10" 25 4+ 10 Beast-smashers believe themselves to be possessed of all sorts of strange, primal powers - and it is best not to argue with them about this, since their tempers are notoriously foul. Towering brutes who are all but impervious to pain, they seek out the enemy’s largest beasts, pulverising them with their menhir clubs. Beast-smashers seem to have quite the innate understanding of just how to take down these monstrous opponents, which often compels other gargants to idolise them and follow them around. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Menhir Club: Calamitous Sweep [Crit (Auto-wound)] | |||||||
Menhir Club: Calamitous SweepCrit (Auto-wound) | 16 | 3+ | 3+ | 1 | 1 | ||
Menhir Club: Crushing Blow | |||||||
Menhir Club: Crushing Blow | 6 | 4+ | 2+ | 2 | 4 | ||
| Almighty Stomp | |||||||
| Almighty Stomp | 3 | 4+ | 2+ | 2 | D3 | ||
Passive |
Once Per Turn (Army), Reaction: You declared a FIGHT ability for this unit |
| KEYWORDS | RAMPAGE |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
Passive |
KEYWORDS | HERO, MONSTER |
| DESTRUCTION, SONS OF BEHEMAT, BIG |
10" 25 4+ 10 Cowled and sinister, Gatebreakers are gargant- shaped wrecking balls who take cruel joy in smashing down the civilised races fortresses and cities and then throwing the rubble at any survivors. To them, every structure is a target for their spiteful wrath, with the works of Sigmar and his followers especially hated. Gatebreakers seethe with bitterness over the death of Behemat - even if only subconsciously- and to watch other gargants fall to unworthy pipsqueaks only stokes their vandalising furore even hotter | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Hurled Boulder | ||||||||
| Hurled Boulder | 18" | 1 | 3+ | 2+ | 2 | 4 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Fortcrusha Flail: Calamitous Sweep [Crit (Auto-wound)] | ||||||||
Fortcrusha Flail: Calamitous SweepCrit (Auto-wound) | 16 | 3+ | 3+ | 1 | 1 | |||
Fortcrusha Flail: Crushing Blow | ||||||||
Fortcrusha Flail: Crushing Blow | 6 | 4+ | 2+ | 2 | 4 | |||
| Almighty Stomp | ||||||||
| Almighty Stomp | 3 | 4+ | 2+ | 2 | D3 | |||
Passive |
Passive |
Once Per Turn (Army), Any Shooting Phase |
| KEYWORDS | RAMPAGE |
Once Per Battle (Army), Any Combat Phase |
KEYWORDS | HERO, MONSTER |
| DESTRUCTION, SONS OF BEHEMAT, BIG |
10" 28 4+ 10 The infamous King Brodd leads his gargant brethren in a crusade against the forces of Sigmar. Drawing upon an ancient, primal power - as well as his own vast strength - he will stop at nothing to see the death of his godbeast forefather avenged. Brodd’s authority is respected by gargants across the land, making him one of the few capable of geting the huge louts to act with something approaching coordination. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Obelisk of Tor Crania: Calamitous Sweep [Crit (Auto-wound)] | |||||||
Obelisk of Tor Crania: Calamitous SweepCrit (Auto-wound) | 20 | 3+ | 3+ | 1 | 1 | ||
Obelisk of Tor Crania: Crushing Blow | |||||||
Obelisk of Tor Crania: Crushing Blow | 6 | 4+ | 2+ | 2 | 5 | ||
| Almighty Stomp | |||||||
| Almighty Stomp | 3 | 4+ | 2+ | 2 | D3 | ||
Passive |
Passive |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
Any Charge Phase |
Once Per Turn (Army), Any Charge Phase |
| KEYWORDS | RAMPAGE |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, PRIEST (1) |
| DESTRUCTION, SONS OF BEHEMAT, BIG |
10" 18 4+ 15 5+ A roaring, trampling god of earthquakes and wanton destruction, Kragnos is known as the End of Empires. This thuggish titan of a bygone age revels in violence and the chance to exert his brutish strength over others. Every sweep of his Dread Mace - charged with the power of the earth - reduces bodies to blood and ruin, even as the pited bronze surface of Tuskbreaker wards off blows both mystical and mundane. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Hooves of Wrack and Ruin | |||||||
| Hooves of Wrack and Ruin | 6 | 3+ | 2+ | 1 | 2 | ||
The Dread Mace | |||||||
The Dread Mace | 6 | 3+ | 2+ | 3 | 4 | ||
| Tuskbreaker [Crit (2 Hits)] | |||||||
| Tuskbreaker Crit (2 Hits) | 3 | 4+ | 2+ | 2 | D3 | ||
Once Per Turn (Army), Any Charge Phase |
| KEYWORDS | RAMPAGE |
Passive |
Your Charge Phase |
