannot be given to Regiment of Renown units, unless they have a keyword that matches that faction’s name.

Once Per Battle (Army), Your Charge Phase
WRATH OF BRODD: When Brodd’s faithful stride into the fray, the mountains themselves tremble in terror.

Declare: Pick a friendly BIG unit that has not used a DESTRUCTIVE IMPULSE ability this turn to use this ability.

Effect: If the unit using this ability charged this turn, roll a dice. On a 3+, that unit can move 3D6" but must end that move in combat. When it does so, it can pass through terrain features and enemy models as if it had FLY.’
KEYWORDSDESTRUCTIVE IMPULSE
All units in this Army of Renown gain the MATRIARCH’S MOB keyword.

Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
All units in this Army of Renown gain the STOMPER TRIBE keyword.

Monster Hero
End of Any Turn
1
POWER THROUGH: The warriors use their sheer mass or resilience to drive through a group of weaker foes, leaving broken bodies in their wake.

Declare: Pick a friendly unit that charged this turn to use this ability, then you must pick an enemy unit in combat with it to be the target. The target must have a lower Health characteristic than the unit using this ability.

Effect: Inflict D3 mortal damage on the target. Then, the unit using this ability can move a distance up to its Move characteristic. It can pass through and end that move within the combat ranges of enemy units that were in combat with it at the start of the move, but not those of other enemy units. It does not have to end the move in combat.
KEYWORDSMOVE

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