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 allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.Contents • Quests | ||
Book | Kind | Edition | Last update | |
Sons of Behemat | ||||
Sons of Behemat | Battletome | 3 | February 2024 | |
Battlescroll: Impending Vermindoom | ||||
Battlescroll: Impending Vermindoom | Rulebook | 3 | April 2024 | |
Regiments of Renown | ||||
Regiments of Renown | Warscroll | 3 | February 2024 | |
Dawnbringers Book II: Reign of the Brute | ||||
Dawnbringers Book II: Reign of the Brute | Expansion | 3 | February 2024 | |
Dawnbringers Book I: Harbingers | ||||
Dawnbringers Book I: Harbingers | Expansion | 3 | June 2023 | |
Compendium: Monstrous Arcanum | ||||
Compendium: Monstrous Arcanum | Expansion | 3 | August 2021 | |
Warhammer Legends: Monstrous Arcanum | ||||
Warhammer Legends: Monstrous Arcanum | Expansion | 3 | August 2021 |
Q: | If I carry out the Colossal Slam monstrous rampage, does the -1 to hit rolls modifier for the unit carrying out that monstrous rampage apply even if the roll is failed? |
A: | Yes. |
Q: | Can I complete the Fury of Titans battle tactic even if the rolls to determine if the effect of those monstrous rampages fail to trigger? |
A: | Yes. Core rules section 21.1 explains that each player can ‘carry out’ 1 monstrous rampage with each friendly MONSTER. A monstrous rampage does not have to be successful in order for it to have been ‘carried out’. |
Q: | Can Mega-Gargant Mercenaries use the Wrath of Titans monstrous actions? |
A: | No. These are part of the Sons of Behemat allegiance abilities, which Mega-Gargant Mercenaries do not benefit from. |
Q: | What happens if the bearer of the Club of the First Oak gains the ward of 5+, then heals wounds to have fewer than 25 wounds allocated to them? |
A: | The bearer no longer has a ward of 5+. |
Q: | Does the Big Shouts battle trait allow more than 1 other MANCRUSHER GARGANT unit to receive the same command? |
A: | Yes. The battle trait allows you to issue the same command to any number of eligible MANCRUSHER GARGANT units within range of the general issuing that command. |
Q: | Does the Idiots with Flags battle trait add 1 to hit rolls for attacks that target a unit that has a model that can issue commands as if it were a champion? |
A: | No. |
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This section describes the allegiance abilities available to a Sons of Behemat army. The rules for using allegiance abilities can be found in section 27.0 of the core rules.
Mega-Gargants and their followers are so immense that it takes many lesser creatures to drive them from the lands they have claimed.
Each MEGA-GARGANT has a Mightier Makes Rightier value listed on its damage table on its warscroll. For the purposes of contesting objectives, each MEGA-GARGANT model in a Sons of Behemat army counts as a number of models equal to its Mightier Makes Rightier value, while each MANCRUSHER GARGANT model counts as 10 models.Sons of Behemat tribes are led by a Mega-Gargant whose traits and foibles will influence their followers.
You must decide whether your Sons of Behemat army will be a Taker Tribe army, a Breaker Tribe army, a Smasher Tribe army or a Stomper Tribe army. The type you pick dictates the general of your army, as follows:With strength and might unmatched across the Mortal Realms, the Mega-Gargants of the Sons of Behemat rampage across the battlefield, mauling enemy behemoths and letting loose ear-splitting bellows that can shatter the morale and cohesion of even veteran soldiers.
When you carry out a monstrous rampage (core rules, 21.1) with a friendly MEGA-GARGANT, you can carry out 1 of the monstrous rampages below instead of any other monstrous rampage you can carry out with that unit.
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Big Personalities
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Titanic Trophies
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Taker Tribes Battle Traits
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Taker Tribes Artefacts of Power
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Breaker Tribe Battle Traits
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Breaker Tribe Command Traits
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Breaker Tribe Artefacts of Power
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Smasher Tribe Battle Traits
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Smasher Tribe Command Traits
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Smasher Tribe Artefacts of Power
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Stomper Tribe Battle Traits
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Stomper Tribe Command Traits
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Stomper Tribe Artefacts of Power
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When you pick the Sons of Behemat faction for your army, you can say that it will be a King Brodd’s Stomp army of renown. If you do so, use the rules in this section. Every unit in your army must have the SONS OF BEHEMAT keyword. All units in your army gain the KING BRODD’S STOMP keyword.
