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:Book | Kind | Edition | Last update | |
Sons of Behemat | ||||
Sons of Behemat | Faction Pack | 4 | September 2024 | |
Battle Profiles & Rules updates | ||||
Battle Profiles & Rules updates | Rulebook | 4 | September 2024 |
Sons of Behemat armies can use the following abilities:
Passive |
Any Charge Phase |
KEYWORDS | RAMPAGE |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
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.
Once Per Battle, Deployment Phase |
Passive |
Once Per Turn (Army), Reaction: You declared a FIGHT ability for a friendly MEGA-GARGANT |
Passive |
Once Per Battle, Any Combat Phase |
Passive |
Passive |
Once Per Battle, Your Charge Phase |
Passive |
Once Per Battle, Your Combat Phase |
Passive |
Passive |
Passive |
ROSTER OPTIONS
| ||
Passive |
Passive |
Once Per Turn (Army), Any Shooting Phase |
KEYWORDS | RAMPAGE |
Once Per Battle (Army), Your Charge Phase |
KEYWORDS | RAMPAGE |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Once Per Battle (Army), Reaction: You declared the ‘Wrath of Brodd’ ability for a friendly unit |
Passive |
Your Hero Phase | 4 |
KEYWORDS | PRAYER |
The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
| ||
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:
Passive |
| ||
| ||
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
The HERO keyword is used in the following Sons of Behemat warscrolls:
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
The SONS OF BEHEMAT keyword is used in the following Sons of Behemat warscrolls:
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
| ||
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 |
KEYWORDS | RAMPAGE |
Once Per Battle, Your Hero Phase | 7 |
KEYWORDS | PRAYER |