Sons of Behemat – Warscrolls


Monster Hero


•SONS OF BEHEMAT WARSCROLL•
Beast-smasher
Mega-Gargant
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.
•SONS OF BEHEMAT WARSCROLL•
Beast-smasher
Mega-Gargant
MELEE WEAPONS
AtkHitWndRndDmg
Menhir Club: Calamitous Sweep [Crit (Auto-wound)]
Menhir Club: Calamitous Sweep
Crit (Auto-wound)
163+3+11
Menhir Club: Crushing Blow
Menhir Club: Crushing Blow64+2+24
Almighty Stomp
Almighty Stomp34+2+2D3
BATTLE PROFILE

Unit Size: 1      Points: 380
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 Menhir Club is 11 for Calamitous Sweep and 4 for Crushing Blow.

Once Per Turn (Army), Reaction: You declared a FIGHT ability for this unit
LEADER OF THE PACK: The instinctive battle ferocity of a Beast-smasher inevitably rubs off on their followers.

Effect: Pick another visible friendly SONS OF BEHEMAT unit wholly within 12" of this unit to be the target and make a rampage roll of D6. Add 1 to the roll if the target is LITTLE. On a 3+, the target’s melee weapons have Crit (2 Hits) for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Combat Phase
PRIMAL AURA: Ancient and savage energy crackles around a brawling Beast-smasher and their mates, overpowering an enemy’s mystical defences.

Effect: Make a rampage roll of D6. Add 1 to the roll for each other friendly BIG or LITTLE unit that is in combat and within this unit’s combat range. On a 3+, subtract 1 from ward rolls for damage points inflicted by abilities used by this unit for the rest of the turn.
KEYWORDSRAMPAGE

Passive
MENHIR CLUB: 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 Menhir Club.

KEYWORDS
HERO, MONSTER
DESTRUCTION, SONS OF BEHEMAT, BIG


•SONS OF BEHEMAT WARSCROLL•
Gatebreaker
Mega-Gargant
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
•SONS OF BEHEMAT WARSCROLL•
Gatebreaker
Mega-Gargant
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: 400
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 Fortcrusha Flail is 11 for Calamitous Sweep and 4 for Crushing Blow.

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 Turn (Army), Any Shooting Phase
RIP IT UP AND CHUCK IT: Gatebreakers take great pleasure in tearing apart structures to use as ammunition to hurl at unfortunate targets.

Declare: Pick a terrain feature within 3" of this unit that is not uprooted, then pick a friendly SONS OF BEHEMAT unit within 3" of that terrain feature to be the target.

Effect: Make a rampage roll of D6. On a 3+:
  • If the target is another BIG unit, excluding Gatebreaker Mega-Gargants, it is armed with a Hurled Boulder for the rest of the turn (see the weapon profile on this unit’s warscroll. Modifiers to this unit’s ranged weapons or shooting attacks do not apply to the target).
  • If the target is a Gatebreaker Mega-Gargant or a LITTLE unit, add 1 to the Attacks characteristic of its ranged weapons for the rest of the turn.
  • That terrain feature is uprooted for the rest of the battle. If it is FACTION TERRAIN, inflict an amount of mortal damage on it equal to the rampage roll.
KEYWORDSRAMPAGE

Once Per Battle (Army), Any Combat Phase
PRIMAL RECKONING: Gatebreakers are filled with a seething bitterness that only deepens the more gargants are slain around them.

Effect: For the rest of the turn, add 1 to the Attacks characteristic of this unit’s Fortcrusha Flail: Crushing Blow for each friendly SONS OF BEHEMAT unit that has been destroyed this battle, to a maximum of 10.

KEYWORDS
HERO, MONSTER
DESTRUCTION, SONS OF BEHEMAT, BIG


•SONS OF BEHEMAT WARSCROLL•
King Brodd
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.
•SONS OF BEHEMAT WARSCROLL•
King Brodd
MELEE WEAPONS
AtkHitWndRndDmg
Obelisk of Tor Crania: Calamitous Sweep [Crit (Auto-wound)]
Obelisk of Tor Crania: Calamitous Sweep
Crit (Auto-wound)
203+3+11
Obelisk of Tor Crania: Crushing Blow
Obelisk of Tor Crania: Crushing Blow64+2+25
Almighty Stomp
Almighty Stomp34+2+2D3
BATTLE PROFILE

Unit Size: 1      Points: 430
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Eager Lout, Any SONS OF BEHEMAT

Passive
BATTLE DAMAGED
Effect: While this unit has 15 or more damage points, the Attacks characteristic o f this unit’s Obelisk of Tor Crania is 13 for Calamitous Sweep and 4 for Crushing Blow.

