Sons of Behemat – Mancrusher Gargant

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SPEARHEAD WARSCROLL
Mancrusher Gargant
8"
12
5+
10
When the earth shakes to the thunder of gargant footfalls, the Mancrushers muster for war. No longer are they aimless nomads and indulgent drunkards; now they are war-hungry terrors inspired to violence. Driven by the promise of claiming their own territories and with dreams of growing to the size of their towering kin, the Mega-Gargants, they seek out fights of spectacular violence. Though they fight primarily with hurled boulders and tree-trunk sized clubs, they are not averse to grabbing up their enemies in great meaty fists and stuffing them into a bag for later consumption. Even in death they can be lethal – more than one hero of the realms has been crushed by the toppling corpse of the very gargant they slew moments before.
SPEARHEAD WARSCROLL
Mancrusher Gargant
RANGED WEAPONS
RngAtkHitWndRndDmg
Throwin’ Rocks
Throwin’ Rocks12"15+2+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Massive Club
Massive Club44+2+12
'Eadbutt
'Eadbutt14+2+24
Mighty Kick
Mighty Kick14+2+2D3
Any Combat Phase
STUFF 'EM IN ME BAG: Gargants are known to grab hapless warriors and stuff them screaming into their bags ‘for later’…

Declare: Pick an enemy unit in combat with this unit to be the target, then roll a dice.

Effect: If the roll is at least double the target unit’s Health characteristic, 1 model in that unit is slain.

Passive
TIMBER!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where – and on whom – their body will fall.

Effect: If this model is slain, before removing it from the battlefield, the players must roll off. The winner picks a point on the battlefield up to 3" from this model. Inflict D3 mortal damage on each enemy unit within 2" of that point. This model is then removed from the battlefield.

KEYWORDS
MONSTER, REINFORCEMENTS
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).

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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.
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
© Vyacheslav Maltsev 2013-2026