Passive |
Reaction: Opponent declared a SPELL ability |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WARD (5+) |
| DESTRUCTION, SONS OF BEHEMAT |
10" 25 4+ 10 Kraken-eaters are grabbing, greedy coastal raiders who are fiercely territorial. Unfortunately, they consider everything they can see to be their territory and will fight with outraged indignation to take the spoils of war for their hoards. As elder gargants, Kraken-eaters prefer either to let the enemy come to them or to get their mates and lackeys to do the work before taking the plunder for themselves. Their propensity for showing off never fails to stoke the ire of more envious gargants | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Shipwrecka Warclub: Calamitous Sweep [Crit (Auto-wound)] | |||||||
Shipwrecka Warclub: Calamitous SweepCrit (Auto-wound) | 16 | 3+ | 3+ | 1 | 1 | ||
Shipwrecka Warclub: Crushing Blow | |||||||
Shipwrecka Warclub: Crushing Blow | 6 | 4+ | 2+ | 2 | 4 | ||
| Almighty Stomp | |||||||
| Almighty Stomp | 3 | 4+ | 2+ | 2 | D3 | ||
Passive |
Passive |
Once Per Turn (Army), Deployment Phase |
Once Per Turn (Army), Your Hero Phase |
| KEYWORDS | RAMPAGE |
KEYWORDS | HERO, MONSTER |
| DESTRUCTION, SONS OF BEHEMAT, BIG |
8" 15 4+ 10 Ma Maegran is an old, strange gargant indeed, Her reputation precedes her, enough that even the great Mega-Gargants show some nervous deference in her presence. Maegran is a seer and a witch who, it is said, has the power to grant the blessing of bigness to a worthy gargant. Yet it is also said that she can strip that same bigness from those who displease her, a fate that does not bear thinking of... | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Spear of Krum Kalda | |||||||
Spear of Krum Kalda | 4 | 4+ | 2+ | 2 | 4 | ||
Passive |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Passive |
Once Per Turn (Army), Your Hero Phase |
| KEYWORDS | RAMPAGE |
Once Per Battle, Any Movement Phase |
KEYWORDS | UNIQUE, HERO, MONSTER, WIZARD (1) |
| DESTRUCTION, SONS OF BEHEMAT, LITTLE |
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. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Titanic Boulderclub: Calamitous Sweep [Crit (Auto-wound)] | |||||||
Titanic Boulderclub: Calamitous SweepCrit (Auto-wound) | 16 | 3+ | 3+ | 1 | 1 | ||
Titanic Boulderclub: Crushing Blow | |||||||
Titanic Boulderclub: Crushing Blow | 6 | 4+ | 2+ | 2 | 4 | ||
| Almighty Stomp | |||||||
| Almighty Stomp | 3 | 4+ | 2+ | 2 | D3 | ||
Passive |
Once Per Turn (Army), Your Movement Phase |
Once Per Turn (Army), Your Combat Phase |
| KEYWORDS | RAMPAGE |
Passive |
KEYWORDS | HERO, MONSTER |
| DESTRUCTION, SONS OF BEHEMAT, BIG |
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. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Hurled Boulder | ||||||||
| Hurled Boulder | 18" | 1 | 3+ | 2+ | 2 | 4 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Fortcrusha Flail: Calamitous Sweep [Crit (Auto-wound)] | ||||||||
Fortcrusha Flail: Calamitous SweepCrit (Auto-wound) | 16 | 3+ | 3+ | 1 | 1 | |||
Fortcrusha Flail: Crushing Blow | ||||||||
Fortcrusha Flail: Crushing Blow | 6 | 4+ | 2+ | 2 | 4 | |||
| Almighty Stomp | ||||||||
| Almighty Stomp | 3 | 4+ | 2+ | 2 | D3 | |||
Passive |
Once Per Battle (Army), Your Hero Phase |
Passive |
Once Per Turn (Army), Your Movement Phase |
| KEYWORDS | CORE, MOVE |
KEYWORDS | HERO, MONSTER |
| DESTRUCTION, SONS OF BEHEMAT, BIG |
10" 35 4+ 20 Foul-tempered Kraken-eater Mega-Gargants haunt the Ghyranite coasts, periodically striding forth from the kelpy seas to smash, crush and destroy. Cunning for their usually oafish kind, Kraken-eaters can lurk just beneath the surface of the water for hours, waiting until their land-dwelling prey are at their most vulnerable before falling upon them like a tidal wave. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Hurled Debris | ||||||||
| Hurled Debris | 24" | 3 | 4+ | 3+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Spine-shattering Stomp [Anti-INFANTRY (+1 Rend)] | ||||||||
| Spine-shattering Stomp Anti-INFANTRY (+1 Rend) | 4 | 4+ | 2+ | 2 | D3 | |||
Shipwrecka Warclub | ||||||||
Shipwrecka Warclub | 4 | 4+ | 2+ | 2 | 5 | |||
| Death Grip [Anti-HERO (+1 Rend)] | ||||||||