Passive
OBELISK OF TOR CRANIA: 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 Obelisk of Tor Crania.

Your Hero Phase
4
POWER OF BEHEMAT: King Brodd’s bellows for vengeance inspire his people to gratuitous acts of smashy violence, the ruination they inflict a fitting answer to the murder of their forebear.

Declare: Pick a visible friendly SONS OF BEHEMAT MONSTER unit wholly within 12" of this unit to be the target, then make a chanting roll of D6.

Effect: If the chanting roll was 7+, you can pick another eligible unit to be a second target. Add 1 to the Rend characteristic of each target’s melee weapons for the rest of the turn.
KEYWORDSPRAYER

Any Charge Phase
COURT OF CREEPERS: Led by their ‘king’, New Zeg, the Creepers that crawl all over Brodd claw at the eyes of monsters or pilfer glowy trinkets from enemy bigwigs.

Declare: Pick an enemy HERO or MONSTER in combat with this unit to be the target.

Effect: Roll a dice. Add 1 to the roll if this unit charged this turn. On a 3+:
  • Add 1 to hit rolls for this unit’s combat attacks that target that enemy unit for the rest of the turn.
  • The target cannot use RAMPAGE abilities for the rest of the turn.
  • The target no longer has any artefacts of power.

Once Per Turn (Army), Any Charge Phase
SET ’EM UP, THEN KNOCK ’EM DOWN: The King of the Behemati has a violent charisma that can get even surly gargants to work together in pursuit of carnage.

Declare: Pick a visible enemy unit within 18" of this unit to be the target.

Effect: If there are 3 or more friendly BIG or LITTLE models in combat with the target, apply the effect below. Otherwise, make a rampage roll of D6. On a 3+, apply the effect below.

For the rest of the turn, subtract 1 from hit rolls for the target’s combat attacks while it is in combat with 2 or more friendly BIG or LITTLE models.
KEYWORDSRAMPAGE

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, PRIEST (1)
DESTRUCTION, SONS OF BEHEMAT, BIG


•SONS OF BEHEMAT WARSCROLL•
Kragnos
the End of Empires
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.
•SONS OF BEHEMAT WARSCROLL•
Kragnos
the End of Empires
MELEE WEAPONS
AtkHitWndRndDmg
Hooves of Wrack and Ruin
Hooves of Wrack and Ruin63+2+12
The Dread Mace
The Dread Mace63+2+34
Tuskbreaker [Crit (2 Hits)]
Tuskbreaker
Crit (2 Hits)
34+2+2D3
BATTLE PROFILE

Unit Size: 1      Points: 580
Base size: 130mm
Can be reinforced: No
Regiment Options: Any SONS OF BEHEMAT

Once Per Turn (Army), Any Charge Phase
RAMPAGING DESTRUCTION: Kragnos rampages through the press of his foes, his hooves flattening all in his path.

Effect: If this unit charged this phase, pick 1 of the following effects:
  • Roll a dice for each enemy unit within 1" of this unit. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.
  • Pick an enemy MONSTER in combat with this unit and roll 2D6. On a 7, this ability has no effect. Otherwise, inflict an amount of mortal damage on that unit equal to the results on the dice used for the 2D6 roll multiplied together. For example, a 2D6 roll of 2 and 6 would inflict 12 mortal damage (2 × 6).
KEYWORDSRAMPAGE

Passive
AVATAR OF DESTRUCTION: Kragnos is the embodiment of Ghur’s relentless ferocity. No single strike can lay him low.

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).

Your Charge Phase
THE END OF EMPIRES: Where Kragnos goes, the hordes of Destruction follow.

Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for friendly DESTRUCTION units while they are wholly within 12" of this unit, to a maximum of 3.

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of The Dread Mace is 4 and this unit has a Control characteristic of 10.

Reaction: Opponent declared a SPELL ability
THE SHIELD INVIOLATE: Tuskbreaker has the power to guard Kragnos against even the most potent magical force.

