Sons of Behemat – Warstomper Mega-Gargant

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•SONS OF BEHEMAT WARSCROLL•
Warstomper
Mega-Gargant
10"
25
4+
10
The veteran Warstompers 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 al but impossible to stop. Warstompers take fighting very seriously, and one thing they absolutely cannot stand is any sort of horseplay on the par of more youthful or ebulient gargants. These sorts are given a good cuffing round the ear and shoved meaningfully towards the fray.
•SONS OF BEHEMAT WARSCROLL•
Warstomper
Mega-Gargant
MELEE WEAPONS
AtkHitWndRndDmg
Titanic Boulderclub: Calamitous Sweep [Crit (Auto-wound)]
Titanic Boulderclub: Calamitous Sweep
Crit (Auto-wound)
163+3+11
Titanic Boulderclub: Crushing Blow
Titanic Boulderclub: Crushing Blow64+2+24
Almighty Stomp
Almighty Stomp34+2+2D3
BATTLE PROFILE

Unit Size: 1      Points: 390
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 Titanic Boulderclub is 11 for Calamitous Sweep and 4 for Crushing Blow.

Once Per Turn (Army), Your Movement Phase
DON’T STOMP THOSE, STOMP THEM!: Warstompers understand what needs to get done, shoving their underlings into walloping the ‘right thing’.

Declare: Pick another visible friendly BIG or LITTLE unit wholly within 12" of this unit and that has not been set up this turn to be the target.

Effect: The target can move 2D6". It can pass through and end that move within the combat ranges of enemy units that it was in combat with at the start of the move, but not those of other enemy units. It does not have to end the move in combat.

Once Per Turn (Army), Your Combat Phase
ALMIGHTIER STOMPIN’: Warstompers love nothing more than squashing smaller creatures beneath their scarred feet and then wriggling their toes in the resulting gore - a sight, and smell, that is extremely offputting to those nearby.

Declare: If this unit charged this turn, pick an enemy unit in combat with it to be the target.

Effect: Make a rampage roll of D3. For the rest of the turn, add the roll to the Attacks characteristic of this unit’s Almighty Stomp, but all of this unit’s attacks made with that weapon must target the target unit.

If any models are slain by those attacks, for the rest of the turn, enemy units have a maximum control score of 1 while they are in combat with this unit.
KEYWORDSRAMPAGE

Passive
TITANIC BOULDERCLUB: The immense weapons wielded by Mega-Gargants can be brought down for a n 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 Titanic Boulderclub.

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:

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.
Universal Core Abilities - 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

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.
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