Sons of Behemat – Scourge of Aqshy Gatebreaker Mega-Gargant

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SONS OF BEHEMAT WARSCROLL
Scourge of Aqshy Gatebreaker
Mega-Gargant
10"
35
4+
20
Already prone to rage-filled outbursts at the sight of any trappings of civilisation, the furious spirit of Aqshy sees the Gatebreakers become even more unrestrainedly destructive. There is no stronghold, no hovel, no intentional pile of stones that will not draw their terrific ire.
SONS OF BEHEMAT WARSCROLL
Scourge of Aqshy Gatebreaker
Mega-Gargant
RANGED WEAPONS
RngAtkHitWndRndDmg
Hurled Boulder
Hurled Boulder18"13+2+34
MELEE WEAPONS
AtkHitWndRndDmg
Fortcrusha Flail [Anti-FACTION TERRAIN (+1 Rend)]
Fortcrusha Flail
Anti-FACTION TERRAIN (+1 Rend)
64+2+24
Almighty Stomp [Anti-INFANTRY (+1 Rend)]
Almighty Stomp
Anti-INFANTRY (+1 Rend)
44+2+2D3
Death Grip [Anti-HERO (+1 Rend)]
Death Grip
Anti-HERO (+1 Rend)
14+2+2D6
BATTLE PROFILE

Unit Size: 1      Points: 490
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.
This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

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
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.

Passive
SON 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)

Once Per Battle, Your Hero Phase
IT’S GOIN’ DOWN: Narrowing their eyes at a particularly bothersome example of a pipsqueak construction, the Gatebreaker cracks their neck, rolls their shoulders, tucks a giant boulder under their arm and takes off running towards it.

Effect: Until the start of your next turn:
  • This unit has a Move characteristic of 4D6".
  • While this unit is within 1" of a terrain feature, the Attacks characteristic of its Hurled Boulder is D6 instead of 1.

Once Per Turn (Army), Your Movement Phase
OFF IN A HUFF: In a fit of pique, the Gatebreaker storms off, showing wanton disregard for anything that might happen to be in their path.

Effect: You and your opponent must roll off. Each player adds their fury level to their roll. Then, this unit can move a distance up to its Move characteristic. It can move through the combat ranges of enemy units, but it cannot end that move in combat unless you won the roll-off.
KEYWORDSCORE, MOVE

KEYWORDS
HERO, MONSTER
DESTRUCTION, SONS OF BEHEMAT, MEGA-GARGANT

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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 may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.

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.

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