Sons of Behemat – King Brodd

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•SONS OF BEHEMAT WARSCROLL•
King Brodd
10"
28
4+
10
The infamous King Brodd leads his gargant brethren in a crusade against the forces of Sigmar. Drawing upon an ancient, primal power - as well as his own vast strength - he will stop at nothing to see the death of his godbeast forefather avenged. Brodd’s authority is respected by gargants across the land, making him one of the few capable of geting the huge louts to act with something approaching coordination.
•SONS OF BEHEMAT WARSCROLL•
King Brodd
MELEE WEAPONS
AtkHitWndRndDmg
Obelisk of Tor Crania: Calamitous Sweep [Crit (Auto-wound)]
Obelisk of Tor Crania: Calamitous Sweep
Crit (Auto-wound)
203+3+11
Obelisk of Tor Crania: Crushing Blow
Obelisk of Tor Crania: Crushing Blow64+2+25
Almighty Stomp
Almighty Stomp34+2+2D3
BATTLE PROFILE

Unit Size: 1      Points: 430
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Eager Lout, Any SONS OF BEHEMAT

Passive
BATTLE DAMAGED
Effect: While this unit has 15 or more damage points, the Attacks characteristic o f this unit’s Obelisk of Tor Crania is 13 for Calamitous Sweep and 4 for Crushing Blow.

Passive
OBELISK OF TOR CRANIA: 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 Obelisk of Tor Crania.

Your Hero Phase
4
POWER OF BEHEMAT: King Brodd’s bellows for vengeance inspire his people to gratuitous acts of smashy violence, the ruination they inflict a fitting answer to the murder of their forebear.

Declare: Pick a visible friendly SONS OF BEHEMAT MONSTER unit wholly within 12" of this unit to be the target, then make a chanting roll of D6.

Effect: If the chanting roll was 7+, you can pick another eligible unit to be a second target. Add 1 to the Rend characteristic of each target’s melee weapons for the rest of the turn.
KEYWORDSPRAYER

Any Charge Phase
COURT OF CREEPERS: Led by their ‘king’, New Zeg, the Creepers that crawl all over Brodd claw at the eyes of monsters or pilfer glowy trinkets from enemy bigwigs.

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

Effect: Roll a dice. Add 1 to the roll if this unit charged this turn. On a 3+:
  • Add 1 to hit rolls for this unit’s combat attacks that target that enemy unit for the rest of the turn.
  • The target cannot use RAMPAGE abilities for the rest of the turn.
  • The target no longer has any artefacts of power.

Once Per Turn (Army), Any Charge Phase
SET ’EM UP, THEN KNOCK ’EM DOWN: The King of the Behemati has a violent charisma that can get even surly gargants to work together in pursuit of carnage.

Declare: Pick a visible enemy unit within 18" of this unit to be the target.

Effect: If there are 3 or more friendly BIG or LITTLE models in combat with the target, apply the effect below. Otherwise, make a rampage roll of D6. On a 3+, apply the effect below.

For the rest of the turn, subtract 1 from hit rolls for the target’s combat attacks while it is in combat with 2 or more friendly BIG or LITTLE models.
KEYWORDSRAMPAGE

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, PRIEST (1)
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.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

4.1 Enhancements
Each set of faction rules include a number of enhancements that can be given to units, e.g. heroic traits and artefacts of power. You can take 1 enhancement from each enhancement table in your faction rules. Each enhancement table lists which units are eligible to be given that enhancement. UNIQUE units cannot be given enhancements.

While some abilities allow you to take extra enhancements, the same unit can never have more than 1 enhancement of the same type, and you can never include the same enhancement in your army more than once. Enhancements cannot be given to Regiment of Renown units, unless they have a keyword that matches that faction’s name.

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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.

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

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

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

© Vyacheslav Maltsev 2013-2026