| Death Grip Anti-HERO (+1 Rend) | 1 | 4+ | 2+ | 2 | D6 | |||
Passive |
Your Movement Phase |
Passive |
Passive |
Once Per Battle (Army), Deployment Phase |
KEYWORDS | HERO, MONSTER |
| DESTRUCTION, SONS OF BEHEMAT, MEGA-GARGANT |
8" 7 5+ 1 Long ago, the gargant civilisation - such as it was-tamedal sorts of massie meestauna, Pek of these creatures survive into the modern era, but Ma Maceran still shenherds the carthe brutes known as Ancient Gyrochs. The life magic of Ghyran resonates within their squat bodies: such power makes them difficult to slay and can he drawn upon by the Chooser of the Mighty if necessary. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Mighty Horns and Hooves [Charge (+1 Damage), Companion] | |||||||
| Mighty Horns and Hooves Charge (+1 Damage), Companion | 3 | 4+ | 2+ | 2 | 2 | ||
Passive |
End of Any Turn |
KEYWORDS | UNIQUE, BEAST |
| DESTRUCTION, SONS OF BEHEMAT |
8" 12 5+ 5 Boss-stompers are considered to be rather dull and serious sorts by their kin. They see themselves as proper gargant warriors, not like the rest of the oafs they have to stomp around with. Mega-Gargants are respected for their size, but even they are often seen as lacking in the virtues of great fighters. This thoroughly annoys every gargant who interacts with the Boss-stompers- especially since these armoured brutes can back up their boasting. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Stomper’s Clubs | |||||||
| Stomper’s Clubs | 7 | 4+ | 2+ | 1 | 2 | ||
| ’Eadbutt | |||||||
| ’Eadbutt | 1 | 4+ | 2+ | 2 | 3 | ||
Once Per Turn (Army), Reaction: You declared a FIGHT ability for this unit in the enemy combat phase |
| KEYWORDS | RAMPAGE |
KEYWORDS | MONSTER, CHAMPION |
| DESTRUCTION, SONS OF BEHEMAT, LITTLE |
8" 12 5+ 5 When the earth shakes to the thunder of the Mega-Gargants' footfalls, their lesser brethren muster for war. No longer are they aimless nomads and indulgent drunkards; now they are war-hungry terrors inspired to violence by their towering brethren. Admittedly, Mancrushers are still eager, competitive sorts with a habit of getting in over their heads. Even then, though, they can cause havoc and disaster amongst enemy lines. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Throwin’ Rocks | ||||||||
| Throwin’ Rocks | 12" | 1 | 4+ | 2+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Gigantic Weapon | ||||||||
| Gigantic Weapon | 5 | 4+ | 2+ | 1 | 2 | |||
| ’Eadbutt | ||||||||
| ’Eadbutt | 1 | 4+ | 2+ | 2 | 3 | |||
Once Per Battle (Army), Deployment Phase |
Any Combat Phase | 1 |
| KEYWORDS | RAMPAGE |
KEYWORDS | MONSTER |
| DESTRUCTION, SONS OF BEHEMAT, LITTLE |
8" 12 5+ 5 To most gargants, being forced to remain at the back of a fight and chuck boulders at the enemy would be a humiliating lot. However, some find themselves developing quite a talent for it; known as Rock-hurlers, these gargants bond over their love of making tricky shots and satisfying splattering noises. Nevertheless, they are more than happy to wade in close if the mood strikes them. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Hurlin’ Rocks | ||||||||
| Hurlin’ Rocks | 12" | 3 | 4+ | 2+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Massive Clubs and Rocks | ||||||||
| Massive Clubs and Rocks | 4 | 4+ | 2+ | 1 | 2 | |||
| ’Eadbutt | ||||||||
| ’Eadbutt | 1 | 4+ | 2+ | 2 | 3 | |||
Once Per Turn (Army), Any Shooting Phase |
| KEYWORDS | RAMPAGE |
KEYWORDS | MONSTER, CHAMPION |
| DESTRUCTION, SONS OF BEHEMAT, LITTLE |
8" 12 5+ 10 Inspired to violence by their towering Mega-Gargant brethren, the Great Parch echoes to the tread of Mancrusher Gargants stomping into the fray. Hurling rocks and walloping pipsqueaks, they cause utter havoc among the enemy lines. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Throwin’ Rocks | ||||||||
| Throwin’ Rocks | 12" | 1 | 5+ | 2+ | 2 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| ’Eadbutt | ||||||||
| ’Eadbutt | 1 | 4+ | 2+ | 2 | 4 | |||
| Mighty Kick | ||||||||
| Mighty Kick | 1 | 4+ | 2+ | 2 | D3 | |||
| Massive Club | ||||||||
| Massive Club | 4 | 4+ | 2+ | 1 | 2 | |||
Once Per Turn (Army), Your Shooting Phase |
KEYWORDS | MONSTER |
| DESTRUCTION, SONS OF BEHEMAT, LITTLE |