These Realms Is OursKing Brodd and his followers believe that the realms are theirs to stomp and flatten as they wish. Each MEGA-GARGANT has a Mightier Makes Rightier value listed on its damage table on its warscroll. For the purposes of contesting objectives, each MEGA-GARGANT model in a King Brodd’s Stomp army counts as a number of models equal to its Mightier Makes Rightier value, while each MANCRUSHER GARGANT model counts as 10 models.The World Titan’s ProphetBrodd is a living legend amongst his towering kin, the only being in existence they would risk themselves to protect. If your army includes KING BRODD, he has a ward of 5+ while he is within 3" of any other friendly units. | ||
Smash It All To BitsAs 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. Once per turn, in your shooting phase, you can pick 1 terrain feature that does not have any units with the MONSTER keyword wholly or partially on it and 1 friendly MEGA-GARGANT within 1" of it. If you do so, roll a dice. On a 2+, that terrain feature is sundered. If a terrain feature is sundered, roll a dice for each unit that has any models on or garrisoning that terrain feature. On a 2+, that unit suffers D3 mortal wounds. Then, starting with the active player, each player must remove all friendly models that were on or garrisoning that terrain feature and set them up wholly within 6" of, but not on, that terrain feature and more than 3" from all enemy units. Those models must be set up in coherency with any models in their unit, including those that were not on or garrisoning that terrain feature. If a model cannot be set up following these restrictions, it is slain. The terrain feature is then removed from play. Finally, the MEGA-GARGANT you picked can make a shooting attack in that phase with the Hurled Terrain missile weapon below (this is treated as an additional weapon profile that can be used when you pick that unit to shoot):
Wrath of BroddWhen Brodd’s faithful stride into the fray, the mountains themselves tremble in terror. When you carry out a monstrous rampage with a friendly MEGA-GARGANT, you can carry out the monstrous rampage below instead of any other monstrous rampage you can carry out with that unit.
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The King’s BestMEGA-GARGANT general only (including Unique units).
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Treasures of BehematMEGA-GARGANT HERO only.
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Brodd’s DecreeKing Brodd’s Stomp army only.
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Gargantuan GoalsKing Brodd’s Stomp army only.
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The following section includes rules for your Path to Glory campaign if you are using a Sons of Behemat army.
Your warlord starts the Path to Glory campaign with 15 renown points and a command trait just like the warlord of any other army. However, Mega-Gargants earn different ranks, and your warlord starts with the rank of ‘Adult Gargant’. | ||
Mega-Gargants have different rules for interacting with territories. Although none of the stronghold rules apply, they have a whole host of additional rules to make up for it! | ||
No one would dare tell a Mega-Gargant how many other gargants they are allowed to boss about! | ||
A Footsloggas Rabble consists entirely of Mancrusher Gargant units led by the Bullstomper and does not include any Mega-Gargants. It is a great way to start your Path to Glory campaign if your regular opponents also choose the Vanguard starting size. You can fight as many Path to Glory battles as you wish as a Footsloggas Rabble and you’ll earn bonus renown points for your Mancrusher Gargants as you do so. A Footsloggas Rabble has no warlord; once you add a Mega-Gargant to your ranks, they will become your warlord and your army will cease to be a Footsloggas Rabble. | ||
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A gargant stomp either rampages across the wilderness or roams around a large area of territory it calls home. In either case, the stomp is always on the move, which is reflected by the rules in this section. | ||
For the Sons of Behemat, an outpost is really just a place they recall as being particularly good for finding a scrap and one they visit whenever they are looking for a fight! | ||
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Sons of Behemat players spend more glory points to add units but less to recuperate units. | ||
The quest ‘Finding Bugman’ allows you to spend your glory points to buy barrels of grog. These can be drunk when recuperating to reduce a unit’s lingering wounds total further. Even if your units don’t have many lingering wounds, it can be a good idea to stock up on barrels of grog to save for later. | ||
