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

BookKindEditionLast update
  Sons of Behemat
  Sons of BehematFaction Pack4September 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4November 2024

Faction Rules


Battle Traits

Sons of Behemat armies can use the following abilities:

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 MEGA-GARGANT or GARGANT 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.

Any Charge Phase
GARGANT CHARGE: A charging gargant will flatten anyone in their path.

Declare: Pick a friendly MEGA-GARGANT or GARGANT unit that charged this turn and has not used a RAMPAGE ability this turn to use this ability, then pick a visible enemy unit within 1" of it to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSRAMPAGE

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

Declare: Pick a friendly MEGA-GARGANT or GARGANT unit that has not used a RAMPAGE ability this turn to use this ability, then pick an enemy unit in combat with it to be the target.

Effect: Roll a dice. On a 3+, the target cannot use commands for the rest of the turn.
KEYWORDSRAMPAGE

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

Declare: Pick a friendly MEGA-GARGANT that has not used a RAMPAGE ability this turn to use this ability, then pick an enemy MONSTER or WAR MACHINE that has a unit size of 1 and is within 1" of it to be the target.

Effect: Roll a dice. On a 3+, remove the target from the battlefield and set it up again within 1" of the unit using this ability. Then, inflict D3 mortal damage on the target.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Combat Phase
JUMP UP AND DOWN: A gargant’s massive, stomping feet are devastating against smaller opponents.

Declare: Pick a friendly MEGA-GARGANT or GARGANT unit that has not used a RAMPAGE ability this turn to use this ability, then pick an enemy INFANTRY unit in combat with it to be the target.

Effect: Roll a dice. On a 3+, roll a dice for each model in the target unit. If the unit using this ability is a GARGANT, inflict 1 mortal damage on the target for each 6. If it is a MEGA-GARGANT, inflict 1 mortal damage on the target for each 5+.
KEYWORDSRAMPAGE

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.

Taker Tribe

Once Per Battle, Deployment Phase
MORE STUFF FOR ME COLLECTION: These gargants are avaricious hoarders who love collecting all kinds of baubles and artefacts – even ones that are too small for them to use.

Declare: Pick a friendly non-UNIQUE SONS OF BEHEMAT HERO that does not have an artefact of power.

Effect: Give that HERO 1 artefact of power from ‘Titanic Trophies’.

Designer’s Note: This artefact of power is given to the unit during the deployment phase, not during army composition.


Breaker Tribe

Passive
BESIEGING BULK: When a group of Mega-Gargants take to battle together, they are able to use each other’s enormous bulk to shelter themselves from harm.

Effect: Friendly MEGA-GARGANTS have WARD (6+) while they are within the combat ranges of any other friendly MEGA-GARGANTS.


Boss Tribe

Once Per Turn (Army), Reaction: You declared a FIGHT ability for a friendly MEGA-GARGANT
BIG MOUTH: Mancrusher Gargants are used to being bossed around by the colossal Mega-Gargants. The orders they are given usually boil down to ‘hit that thing’ or ‘squish them ones there’.

Used By: MEGA-GARGANT using that FIGHT ability.

Effect: Pick a friendly GARGANT 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.


Stomper Tribe

Passive
REVEL IN WAR: These boisterous gargants launch themselves into enemy lines, revelling in crushing the puny pipsqueaks below their feet.

Effect: You can pick 2 friendly MEGA-GARGANTS or GARGANT units that have not used a RAMPAGE ability this turn to use the ‘Jump Up and Down’ ability instead of 1.

Heroic Traits

Big Personalities

HERO only

Once Per Battle, Any Combat Phase
FURIOUS TEMPER: Nothing can stop this Mega-Gargant when the rage of battle clouds their mind.

Effect: For the rest of the turn:
  • Add 2 to the Attacks characteristic of this unit’s melee weapons.
  • Subtract 1 from save rolls for this unit.

Passive
MONSTROUSLY TOUGH: This Mega-Gargant is incredibly hard to kill.

Effect: This unit has a Health characteristic of 40 instead of 35.

