Sons of Behemat – Scourge of Aqshy Gatebreaker Mega-Gargant

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•SONS OF BEHEMAT WARSCROLL•
Scourge of Aqshy Gatebreaker
Mega-Gargant
10"
25
4+
10
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
Damage calculator
RANGED WEAPONS
RngAtkHitWndRndDmg
Hurled Boulder
Hurled Boulder18"13+2+24
MELEE WEAPONS
AtkHitWndRndDmg
Fortcrusha Flail: Calamitous Sweep [Crit (Auto-wound)]
Fortcrusha Flail: Calamitous Sweep
Crit (Auto-wound)
163+3+11
Fortcrusha Flail: Crushing Blow
Fortcrusha Flail: Crushing Blow64+2+24
Almighty Stomp
Almighty Stomp34+2+2D3
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
FORTCRUSHA FLAIL: 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 Fortcrusha Flail.

Once Per Battle (Army), 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.

Passive
BATTLE DAMAGED
Effect: While this unit has 15 or more damage points, the Attacks characteristic of its Fortcrusha Flail is 11 for Calamitous Sweep and 4 for Crushing Blow.

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, BIG
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.
3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.

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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:

13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
© Vyacheslav Maltsev 2013-2026