Once ruler of the clans of the Scabrous Sprawl, the infamous King Brodd now leads the Stomps 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.
Unit Size: 1 Points: 520
Battlefield Role: Battleline, Leader, Behemoth
Base size: 130mm
Notes: Single, Unique
King Brodd is armed with the Obelisk of Tor Crania, an Almighty Stomp and Death Grip.
WARMASTER: If this unit is included in a Sons of Behemat army, it is treated as a
general even if it is not the model picked to be the army’s general.
Almighty Stomp: A Mega-Gargant’s massive, stomping feet are devastating against smaller opponents.
Add 1 to
hit rolls for attacks made with this unit’s Almighty Stomp that target an enemy unit with a Wounds characteristic of 3 or less.
Creepers: Riding on top of King Brodd, these dexterous creatures will leap upon enemy predators, gouging out eyes, pulling hair and doing anything they can to distract them while King Brodd deals a killing blow.
In each
charge phase, the first time an enemy
MONSTER within 3" of this unit is picked to carry out a
monstrous rampage, roll a dice. If the roll is equal to or greater than the Creepers value shown on this unit’s
damage table, that
MONSTER cannot carry out a monstrous rampage that phase.
Crushing Charge: When a Mega-Gargant charges, their incredible bulk flattens any foe that fails to get out of the way.
After this unit makes a
charge move, roll a dice for each enemy unit within 1" of this unit. On a 2+, that unit suffers D3
mortal wounds if it is a
MONSTER or D6 mortal wounds if it is not a
MONSTER.
Death Grip: Mega-Gargants are perfectly capable of squeezing the life out of even the largest opponent.
When determining the damage inflicted by an attack made with this unit’s Death Grip that targets an enemy
MONSTER, you can roll 2 dice instead of 1 and pick either result.
Longshanks: A Mega-Gargant towers high above the battlefield, and with their long, powerful legs, they can step over most obstacles.
When this unit makes a
normal move,
runs or
retreats, it can pass across other models that are not
MONSTERS and
parts of
terrain features that are less than 4" tall in the same manner as a unit that can
fly.
Son of Behemat: The Sons of Behemat are nearly as difficult to kill as their mighty progenitor.
If the effect of a spell or ability would slay this model without any wounds or
mortal wounds being caused by the spell or ability, this model suffers D6 mortal wounds instead of being slain.
Terror: This terrifying monstrosity strikes fear into the hearts of their foes.
Enemy units cannot receive the
Inspiring Presence command while they are within 3" of any friendly units with this ability.
Timberrrrr!: A dying Mega-Gargant is a formidable weapon of ruin in its own right, though it is anyone’s guess where - and on whom - their body will fall.
If this model is slain, before removing the model from the battlefield, the players must
roll off. The winner picks a point on the battlefield 5" from the slain model. Each unit within 3" of that point that is not a
MEGA-GARGANT suffers D3
mortal wounds. The slain model is then removed from the battlefield.
Power of Behemat: The primordial power of Behemat clings still to King Brodd, his favoured son, who incites his fellow gargants to bring the wrath of their fallen father upon their enemies.
Power of Behemat is a
prayer that has an
answer value of 3. Add 1 to the
chanting roll if an enemy
MONSTER has been slain by this unit in this battle. If answered, pick 1 of the effects below. The same effect cannot be picked more than once per battle.
Shatter the Mountains: Add 2" to the Move characteristic of friendly
SONS OF BEHEMAT units until the end of the turn.
Might of the Earth: You can
heal up to D3 wounds allocated to each friendly
SONS OF BEHEMAT unit.
Pummel All to Dust: Improve the Rend characteristic of the following melee weapons used by friendly
SONS OF BEHEMAT units by 1 until the end of the turn: Obelisk of Tor Crania, Menhir Club, Shipwrecka Warclub, Titanic Boulderclub, Fortcrusha Flail and Massive Club.