Sons of Behemat – Kraken-eater Mega-Gargant

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•SONS OF BEHEMAT WARSCROLL•
Kraken-eater
Mega-Gargant
10"
25
4+
10
Kraken-eaters are grabbing, greedy coastal raiders who are fiercely territorial. Unfortunately, they consider everything they can see to be their territory and will fight with outraged indignation to take the spoils of war for their hoards. As elder gargants, Kraken-eaters prefer either to let the enemy come to them or to get their mates and lackeys to do the work before taking the plunder for themselves. Their propensity for showing off never fails to stoke the ire of more envious gargants
•SONS OF BEHEMAT WARSCROLL•
Kraken-eater
Mega-Gargant
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Shipwrecka Warclub: Calamitous Sweep [Crit (Auto-wound)]
Shipwrecka Warclub: Calamitous Sweep
Crit (Auto-wound)
163+3+11
Shipwrecka Warclub: Crushing Blow
Shipwrecka Warclub: Crushing Blow64+2+24
Almighty Stomp
Almighty Stomp34+2+2D3
BATTLE PROFILE

Unit Size: 1      Points: 370
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 Shipwrecka Warclub is 11 for Calamitous Sweep and 4 for Crushing Blow.

Passive
SHIPWRECKA WARCLUB: 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 Shipwrecka Warclub.

Once Per Turn (Army), Deployment Phase
GET ORF ME LAND!: Kraken-eaters hate intruders and trespassers, and they do not take kindly to people who decide to fight battles on their turf.

Declare: Pick an objective or terrain feature on the battlefield to be the target.

Effect: For the rest of the battle, the target is this unit’s loot hoard. While the unit that used this ability is contesting its loot hoard, add 10 to its control score. While the unit that used this ability is not contesting its loot hoard, add 2 to the Attacks characteristic of its Almighty Stomp.

Once Per Turn (Army), Your Hero Phase
GREEDY SHOW-OFFS: Kraken-eaters love to dangle favourite bits of loot before other gargants, just to taunt them. The results are as catastrophic as they are predictable.

Declare: Pick another visible friendly BIG or LITTLE unit wholly within 12" of this unit to be the target.

Effect: If this unit is contesting its loot hoard, apply the effect below. Otherwise, make a rampage roll of D6. On a 3+, apply the effect below.

Add 1 to charge rolls for the target for the rest of the turn.
KEYWORDSRAMPAGE

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:

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.
14.3 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

32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.

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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.

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

© Vyacheslav Maltsev 2013-2026