QUEST Finding BugmanYou’re not sure why this pipsqueak in his flying ship goes by the name of ‘Bugman’; after all, he only has two legs - and short stumpy ones at that. Still, he serves the best grog you’ve ever tasted - if you’ve got the loot to pay for it, that is! At the end of a Path to Glory battle, roll a dice for each unit in your army that is wholly within enemy territory. For each 5+, you discover 1 clue as to the whereabouts of Bugman. Keep a tally of how many clues you discover.If the battle was fought against a Kharadron Overlords army and you won a major victory or a minor victory, you’ve scared him off! Reduce the number of clues you have discovered by 1 (to a minimum of 0). Once you have discovered 3 or more clues, you complete this quest. When you complete this quest, in step 4 of the aftermath sequence, you can spend any number of glory points to buy barrels of grog. Each barrel of grog costs 1 glory point. Keep a record on your Path to Glory roster of how many barrels you have. In step 7 of the aftermath sequence, when a SONS OF BEHEMAT unit is picked to recuperate, it can drink any number of barrels you have. For each barrel of grog it drinks, reduce its lingering wounds total by 1 and reduce the number of barrels you have by 1. | ||
QUEST Monster HuntIt is the Era of Beasts, they say, and gargantuan creatures prowl the lands. Show them who’s the biggest and meanest by breaking their bones and drinking their marrow! This quest cannot be completed. Instead, while this quest is on your roster, at the end of each Path to Glory battle, each friendly MEGA-GARGANT earns 1 bonus renown point for each enemy MONSTER that was slain by them in that battle. | ||
QUEST King Brodd’s VengeanceKing Brodd was there when mighty Behemat fell, undone not by a worthy foe but by treachery committed by Sigmar and his Stormcast Eternals. On that day, Brodd vowed to deliver vengeance upon the God-King and all who worship him. Allied with your stomp, together you seek to lay waste to a Sigmarite settlement said to lie yonder, carving a path of destruction on your way. While embarked on this quest, you can include King Brodd in your army in Path to Glory battles even if he is not on your order of battle.At the end of a Path to Glory battle, roll a dice for each ORDER unit that was destroyed in the battle. For each 6, you discover 1 clue as to the whereabouts of the Sigmarite settlement. Keep a tally of how many clues you discover. Once you have discovered 3 or more clues, you can fight Path to Glory battles using ‘The Wrath of King Brodd’ battleplan. Once you have fought a Path to Glory battle using that battleplan, you complete this quest. The rewards of completing this quest are listed in the battleplan. | ||
QUEST In Search of the Good StuffThere’s a settlement over those hills, full of buildings filled with juicy treats. Or wait, maybe it’s over those hills there... At the end of a Path to Glory battle, you complete this quest if you won a major victory.When you complete this quest, in step 6 of the aftermath sequence, instead of rolling a D66 for your first exploration roll, roll D6 and add 60 to the roll (giving a score of 61-66). | ||
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Battleplan The Wrath of King BroddKing Brodd has allied himself with your stomp for the past few weeks, taking delight in squashing your enemies underfoot. Now the greatest prize stands before you: a Sigmarite settlement, ready to be torn asunder and crushed to dust. Destroy it and send a stark message to the God-King that the betrayal of your father, the godbeast Behemat, has yet to be forgiven. QUEST BATTLEPLAN You can use this battleplan if one player is using a Sons of Behemat army, has embarked on the ’King Brodd’s Vengeance’ quest and has discovered 3 or more clues. Use the Path to Glory battlepack.SIEGE WARFARE This battle uses the Siege Warfare rules. When the attacker makes their batter rolls, on a 5+, treat the terrain feature as being demolished (see ‘Bring Down the Walls’).THE ARMIES The player embarked on the ‘King Brodd’s Vengeance’ quest is the attacker and their opponent is the defender. The attacker must use a Sons of Behemat army that must include King Brodd. The defender must use an army led by an ORDER general.CONTINGENTS The defender must split their army into a garrison contingent and a relief force contingent. Each contingent must have as close to the same number of units as possible. In addition, the garrison contingent must have at least 1 Battleline unit.THE BATTLEFIELD One player rolls a dice, then players alternate setting up terrain features one at a time until a number of terrain features equal to the roll have been set up. Each terrain feature must be set up wholly within neutral territory, more than 3" from the battlefield