Effect: If this unit was picked to be the target of that spell, roll a dice. On a 3+, ignore the effect of that spell on this unit. This unit can use this ability more than once per phase but only once per SPELL ability.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WARD (5+)
DESTRUCTION, SONS OF BEHEMAT


•SONS OF BEHEMAT WARSCROLL•
Kraken-eater
Mega-Gargant
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
•SONS OF BEHEMAT WARSCROLL•
Kraken-eater
Mega-Gargant
MELEE WEAPONS
AtkHitWndRndDmg
Shipwrecka Warclub: Calamitous Sweep [Crit (Auto-wound)]
Shipwrecka Warclub: Calamitous Sweep
Crit (Auto-wound)
163+3+11
Shipwrecka Warclub: Crushing Blow
Shipwrecka Warclub: Crushing Blow64+2+24
Almighty Stomp
Almighty Stomp34+2+2D3
BATTLE PROFILE

Unit Size: 1      Points: 370
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 Shipwrecka Warclub is 11 for Calamitous Sweep and 4 for Crushing Blow.

Passive
SHIPWRECKA WARCLUB: 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 Shipwrecka Warclub.

Once Per Turn (Army), Deployment Phase
GET ORF ME LAND!: Kraken-eaters hate intruders and trespassers, and they do not take kindly to people who decide to fight battles on their turf.

Declare: Pick an objective or terrain feature on the battlefield to be the target.

Effect: For the rest of the battle, the target is this unit’s loot hoard. While the unit that used this ability is contesting its loot hoard, add 10 to its control score. While the unit that used this ability is not contesting its loot hoard, add 2 to the Attacks characteristic of its Almighty Stomp.

Once Per Turn (Army), Your Hero Phase
GREEDY SHOW-OFFS: Kraken-eaters love to dangle favourite bits of loot before other gargants, just to taunt them. The results are as catastrophic as they are predictable.

Declare: Pick another visible friendly BIG or LITTLE unit wholly within 12" of this unit to be the target.

Effect: If this unit is contesting its loot hoard, apply the effect below. Otherwise, make a rampage roll of D6. On a 3+, apply the effect below.

Add 1 to charge rolls for the target for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER
DESTRUCTION, SONS OF BEHEMAT, BIG


•SONS OF BEHEMAT WARSCROLL•
Ma Maegran
Chooser Of The Mighty
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...
•SONS OF BEHEMAT WARSCROLL•
Ma Maegran
Chooser Of The Mighty
MELEE WEAPONS
AtkHitWndRndDmg
Spear of Krum Kalda
Spear of Krum Kalda44+2+24
BATTLE PROFILE

Unit Size: 1      Points: 370
Base size: 90mm
Can be reinforced: No
Regiment Options: Ancient Ghyrochs (required), 0-1 Eager Lout, Any SONS OF BEHEMAT

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Spear of Krum Kalda is 3.

Your Hero Phase
6
CREEPY CANTRIPS: Maegran has memorised many weird, witchy cantrips and mutter-curses. If performed with enough gusto and allied to her sinister reputation, the resulting sense of menace can goad nearby gargants into terrified action.

Declare: Pick a visible friendly SONS OF BEHEMAT MONSTER unit wholly within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, add 1 to rampage rolls for the target and add 1 to hit rolls for the target’s combat attacks.
KEYWORDSSPELL

Passive
THE WANDERING WITCH: For a gargant, Maegran is skilled at not drawing attention to herself. Granted, that might just be because she is quieter than the bawling louts that are her kindred...

Effect: While this unit is wholly within 12" of another friendly SONS OF BEHEMAT MONSTER unit, this unit is not visible to enemy units more than 12" away from it.

Once Per Turn (Army), Your Hero Phase
SHEPHERDESS: Maegran can draw on the life magics that run through her ghyrochs - or simply bellow at them to stomp forward and smash aside whatever has annoyed her today.

Declare: Pick a visible friendly Ancient Ghyrochs unit wholly within 12" of this unit to be the target.

Effect: If the target is within this unit’s combat range, pick 1 of the effects below. Otherwise, make a rampage roll of D6. On a 3+, pick 1 of the effects below.

Gore their Guts!: If the target is in combat, add 1 to the Damage characteristic of the target’s Mighty Horns and Hooves for the rest of the turn.

Ghyroch Rush: If the target is not in combat, it can move 3". It can move into combat.

Reservoirs of Jade Energy: Add 1 to this unit’s casting power level until the start of your next turn.
KEYWORDSRAMPAGE

Once Per Battle, Any Movement Phase
CHOOSER OF THE MIGHTY: Eyes aglow with strange and forbidding light, Maegran draws upon her mightiest gifts: the ability to bestow bigness, either spiritual or physical, on a worthy gargant

Declare: Pick another visible friendly LITTLE unit wholly within 12" of this unit to be mighty.

