Sons of Behemat – Warstomper Mega-Gargant
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Warstomper Mega-Gargant

The veteran Warmongers of the gargant race seek out the thrill and clangour of battle wherever they can find it. They love smashing battlelines into disarray, and once they are in the thick of the fight, their rampage is all but impossible to stop.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Titanic Boulderclub
Titanic Boulderclub3"See below3+3+-22
Jump Up and Down
Jump Up and Down3"43+3+-2D3
Death Grip
Death Grip3"13+2+-2D6
DAMAGE TABLE
Wounds SufferedMoveTitanic BoulderclubHurled BodyMightier Makes Rightier
0-1510"+4+220
16-2210"+3+118
23-299"+2015
30+8"+1012
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 440
Battlefield Role: Battleline, Leader, Behemoth
Base size: 130mm
Notes: Single

A Warstomper Mega-Gargant is armed with a Titanic Boulderclub, Death Grip and Jump Up and Down.

Almighty Jump: A Mega-Gargant’s massive, stomping feet are devastating against smaller opponents.
Add 1 to hit rolls for attacks made with this unit’s Jump Up and Down that target an enemy unit with a Wounds characteristic of 3 or less.

Crushing Charge: When a MegaGargant 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.

Hurled Body: Warstomper MegaGargants wade into the thick of battle and pick up smaller opponents to hurl at other enemies.
After this unit makes a pile-in move, pick 1 enemy model within 3" of it and roll a dice. Add the Hurled Body modifier shown on this unit’s damage table to the roll. If the roll is at least double that model’s Wounds characteristic, it is slain and you can roll another dice. On a 4+, pick an enemy unit within 12" of this unit and visible to it. That unit suffers a number of mortal wounds equal to the Wounds characteristic of the slain model.

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.

Titanic Boulderclub: A Warstomper Mega-Gargant will drive straight into the midst of the enemy, swinging their titanic boulderclub in great sweeping arcs that smash foes in all directions.
The Attacks characteristic of a Titanic Boulderclub is equal to the number of enemy models within 3" of the attacking model. Add the Titanic Boulderclub value on the attacking model’s damage table to the total, and add 4 to the total for each enemy MONSTER within 3" of the attacking model. If the modified Attacks characteristic of the Titanic Boulderclub is more than 10, count it as being 10.

KEYWORDS
DESTRUCTION, SONS OF BEHEMAT, MEGA-GARGANT, HERO, MONSTER, WARSTOMPER, KING BRODD’S STOMP
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.

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

Leader, Behemoth
Battleline, Leader, Behemoth
Leader
Battleline
None
Behemoth

The SONS OF BEHEMAT keyword is used in the following Sons of Behemat warscrolls:

Battleline, Leader, Behemoth
Battleline
Behemoth

The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

Battleline, Leader, Behemoth
Behemoth

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

Leader, Behemoth
Battleline, Leader, Behemoth
Battleline
Behemoth
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11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

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

Leader, Behemoth
Battleline, Leader, Behemoth
Leader

The KING BRODD’S STOMP keyword is used in the following Sons of Behemat warscrolls:

Battleline, Leader, Behemoth
Battleline
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
Inspiring Presence
The stoic leaders of these mighty warriors never falter, inspiring their comrades to fight no matter the odds.
You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
© Vyacheslav Maltsev 2013-2024