The Conqueror Cogfort’s fire-spewing power and ability to transport a hold full of soldiers into battle makes it well suited for parties of raiders and pillagers. Rumours spread of these titans roaming the realms, their crews searching for plunder. Many of them are said to have fallen into the clutches of humanity’s foes. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions:
ORGANISATION | ||
6" 25 3+ 10 The Conqueror Cogfort exchanges a conventional main gun for a realmscorcher flame cannon: a truly terrifying weapon that swathes the battlefield in sheets of flesh- melting fire. Outfitted with an underbelly transport cage, the Conqueror is typically used in an assault role, delivering troops right into the heart of the enemy’s battleline. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Realmscorcher Flame Cannon [Anti-INFANTRY (+1 Rend)] | ||||||||
| Realmscorcher Flame Cannon Anti-INFANTRY (+1 Rend) | 18" | 6D6 | 2+ | 4+ | 1 | 1 | ||
| Crew’s Leadshotters [Shoot in Combat] | ||||||||
| Crew’s Leadshotters Shoot in Combat | 12" | 6 | 4+ | 3+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Crushing Iron Feet [Companion] | ||||||||
Crushing Iron FeetCompanion | 4 | 4+ | 2+ | 2 | 4 | |||
Passive |
Deployment Phase |
| KEYWORDS | DEPLOY |
Once Per Battle, Any Charge Phase |
KEYWORDS | HERO, WAR MACHINE |
| ORDER |