Effect: Pick 1 of the following effects:
  • For the rest of the turn, each time you make an unmodified wound roll of 6 for a combat attack made by the mighty unit, inflict 1 mortal damage on the target of the attack after the FIGHT ability has been resolved.
  • Pick a point on the battlefield within 1" of the mighty unit, then pick a friendly non-UNIQUE BIG unit that has been destroyed to be the target. Set up a replacement unit identical to the target within 1" of that point, then allocate 10 damage points to it (ward rolls cannot be made for those damage points). The replacement unit can only be set up in combat with units that the mighty unit was in combat with when it was picked to be mighty. Then, 1 model in the mighty unit is slain.

KEYWORDS
UNIQUE, HERO, MONSTER, WIZARD (1)
DESTRUCTION, SONS OF BEHEMAT, LITTLE


•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


•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
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


•SONS OF BEHEMAT WARSCROLL•
Scourge of Ghyran Kraken-eater
Mega-Gargant
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.
•SONS OF BEHEMAT WARSCROLL•
Scourge of Ghyran Kraken-eater
Mega-Gargant
RANGED WEAPONS
RngAtkHitWndRndDmg
Hurled Debris
Hurled Debris24"34+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Spine-shattering Stomp [Anti-INFANTRY (+1 Rend)]
Spine-shattering Stomp
Anti-INFANTRY (+1 Rend)
44+2+2D3
Shipwrecka Warclub
Shipwrecka Warclub44+2+25
Death Grip [Anti-HERO (+1 Rend)]
Death Grip
Anti-HERO (+1 Rend)
14+2+2D6
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 1      Points: 430
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 2025-26 battlepack.

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.

Your Movement Phase
EMERGE FROM THE DEEP: The Kraken-eater emerges from the depths of the ocean in an explosion of ocean spray and bellowing anger.

Declare: Pick this unit if it is beneath the waves.

Effect: Set up this unit anywhere on the battlefield more than 9" from all enemy units and wholly within 9" of a battlefield edge.

Passive
BATTLE DAMAGED
Effect: While this unit has 15 or more damage points, the Attacks characteristic of its Shipwrecka Warclub is 3 and this unit has a Control characteristic of 10.

Passive
SONS 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 (Army), Deployment Phase
LURKING BENEATH THE WAVES: Kraken-eater Mega-Gargants are infamous for keeping their heads just below the waterline, ready to emerge from the depths in a roaring tempest of fury at those who dare trespass in their territory.

Declare: Pick this unit if it has not been deployed.

Effect: Set up this unit in reserve beneath the waves. It has now been deployed.

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

Beast


•SONS OF BEHEMAT WARSCROLL•
Ancient Ghyrochs
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.
•SONS OF BEHEMAT WARSCROLL•
Ancient Ghyrochs
MELEE WEAPONS
AtkHitWndRndDmg
Mighty Horns and Hooves [Charge (+1 Damage), Companion]
Mighty Horns and Hooves
Charge (+1 Damage), Companion
34+2+22
BATTLE PROFILE

Unit Size: 2      Points: 0
Base size: 105 × 70mm
Can be reinforced: No
Notes: This unit can only be taken in Ma Maegran’s regiment.
This unit cannot be reinforced.

Passive
BEAST
Effect: This unit has a maximum control score of 1.

End of Any Turn
WELLSPRING OF LIFE ENERGY: Ancient Ghyrochs are creatures brimming with life energy, which makes them extremely hard to kill.

Effect: Heal (3) this unit.

KEYWORDS
UNIQUE, BEAST
DESTRUCTION, SONS OF BEHEMAT

Monster


•SONS OF BEHEMAT WARSCROLL•
Boss-Stompers
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.
•SONS OF BEHEMAT WARSCROLL•
Boss-Stompers
MELEE WEAPONS
AtkHitWndRndDmg
Stomper’s Clubs
Stomper’s Clubs74+2+12
’Eadbutt
’Eadbutt14+2+23
BATTLE PROFILE

Unit Size: 3      Points: 370
Base size: 90mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Once Per Turn (Army), Reaction: You declared a FIGHT ability for this unit in the enemy combat phase
QUIT HOGGING DA FUN!: The (relative) discipline and war-readiness of the Boss-stompers confuses and annoys nearby Mega-Gargants - but it also makes them want to fight harder.

