Sons of Behemat – Ancient Ghyrochs

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•SONS OF BEHEMAT WARSCROLL•
Ancient Ghyrochs
8"
7
5+
1
Long ago, the gargant civilisation - such as it was-tamedal sorts of massie meestauna, Pek of these creatures survive into the modern era, but Ma Maceran still shenherds the carthe brutes known as Ancient Gyrochs. The life magic of Ghyran resonates within their squat bodies: such power makes them difficult to slay and can he drawn upon by the Chooser of the Mighty if necessary.
•SONS OF BEHEMAT WARSCROLL•
Ancient Ghyrochs
MELEE WEAPONS
AtkHitWndRndDmg
Mighty Horns and Hooves [Charge (+1 Damage), Companion]
Mighty Horns and Hooves
Charge (+1 Damage), Companion
34+2+22
BATTLE PROFILE

Unit Size: 2      Points: 0
Base size: 105 × 70mm
Can be reinforced: No
Notes: This unit can only be taken in Ma Maegran’s regiment.
This unit cannot be reinforced.

Passive
BEAST
Effect: This unit has a maximum control score of 1.

End of Any Turn
WELLSPRING OF LIFE ENERGY: Ancient Ghyrochs are creatures brimming with life energy, which makes them extremely hard to kill.

Effect: Heal (3) this unit.

KEYWORDS
UNIQUE, BEAST
DESTRUCTION, SONS OF BEHEMAT
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

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

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).

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3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.

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

3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
© Vyacheslav Maltsev 2013-2026