Sons of Behemat – Beast-smasher Mega-Gargant

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SONS OF BEHEMAT WARSCROLL
Beast-smasher
Mega-Gargant
10"
35
4+
20
Beast-smashers are considered, even by other gargants, to be a touch mad. In truth, they are more susceptible to the energy of the Waaagh! than most of their kin. It stains their vision green and opens their souls to a rough elemental power, leading them to believe that they can hear Gorkamorka talking to them – or even that they are the god himself. Either way, their goal is the same: to slaughter great beasts, just as Gorkamorka once did. A Beast-smasher wades into battle without hesitation, unconcerned with the smaller enemies they either squash underfoot, catch with idle swings of their huge menhir clubs or snatch up to eat without conscious thought. Though they may eventually be brought down by a thousand cuts, a Beast-smasher will ignore all but the most punishing blows, convinced of their own godly invincibility. When tangling with worthy prey, Beast-smashers display a startling killer instinct. They know how to dodge between a hydra’s heads and tie their necks into a knot, how to wrestle a Black Dragon’s jaws shut so it cannot unleash its noxious breath, and how to cave in a rival gargant’s breastbone with one strike.
SONS OF BEHEMAT WARSCROLL
Beast-smasher
Mega-Gargant
MELEE WEAPONS
AtkHitWndRndDmg
Death Grip [Anti-HERO (+1 Rend)]
Death Grip
Anti-HERO (+1 Rend)
14+2+2D6
Menhir Club [Anti-MONSTER (+1 Rend)]
Menhir Club
Anti-MONSTER (+1 Rend)
44+2+25
Almighty Stomp [Anti-INFANTRY (+1 Rend)]
Almighty Stomp
Anti-INFANTRY (+1 Rend)
24+2+2D3
BATTLE PROFILE

Unit Size: 1      Points: 470
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Eager Lout, Any SONS OF BEHEMAT
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 3 and this unit has a Control characteristic of 10.

Passive
BEHEMOTH BRAWLER: Beast‑smashers rely on their killer instincts when battling colossal creatures, fighting with the spirit of Gorkamorka and the ferocity of Behemat to overpower their prey.

Effect: Subtract 1 from the Attacks characteristic of enemy MONSTERS while they are in combat with this unit.

Passive
LONGSHANKS: Mega-Gargants tower high above the battlefield; with their long legs, they can step over most obstacles.

Effect: This unit can pass through models in non-MONSTER units and parts of terrain features that are less than 4" tall.

Any Combat Phase
BEAST-BREAKING STRIKE: Beast‑smashers can shatter the ribcages and crack the skulls of even the most ferocious adversaries with a single mighty strike.

Declare: Pick an enemy MONSTER in combat with this unit to be the target.

Effect: This unit can make a pile-in move. Then, roll a dice. On a 4+, inflict 5D6 mortal damage on the target.
KEYWORDSCORE, ATTACK, FIGHT

Passive
SON OF BEHEMAT: The Sons of Behemat are nearly as difficult to kill as their mighty progenitor.

Effect: If this unit would be automatically destroyed, it is not automatically destroyed. Instead, allocate 6 damage points to it (ward rolls cannot be made for those damage points).

KEYWORDS
HERO, MONSTER, KING BRODD’S STOMP
DESTRUCTION, SONS OF BEHEMAT, MEGA-GARGANT
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).

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

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

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

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Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
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 (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Eager Lout.

Monster Hero
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.

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.

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

The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

© Vyacheslav Maltsev 2013-2024