Effect: Pick a visible friendly BIG unit that has not used a FIGHT ability this turn and is wholly within 12" of this unit to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, CHAMPION
DESTRUCTION, SONS OF BEHEMAT, LITTLE


•SONS OF BEHEMAT WARSCROLL•
Mancrusher Gargant
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.
•SONS OF BEHEMAT WARSCROLL•
Mancrusher Gargant
RANGED WEAPONS
RngAtkHitWndRndDmg
Throwin’ Rocks
Throwin’ Rocks12"14+2+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Gigantic Weapon
Gigantic Weapon54+2+12
’Eadbutt
’Eadbutt14+2+23
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 90 × 52mm
Can be reinforced: No

Once Per Battle (Army), Deployment Phase
BET YOU CAN’T...: Mancrushers are often egged on - or just straight up bullied - into various escapades by their mates

Declare: Pick each friendly Mancrusher Gargant on the battlefield to be the targets.

Effect: Pick 1 of the following effects:

...Kill the Big Eads: For the rest of the battle, add 1 to the Attacks characteristic of each target’s melee weapons while they are in combat with any enemy HEROES or MONSTERS.

...Get There Before Me!: Up to 3 of the targets can each use the Normal Move’ ability as if it were your movement phase.

...Grab That!: Add 5 to each target’s control score for the rest of the battle.

Any Combat Phase
1
EXCITABLE FOLLOWERS: Mancrushers are an extremely impressionable sort, and the sight of one of their even bigger mates getting to bloody work is enough to fire them up for a brawl.

Effect: While this unit is wholly within 12" of a visible friendly SONS OF BEHEMAT HERO, this unit can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
DESTRUCTION, SONS OF BEHEMAT, LITTLE


•SONS OF BEHEMAT WARSCROLL•
Rock-hurlers
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.
•SONS OF BEHEMAT WARSCROLL•
Rock-hurlers
RANGED WEAPONS
RngAtkHitWndRndDmg
Hurlin’ Rocks
Hurlin’ Rocks12"34+2+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Massive Clubs and Rocks
Massive Clubs and Rocks44+2+12
’Eadbutt
’Eadbutt14+2+23
BATTLE PROFILE

Unit Size: 3      Points: 380
Base size: 90mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Once Per Turn (Army), Any Shooting Phase
DROP, TOSS OR ROLL: These gargants have learnt that if you hurl your rock in specific ways, more enemies go ‘squish’ - and it’s funnier to boot.

Effect: Pick 1 of the following effects to apply for the rest of the turn:

Drop: This unit’s ranged weapons have Shoot in Combat and this unit can use the Covering Fire command even if it is in combat.

Toss: Add 6" to the Range characteristic of this unit’s ranged weapons.

Roll: Add 1 to hit rolls for this unit’s shooting attacks.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, CHAMPION
DESTRUCTION, SONS OF BEHEMAT, LITTLE


•SONS OF BEHEMAT WARSCROLL•
Scourge of Aqshy Mancrusher Gargant
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.
•SONS OF BEHEMAT WARSCROLL•
Scourge of Aqshy Mancrusher Gargant
RANGED WEAPONS
RngAtkHitWndRndDmg
Throwin’ Rocks
Throwin’ Rocks12"15+2+2D3
MELEE WEAPONS
AtkHitWndRndDmg
’Eadbutt
’Eadbutt14+2+24
Mighty Kick
Mighty Kick14+2+2D3
Massive Club
Massive Club44+2+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 90 × 52mm
Can be reinforced: No
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

Once Per Turn (Army), Your Shooting Phase
STATUE TOSSING: When throwing rocks gets a bit monotonous, Mancrushers seek out weighty sculptures to lob at the enemy instead – turns out smashing the foe with their own statuary is a great way to let off steam.

Effect: For the rest of the turn, the Damage characteristic of this unit’s Throwin’ Rocks is 3 instead of D3.

Then, you can spend up to 3 rage dice. If you do:
  • For each rage dice spent, add 2 to the Attacks characteristic of this unit’s Throwin’ Rocks for the rest of the turn.
  • If your opponent’s fury level is lower than yours, they must increase their fury level by 1, to a maximum of 7.

KEYWORDS
MONSTER
DESTRUCTION, SONS OF BEHEMAT, LITTLE

Regiment of Renown


•REGIMENT OF RENOWN•
Cogfort Raiders
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.

