Sons of Behemat – Beast-smasher Mega-Gargant

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•SONS OF BEHEMAT WARSCROLL•
Beast-smasher
Mega-Gargant
10"
25
4+
10
Beast-smashers believe themselves to be possessed of all sorts of strange, primal powers - and it is best not to argue with them about this, since their tempers are notoriously foul. Towering brutes who are all but impervious to pain, they seek out the enemy’s largest beasts, pulverising them with their menhir clubs. Beast-smashers seem to have quite the innate understanding of just how to take down these monstrous opponents, which often compels other gargants to idolise them and follow them around.
•SONS OF BEHEMAT WARSCROLL•
Beast-smasher
Mega-Gargant
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Menhir Club: Calamitous Sweep [Crit (Auto-wound)]
Menhir Club: Calamitous Sweep
Crit (Auto-wound)
163+3+11
Menhir Club: Crushing Blow
Menhir Club: Crushing Blow64+2+24
Almighty Stomp
Almighty Stomp34+2+2D3
BATTLE PROFILE

Unit Size: 1      Points: 380
Base size: 130mm
Can be reinforced: No
Regiment Options: Any SONS OF BEHEMAT, 0-1 Eager Lout
Notes: This HERO can join an eligible regiment as an Eager Lout.

Passive
BATTLE DAMAGED
Effect: While this unit has 15 or more damage points, the Attacks characteristic of its Menhir Club is 11 for Calamitous Sweep and 4 for Crushing Blow.

Once Per Turn (Army), Reaction: You declared a FIGHT ability for this unit
LEADER OF THE PACK: The instinctive battle ferocity of a Beast-smasher inevitably rubs off on their followers.

Effect: Pick another visible friendly SONS OF BEHEMAT unit wholly within 12" of this unit to be the target and make a rampage roll of D6. Add 1 to the roll if the target is LITTLE. On a 3+, the target’s melee weapons have Crit (2 Hits) for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Combat Phase
PRIMAL AURA: Ancient and savage energy crackles around a brawling Beast-smasher and their mates, overpowering an enemy’s mystical defences.

Effect: Make a rampage roll of D6. Add 1 to the roll for each other friendly BIG or LITTLE unit that is in combat and within this unit’s combat range. On a 3+, subtract 1 from ward rolls for damage points inflicted by abilities used by this unit for the rest of the turn.
KEYWORDSRAMPAGE

Passive
MENHIR CLUB: The immense weapons wielded by Mega-Gargants can be brought down for an obliteratingly heavy strike or swept through enemy ranks like a battering ram.

Effect: Each time this unit uses a FIGHT ability, pick either the Calamitous Sweep or Crushing Blow weapon characteristics for all the attacks it makes with its Menhir Club.

KEYWORDS
HERO, MONSTER
DESTRUCTION, SONS OF BEHEMAT, BIG

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

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

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.
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.
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.

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Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
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 BIG keyword is used in the following Sons of Behemat warscrolls:

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.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
© Vyacheslav Maltsev 2013-2026