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:
Sons of Behemat armies can use the following abilities:
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.
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.
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.
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.
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.
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.
Conquering Stomp
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
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
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.
Looting Leviathans
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
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
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.
Big Personalities
HERO only
|
| BRUTE OF BRUTES | 0 |
| SPELL-CHOMPER | 0 |
| ALWAYS FIRST IN | 0 |
| UNREASONABLE TYRANT | 0 |
| THUNDERING TITAN | 0 |
| ONE-HIT WONDER | 0 |
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.
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.
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.
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.
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.
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.
| KEYWORDS | CORE, ATTACK, FIGHT, RAMPAGE |
Big Personalities
HERO only
|
| GRABBY | 0 |
| TERRIFYING HULK | 0 |
| MEGA-GRUMP | 0 |
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.
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.
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.
Titanic Trophies
HERO only
|
| GLOWY LANTERN | 20 |
| KRAKENSKIN SANDALS | 10 |
| ENCHANTED PORTCULLIS | 0 |
| MASSIVE STUFFIN’ SACK | 0 |
| MANTLE OF THE WOOD-KINGS | 0 |
| PROTECTY BITS | 0 |
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.
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.
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).
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.
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.
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.
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.
|
| HAMMER THROW | 20 |
| EARTHSHAKING ROAR | 20 |
| BATTERED SHRIMP | 20 |
| WINDMILL WALLOPING | 20 |
| COLOSSAL SLAM | 20 |
| RANCID FLATULENCE | 20 |
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.
| KEYWORDS | CORE, ATTACK, SHOOT, RAMPAGE |
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.
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.
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).
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.
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.
Lore of Behemat
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.
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.
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.
Cracked Heels are unique enhancements that can be given to Mancrusher Gargants.
A unit can only have 1 Cracked Heel.
|
| That Boy’s not Right | 10 |
| Up For It | 10 |
| Always on Guard | 10 |
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.
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).
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.
Prayers of the World Titan
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.
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.
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.
| KEYWORDS | PRAYER, UNLIMITED |
Brodd’s Bellows
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+).
| KEYWORDS | PRAYER, UNLIMITED |
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.
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.
Army of Renown
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
| |
| | |
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.
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).
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.’
| KEYWORDS | DESTRUCTIVE IMPULSE |
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.
| KEYWORDS | DESTRUCTIVE IMPULSE |
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.
| KEYWORDS | DESTRUCTIVE IMPULSE |
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.
| KEYWORDS | DESTRUCTIVE IMPULSE |
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.
| KEYWORDS | DESTRUCTIVE IMPULSE |
HERO only
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.
HERO only
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.
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.
Army of Renown
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.
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.
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.
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).
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 are unique enhancements that can be given to
Mancrusher Gargants. A unit can only have 1 Mark of the Chooser’s Chosen.
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.
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.
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.
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.
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.
Army of Renown
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
| |
| | |
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.
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.
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.
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.
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.
(
HERO only)
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.
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.
(
HERO only)
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.
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 are unique enhancements that can be given to
Mancrusher Gargants.
A unit can only have 1 Little Toe.
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.
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.
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.
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.
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 Units - 1 Mancrusher Gargant
- 1 Mancrusher Gargant
| |
| | |
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.
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.
‘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.
Pick 1 of the following regiment abilities.
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.
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.
Give your
general 1 of the following enhancements.
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.
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.
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).
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.
| | |
| 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. | |
| | |
| Throwin’ Rocks |
| | Throwin’ Rocks | 12" | 1 | 5+ | 2+ | 2 | D3 |
| Massive Club |
| | Massive Club | | 4 | 4+ | 2+ | 1 | 2 |
| 'Eadbutt |
| | 'Eadbutt | | 1 | 4+ | 2+ | 2 | 4 |
| Mighty Kick |
| | Mighty Kick | | 1 | 4+ | 2+ | 2 | D3 |
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.
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.
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 Units - 1 Rock-hurler
- 1 Rock-hurler
| |
| | |
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.
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.
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.
Pick 1 of the following regiment abilities.
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.
GREEDY AND GRABBY: Gargants love loot, but these gargants really, really love loot.
Effect: Add 5 to the
control scores of friendly units.
Give your
general 1 of the following enhancements.
’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.
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.
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.
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.
| | |
| 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. | |
| | |
| Hurlin’ Rocks |
| | Hurlin’ Rocks | 12" | 3 | 4+ | 2+ | 1 | D3 |
| Massive Clubs and Rocks |
| | Massive Clubs and Rocks | | 4 | 4+ | 2+ | 1 | 2 |
| ’Eadbutt |
| | ’Eadbutt | | 1 | 4+ | 2+ | 2 | 3 |
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.