edge, more than 6" from the defender’s territory and more than 9" from all other terrain features. Then the defender sets up their fortress.DEPLOYMENT The defender sets up their garrison contingent first, wholly within their territory. The attacker sets up their army second, wholly within their territory.BATTLE LENGTH The battle lasts for 5 battle rounds.FIRST TURN The attacker chooses which player takes the first turn in the first battle round.BRING DOWN THE WALLS If the attacker carries out the Smash To Rubble monstrous rampage, they can pick any terrain feature that is part of the defender’s fortress. If that terrain feature is demolished, roll a dice for each model on it. On a 1, that model is slain. The surviving models are then removed from the battlefield and set up again within 6" of that terrain feature and more than 3" from all enemy units. That terrain feature is then removed from the battlefield.REINFORCEMENTS At the end of each of their movement phases, the defender rolls 2D6 and adds the number of the battle round to the score. On an 11+, their relief force contingent arrives. The defender must roll a dice to see from which direction it arrives. On a 1-2, it arrives from the eastern battlefield edge. On a 3-4, it arrives from the southern battlefield edge. On a 5-6, it arrives from the western battlefield edge. All of the units in the relief force contingent must be set up wholly within 7" of the battlefield edge from which they arrived and more than 9" from all enemy units.ENTERING THE SETTLEMENT At the end of each battle round, any of the attacker’s units that are wholly within 7" of the northern battlefield edge and more than 3" from all enemy units can enter the settlement. Remove the models in those units from play but do not count them as slain.VICTORY POINTS The defender scores D6 victory points each time a MEGA-GARGANT is slain and D3 victory points each time a MANCRUSHER GARGANT model is slain.The attacker scores 4D6 victory points if King Brodd enters the settlement, 3D6 victory points each time any other MEGA-GARGANT enters the settlement, and 3D3 victory points each time a MANCRUSHER GARGANT model enters the settlement. GLORIOUS VICTORY When the battle ends, the player with the most victory points wins a major victory. If the score is lied, the defender wins a minor victory.
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If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.
STOMPING ORDER Sons of Behemat army only.
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RAMPAGING GARGANTS Sons of Behemat army only.
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Across the Mortal Realms, Mega-Gargants can be found fighting alongside the armies of Order, Chaos, Destruction and even Death. Many generals seek these colossal titans and will pay well to gain their service.
This section contains rules that allow any army to include a Mega-Gargant as a special type of ally referred to as a mercenary. There are 4 types of mercenary, each corresponding to one of the Mega-Gargant warscrolls. Depending on your general’s keywords, you will be able to include 1 or more mercenaries in your army. In addition, each mercenary has an additional ability that can be used in battle. Mega-Gargant mercenaries do not benefit from Sons of Behemat allegiance abilities (including Mightier Makes Rightier).Fury of Titans
You complete this tactic if you carry out the Beast Grapple, Earth-shaking Roar and Colossal Slam monstrous rampages this turn.
Club of the First Oak
This immense club heals and invigorates the bearer, even beyond the point of their demise - provided they keep it in their grip at all times.WARSTOMPER only. In your hero phase, you can heal 1 wound allocated to the bearer. In addition, while the bearer has 25 or more wounds allocated to them, they have a ward of 5+.
The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:
If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests. | ||
You do not have to pick a target for a charge attempt before making the charge roll. | ||
The SONS OF BEHEMAT keyword is used in the following Sons of Behemat warscrolls:
Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples). | ||
In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate. | ||
The KING BRODD’S STOMP keyword is used in the following Sons of Behemat warscrolls:
Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit. | ||
Units that are set up in a location other than on the battlefield, for example, reserve units (see 3.1), are always considered to be set up in a coherent group. | ||
The MEGA-GARGANT and HERO keywords are used in the following Sons of Behemat warscrolls:
The SONS OF BEHEMAT and MEGA-GARGANT keywords are used in the following Sons of Behemat warscrolls:
Contents • Quests | ||