No one can now say whether Zog or Goz kicked off their stampeding race. The former claims to have been the boss, with Goz challenging him for primacy. The truth is anyone’s guess. The two charge and brawl across hill, valley and realmgate, driving their Maw-gruntas on. Any onlookers who tried to keep up have long since fallen behind, but sometimes da Hurtlin’ Hogz will crash through a battlefield. The cries of trampled enemies and barbarous whoops of nominal allies are ignored. Only pulling ahead matters. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Battle, Your Charge Phase |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |


When Swampboss Skumdrekk – wily overseer of the Murkvast Menagerie – needs to make an example of some git, he rustles up his Kountin’ Krew. These hobgrots have earned a nasty reputation chasing down those who renege on their debts to da boss, pelting them with explosive, shrapnel-laden grenades. Of course, Skumdrekk and his boyz aren’t above taking on opportunistic mercenary work from those who can afford it. After all, the chaos of battle gives them a fine chance to sneak up on the target they’re pursuing. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Passive |
Once Per Turn (Army), Enemy Hero Phase |


Unlike most undead, the Ossiarchs are willing to compromise – provided their tithe is not waylaid. Though they bear little trust for the forces of Chaos, a desperate or cunning general may be able to direct them towards a mutual foe. After all, the Bonereapers will happily harvest the corpses of both sides... | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Turn (Army), Any Combat Phase |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Movement Phase |


His Endrineering commission revoked after repeated accusations of ‘unsanctioned resource sharing’, Gronn Ymorsson took matters into his own hands by bribing some Skywardens and stealing a Gunhauler, then fleeing the sky-port authorities before they noticed. He follows armies who can open the way to worthy treasure, swooping down to claim the loot when the coast is clear. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Deployment Phase |
| KEYWORDS | DEPLOY |
Your Movement Phase |
Once Per Turn (Army), Your Combat Phase |


Okar of the Fraya believes he hears the voice of his god in the crack of ice, following wherever it leads. Though his Torrbad has been reduced to only the loyal brothers Surgi and Halfur, he still commands deadly elemental powers and will offer his aid to other wild forces if he believes the Winter-Spitter wills it. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
Passive |


There are many reasons why a Castellan-Captain might turn their cloak and embrace a sellsword’s career. Some are fugitives or criminals, while others seek fortune and glory outside the restrictions of the Sigmarite military. Some Cogforts are even commandeered by enterprising enemies and turned against their creators. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions:
ORGANISATION | ||
6" 25 3+ 10 There are many reasons why a Castellan-Captain might turn their cloak and embrace a sellsword’s career. Some are fugitives or criminals, while others seek fortune and glory outside the restrictions of the Sigmarite military. Some Cogforts are even commandeered by enterprising enemies and turned against their creators. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Godbreaker Cannon | ||||||||
| Godbreaker Cannon | 24" | 4 | 4+ | 2+ | 2 | 4 | ||
| Breacher Cannon [Anti-INFANTRY (+1 Rend)] | ||||||||
| Breacher Cannon Anti-INFANTRY (+1 Rend) | 12" | 6 | 3+ | 3+ | 1 | 2 | ||
| Crew’s Leadshotters [Shoot in Combat] | ||||||||
| Crew’s Leadshotters Shoot in Combat | 12" | 6 | 4+ | 3+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Crushing Iron Feet [Companion] | ||||||||
Crushing Iron FeetCompanion | 4 | 4+ | 2+ | 2 | 4 | |||
Passive |
Your Hero Phase |
KEYWORDS | HERO, WAR MACHINE |
| ORDER |


