Sons of Behemat – Gatebreaker Mega-Gargant

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SONS OF BEHEMAT WARSCROLL
Gatebreaker
Mega-Gargant
10"
35
4+
20
Of all of Behemat’s spawn, Gatebreakers are the most sinister, filled with the need to destroy. More specifically, these gargants harbour considerable ill will towards the metropolises raised by Sigmar’s folk. The sight of a glorious city, with its proud spires and resolute walls, awakens a bitter fury within these creatures. With a bellow of hate, a Gatebreaker advances on an enemy settlement without fear, shrugging off panicked arrows and cannon fire with little more than a malicious chuckle. As they approach, the Gatebreaker begins to swing their fortcrusha flail – a brutal weapon cobbled together from the wreckage of sundered cities – with terrible, mounting velocity. This flail can be used to hook onto the crenellations of a city’s battlements; with a flex of their immense muscles, the Gatebreaker uses this leverage to tear down an entire wall, laughing at the roar of collapsing stonework and the screams of defenders tumbling to their doom. Then the Mega-Gargant shoulders their way through the rubble and into the city, and the slaughter truly begins.
SONS OF BEHEMAT WARSCROLL
Gatebreaker
Mega-Gargant
RANGED WEAPONS
RngAtkHitWndRndDmg
Hurled Boulder
Hurled Boulder18"13+2+34
MELEE WEAPONS
AtkHitWndRndDmg
Almighty Stomp [Anti-INFANTRY (+1 Rend)]
Almighty Stomp
Anti-INFANTRY (+1 Rend)
24+2+2D3
Death Grip [Anti-HERO (+1 Rend)]
Death Grip
Anti-HERO (+1 Rend)
14+2+2D6
Fortcrusha Flail [Anti-FACTION TERRAIN (+1 Rend)]
Fortcrusha Flail
Anti-FACTION TERRAIN (+1 Rend)
64+2+24
BATTLE PROFILE

Unit Size: 1      Points: 500
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 Fortcrusha Flail is 4 and this unit has a Control characteristic of 10.

Passive
SONS 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).

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
PULVERISING STRIKE: A Gatebreaker may swing its fortcrusha flail hard and bring it down in a single pulverising strike.

Declare: Pick an enemy unit 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 4D6 mortal damage on the target.
KEYWORDSCORE, ATTACK, FIGHT

Once Per Turn (Army), Any Combat Phase
SMASH DOWN: Gatebreakers have a deep loathing of settlements, which they see as symbols of those who killed Behemat.

Declare: Pick a terrain feature within 3" of this unit to be the target.

Effect: If the target is FACTION TERRAIN, inflict D3+3 mortal damage on it. Then, roll a D3 for each non-MONSTER unit (friendly and enemy) within 3" of the target. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.

KEYWORDS
HERO, MONSTER
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