Passive
RABBLE ROUSER: This Mega-Gargant bellows at their kin to race forward and pummel the enemy into the dust.

Effect: Add 1 to charge rolls for friendly SONS OF BEHEMAT units while they are wholly within 12" of this unit.

Artefacts of Power

Titanic Trophies

HERO only

Once Per Battle, Your Charge Phase
AMBERSTONE TOTEM: Somewhere along the way, this gargant has picked up a totem of Ghurish realmstone. No matter how long they run for, the urge to hunt burns within them.

Effect: For the rest of the turn, this unit can use CHARGE abilities even if it used a RUN ability in the same turn.

Passive
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; however, over time, it has granted this Mega-Gargant an innate power over malign sorceries.

Effect: This unit can use SUMMON abilities from the manifestation lore you picked during army composition as if it had WIZARD (1).

Once Per Battle, Your Combat Phase
MANTLE OF TUSK AND HORNS: Trophies taken from slain behemoths adorn the shoulders of this gargant, and through them they can channel the power of the Waaagh!.

Effect: For the rest of the turn, add 1 to hit rolls for combat attacks made by friendly SONS OF BEHEMAT units while they are wholly within 12" of this unit.

Passive
EXTRA-CALLOUSED FEET: This gargant has become so used to stomping on even the toughest enemies that their feet are legendary weapons in their own right.

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

Passive
GLOWY SHIELD OF PROTECTINESS: While raiding a lair belonging to the ratty pipsqueaks, this gargant found a shield studded with sickly green rock – and promptly strapped it to their body. Enemies who get close sometimes have their heads explode, which is always good for a laugh.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Passive
KINGSLAUGHTER COWL: Those who wear this blood-encrusted leather hood make it their business to crush upstart monarchs and warlords across the realms.

Effect: Add 1 to the Attacks characteristic of this unit’s melee weapons while this unit is in combat with an enemy HERO.

Spell Lore

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.

ROSTER OPTIONS
  • King Brodd (must be included and must be your general)
  • GARGANT units
  • You cannot include Regiments of Renown
  • MEGA-GARGANT units

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 MEGA‐GARGANT or GARGANT 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 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 MEGA-GARGANT that has not used a RAMPAGE 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 MEGA-GARGANT 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.
KEYWORDSRAMPAGE

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 MEGA-GARGANT that has not used a RAMPAGE 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.
KEYWORDSRAMPAGE

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 MEGA-GARGANT that has not used a RAMPAGE ability this turn to use this ability. Then, pick an enemy HERO that has an artefact of power and is in combat with that MEGA-GARGANT to be the target.

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

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 MEGA-GARGANT that has not used a RAMPAGE 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 or Almightier Stomp of the unit using this ability.
KEYWORDSRAMPAGE

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 MEGA-GARGANT that has not used a RAMPAGE 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 MEGA-GARGANT using this RAMPAGE has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE


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 RAMPAGE 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

The MEGA-GARGANT 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.
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).
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

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 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.

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

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.

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.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
Once Per Turn (Army), Any Combat Phase
JUMP UP AND DOWN: A gargant’s massive, stomping feet are devastating against smaller opponents.

Declare: Pick a friendly MEGA-GARGANT or GARGANT unit that has not used a RAMPAGE ability this turn to use this ability, then pick an enemy INFANTRY unit in combat with it to be the target.

Effect: Roll a dice. On a 3+, roll a dice for each model in the target unit. If the unit using this ability is a GARGANT, inflict 1 mortal damage on the target for each 6. If it is a MEGA-GARGANT, inflict 1 mortal damage on the target for each 5+.
KEYWORDSRAMPAGE

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

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.
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

The SONS OF BEHEMAT keyword is used in the following Sons of Behemat warscrolls:

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
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.
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.
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 1 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, unless they have a keyword that matches that faction’s name.
  • 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.
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 at the start of the phase, 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.
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 MEGA-GARGANT that has not used a RAMPAGE 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.
KEYWORDSRAMPAGE
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.
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.

On an unmodified chanting roll of 2 or more, 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.

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

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