Loonboss Skulkrik fought under the Bad Moon, once. He has sought to do so again ever since, its light sending him and his ladz into a wild frenzy in violent cahoots. These Moonclan grots are always on the move, hunting after rumours of the Bad Moon’s last sighting, and they will often appear on a battlefield unannounced should their lunar deity bless it with an appearance. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
| ||
Passive |


None may escape Ushoran’s justice; to ensure this, one must occasionally ally with uncouth outsiders. Such is the belief of Grand Justice Gormayne, who can be found travelling the realms with his pack of ‘jurors’. Those who understand the nature of the ghouls’ affliction may play along, taking advantage of the chance to direct their frenzy in battle. Plus, Gormayne can be surprisingly reasonable – at least some of the time… | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Passive |


No self-aggrandising grot likes to admit that there is only so much they can accomplish alone. Droggz da Sunchompa is not so limited in his ‘big finkin’. He will send the Shinestealaz into battle with other children of Gorkamorka in order to reap the spoils of the biggest battles. Their help is rarely refused, for this pack of stabby, loot-hungry grots are vicious in the extreme. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
| ||
Deployment Phase |
| KEYWORDS | DEPLOY |
Once Per Battle (Army), Your Movement Phase |


Grikk swears that the massive, jagged bolt that buried itself in the back of his boss’s Vulcha steed had nothing to do with him. Few believed the treacherous Big Shot, so Grikk quickly took leave of his clan, accompanied by a handful of crossbow-toting lackeys and some grots to drag his beloved killbow across the realms. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
The Beast-skewer Killbow in this Regiment of Renown has the HERO keyword. | ||
Once Per Turn (Army), Your Shooting Phase |


Braggit Big-Talka is a grot with many tales to tell. Some of them even contain a grain of truth. The Rabble-Rowza and his mates (not to mention their squiggly companions) are an unpredictable menace, arriving without warning in search of shiny bottles to snatch and pour their fungal potions into. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Your Hero Phase | 7 |
| KEYWORDS | SPELL, UNLIMITED |
Deployment Phase |
| KEYWORDS | DEPLOY |
Once Per Turn (Army), Any Movement Phase |


The beasts known as ogroids were once the Goroans, a race of Destruction that fell to Chaos after orruks sacked their capital. But not every Goroan clan spat upon Gorkamorka; some stayed faithful, and they occasionally emerge to fight alongside their old kin. Their gifts of ‘flashy choppas’ is usually enough to banish any suspicion. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Turn (Army), Your Hero Phase |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |


Nurgle is a generous god, granting gifts even to those who deny their genius. It takes only one infected well, watering hole or imported keg for corruption to bite. At first, a warrior feels little but mild discomfort – but as the day of battle draws near, their suffering deepens, and an eager giggling echoes through the aether... | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Deployment Phase |
| KEYWORDS | DEPLOY |
Passive |
The HERO keyword is used in the following Sons of Behemat warscrolls:
The MONSTER keyword is used in the following Sons of Behemat warscrolls:
The DESTRUCTION keyword is used in the following Sons of Behemat warscrolls:
The SONS OF BEHEMAT keyword is used in the following Sons of Behemat warscrolls:
The BIG keyword is used in the following Sons of Behemat warscrolls:
The WARMASTER keyword is used in the following Sons of Behemat warscrolls:
The UNIQUE keyword is used in the following Sons of Behemat warscrolls:
The LITTLE keyword is used in the following Sons of Behemat warscrolls:
The WAR MACHINE keyword is used in the following Cities of Sigmar warscrolls:
The ORDER keyword is used in the following Cities of Sigmar warscrolls:
The CHAMPION keyword is used in the following Sons of Behemat warscrolls: