Sons of Behemat – Gatebreaker Mega-Gargant

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•SONS OF BEHEMAT WARSCROLL•
Gatebreaker
Mega-Gargant
10"
25
4+
10
Cowled and sinister, Gatebreakers are gargant- shaped wrecking balls who take cruel joy in smashing down the civilised races fortresses and cities and then throwing the rubble at any survivors. To them, every structure is a target for their spiteful wrath, with the works of Sigmar and his followers especially hated. Gatebreakers seethe with bitterness over the death of Behemat - even if only subconsciously- and to watch other gargants fall to unworthy pipsqueaks only stokes their vandalising furore even hotter
•SONS OF BEHEMAT WARSCROLL•
Gatebreaker
Mega-Gargant
Damage calculator
RANGED WEAPONS
RngAtkHitWndRndDmg
Hurled Boulder
Hurled Boulder18"13+2+24
MELEE WEAPONS
AtkHitWndRndDmg
Fortcrusha Flail: Calamitous Sweep [Crit (Auto-wound)]
Fortcrusha Flail: Calamitous Sweep
Crit (Auto-wound)
163+3+11
Fortcrusha Flail: Crushing Blow
Fortcrusha Flail: Crushing Blow64+2+24
Almighty Stomp
Almighty Stomp34+2+2D3
BATTLE PROFILE

Unit Size: 1      Points: 400
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 Fortcrusha Flail is 11 for Calamitous Sweep and 4 for Crushing Blow.

Passive
FORTCRUSHA FLAIL: 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 Fortcrusha Flail.

Once Per Turn (Army), Any Shooting Phase
RIP IT UP AND CHUCK IT: Gatebreakers take great pleasure in tearing apart structures to use as ammunition to hurl at unfortunate targets.

Declare: Pick a terrain feature within 3" of this unit that is not uprooted, then pick a friendly SONS OF BEHEMAT unit within 3" of that terrain feature to be the target.

Effect: Make a rampage roll of D6. On a 3+:
  • If the target is another BIG unit, excluding Gatebreaker Mega-Gargants, it is armed with a Hurled Boulder for the rest of the turn (see the weapon profile on this unit’s warscroll. Modifiers to this unit’s ranged weapons or shooting attacks do not apply to the target).
  • If the target is a Gatebreaker Mega-Gargant or a LITTLE unit, add 1 to the Attacks characteristic of its ranged weapons for the rest of the turn.
  • That terrain feature is uprooted for the rest of the battle. If it is FACTION TERRAIN, inflict an amount of mortal damage on it equal to the rampage roll.
KEYWORDSRAMPAGE

Once Per Battle (Army), Any Combat Phase
PRIMAL RECKONING: Gatebreakers are filled with a seething bitterness that only deepens the more gargants are slain around them.

Effect: For the rest of the turn, add 1 to the Attacks characteristic of this unit’s Fortcrusha Flail: Crushing Blow for each friendly SONS OF BEHEMAT unit that has been destroyed this battle, to a maximum of 10.

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:

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).
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).

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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.

1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat.
  • They are affected by all enemy abilities as if they were units.
  • They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics, etc.).
  • Enemy units can finish a charge move within ½" of a terrain feature that is garrisoned (see 1.5.1). Faction terrain features cannot contest objectives even while they are garrisoned.
  • If a terrain feature has any melee or ranged weapons, it can use the 'Fight' and 'Shoot' CORE abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" ('-') cannot move (note that pile-in moves are a type of move).
  • Faction terrain features with a Move characteristic greater than '-' are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.

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

© Vyacheslav Maltsev 2013-2026