•CITIES OF SIGMAR WARSCROLL•
Outlaw Conqueror Cogfort
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.
•CITIES OF SIGMAR WARSCROLL•
Outlaw Conqueror Cogfort
RANGED WEAPONS
RngAtkHitWndRndDmg
Realmscorcher Flame Cannon [Anti-INFANTRY (+1 Rend)]
Realmscorcher Flame Cannon
Anti-INFANTRY (+1 Rend)
18"6D62+4+11
Crew’s Leadshotters [Shoot in Combat]
Crew’s Leadshotters
Shoot in Combat
12"64+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Crushing Iron Feet [Companion]
Crushing Iron Feet
Companion
44+2+24
Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points:
  • The Attacks characteristic of its Crushing Iron Feet is 3.
  • It has a Control characteristic of 5.

Deployment Phase
EVERYONE ABOARD!: The outlaw Cogfort can be used to transport anyone on foot, be they human, orruk, gheist or ghoul.

Declare: Pick up to 1 friendly INFANTRY HERO and up to 1 friendly non-reinforced, non-HERO INFANTRy unit that have not been deployed.

Effect: Set up those units in reserve as this unit’s passengers. They have now been deployed.
KEYWORDSDEPLOY

Once Per Battle, Any Charge Phase
THIS IS YOUR STOP, MAGGOTS!: The ramp slams down and the forces of disorder race forward, eager to spill blood on behalf on whoever may be watching.

Declare: Pick this unit’s passengers to be the targets.

Effect: Set up each target wholly within 6" of this unit and more than 9" from all enemy units. In addition, the targets’ melee weapons have Charge (+1 Damage) for the rest of the turn.

KEYWORDS
HERO, WAR MACHINE
ORDER


•REGIMENT OF RENOWN•
Da Hurtlin’ Hogz
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.
•REGIMENT OF RENOWN•
Da Hurtlin’ Hogz
INCLUSION

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

BATTLE PROFILE

Points: 430

Once Per Battle, Your Charge Phase
GRUNTA WAAAGH!: Just before the stampede crashes headlong into the enemy lines, the Tuskboss bellows a mighty ‘Waaagh!’, encouraging their steeds to cause as much carnage as possible with their impact.

Declare: You can use this ability if this Regiment of Renown’s Tuskboss on Maw-grunta is on the battlefield.

Effect: For the rest of the phase, each time a friendly unit in this Regiment of Renown finishes a charge move, roll a D3 for each enemy unit within 1" of that unit. On a 2+, inflict an amount of mortal damage on that unit equal to the roll. If that enemy unit is INFANTRY, add 1 to the mortal damage inflicted (if any).

Once Per Turn (Army), Any Combat Phase
PULLIN’ AHEAD: In their race across the realms, Zog and Goz will blithely pile on the speed and go crashing straight through enemy lines.

Declare: Pick a friendly unit in this Regiment of Renown that charged this turn and has not used any RAMPAGE abilities this turn to be the target.

Effect: The target can move D6". It must end that move in combat. Then, add 1 to the target’s momentum points. After this ability has been resolved, the target cannot use any other RAMPAGE abilities for the rest of the turn.
KEYWORDSRAMPAGE


•REGIMENT OF RENOWN•
Da Kountin’ Krew
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.
•REGIMENT OF RENOWN•
Da Kountin’ Krew
INCLUSION

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

BATTLE PROFILE

Points: 280

Passive
BOMBZ AWAY, LADZ!: Da Kountin’ Krew need only a single thumping drumbeat to start hurling their grenades.

Effect: Friendly units in this Regiment of Renown can use RUN abilities and still use SHOOT abilities later in the turn while they are wholly within 12" of this Regiment of Renown’s Swampboss Skumdrekk.

Once Per Turn (Army), Enemy Hero Phase
SNATCH ’EM UP!: Skumdrekk and his hobgrot toadies are constantly on the lookout for new victims and beasts to snatch up.

Declare: Pick an enemy unit in combat with this Regiment of Renown’s Swampboss Skumdrekk to be the target.

Effect: Roll a dice. If the roll is at least double the target’s Health characteristic, 1 model in the target unit is slain.


•REGIMENT OF RENOWN•
Enforcers of the Tithe
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...
•REGIMENT OF RENOWN•
Enforcers of the Tithe

BATTLE PROFILE

Points: 470

Once Per Turn (Army), Any Combat Phase
COLLECT THE TITHE: Nothing may halt the tithe-harvest.

Declare: Pick the GOTHIZZAR HARVESTER in this Regiment of Renown to use this ability, then pick a NON-HERO INFANTRY unit (friendly or enemy) within its combat range to be the target.

Effect: Roll a dice. If the roll equals or exceeds the target’s Health characteristic, 1 model in the target unit is slain, then give the unit using this ability 1 bone-tithe point.

Your Hero Phase
7
SOUL TAX: Part of the Ossiarchs’ tithe is inevitably a portion of their allies’ souls.

Declare: Pick the Mortisan Ossifector in this Regiment of Renown to cast this spell, then:
  • Pick a friendly unit, excluding units in this Regiment of Renown, to be the target.
  • Pick a unit in this Regiment of Renown to be the recipient.
The target and the recipient must be wholly within 12" of and visible to the caster. Then, make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • The target has a maximum control score of 1.
  • Add 1 to hit rolls and wound rolls for the recipient’s combat attacks.
KEYWORDSSPELL

Your Movement Phase
REBUILD ON THE MARCH: Ossiarch war-constructs can fashion new warriors at a fearsome rate if bone is in ample supply.

Declare: Pick the Gothizzar Harvester in this Regiment of Renown to use this ability if it has 6 bone-tithe points. Then, pick another unit in this Regiment of Renown that has been destroyed to be the target.

Effect: Reset the Gothizzar Harvester’s bone-tithe points to 0. Then, set up a replacement of the target unit with half the number of models (rounding up) wholly within 9" of the Gothizzar Harvester and more than 9" from all enemy units.


•REGIMENT OF RENOWN•
Exile Scavengers
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.
•REGIMENT OF RENOWN•
Exile Scavengers

BATTLE PROFILE

Points: 390

Deployment Phase
AN EYE FOR LOOT: The Exile Scavengers observe from above to locate the best spot to swoop in and ‘claim their fee’.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve studying the battlefield. They have now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
SWOOP IN: Once the moment is right, Gronn and his crew strike hard and fast.

Declare: Pick the Grundstok Gunhauler in this Regiment of Renown to use this ability if it is studying the battlefield.

Effect: Set up the Grundstok Gunhauler on the battlefield more than 6" from all enemy units that have an artefact of power and more than 9" from all other enemy units. Then, set up all other units in this Regiment of Renown wholly within 3" of the Grundstok Gunhauler and more than 6" from all enemy units.

Once Per Turn (Army), Your Combat Phase
WHAT’S YOURS IS MINE: Gronn has always had a cavalier attitude when it comes to ownership.

Declare: Pick an enemy unit in combat with a unit in this Regiment of Renown to be the target. Then, pick an artefact of power the target has.

Effect: Roll a dice. Add 1 to the roll for each unit in this Regiment of Renown that is in combat with the target. On a 6+, the target no longer has that artefact of power.


•REGIMENT OF RENOWN•
Okar’s Torrbad
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.
•REGIMENT OF RENOWN•
Okar’s Torrbad
INCLUSION

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

BATTLE PROFILE

Points: 490

Your Hero Phase
4
ALONG THE ICEPATHS: Okar is a hoary old frost-mystic, whose connection with the wild elements allows him to open swift paths through fierce snowstorms.

Declare: Pick the Huskard on Stonehorn in this Regiment of Renown to chant this prayer, pick up to 3 visible friendly units wholly within 12" of them to be the targets, then make a chanting roll of D6. Add 1 to the roll if the friendly Thundertusk Beastriders unit in this Regiment of Renown is wholly within 12" of this unit.

Effect: Until the start of your next turn:
  • Add 3 to run rolls for each target.
  • Each target can use CHARGE abilities even if it used a RETREAT ability in the same turn.
  • Each time a target uses a RETREAT ability, no mortal damage is inflicted on it.
KEYWORDSPRAYER

Passive
CLING ON TIGHT: If he judges it to be the will of winter, Okar will allow his ally’s troops to hitch a ride on a Thundertusk under his command.

Effect: Each time the Thundertusk Beastriders unit in this Regiment of Renown uses the ‘Plough the Icepath’ ability, you can pick a friendly INFANTRY unit that has not been reinforced, is wholly within 6" of that Thundertusk Beastriders unit and has not been set up this turn to be the target instead of a friendly OGOR MAWTRIBES INFANTRY unit.


•REGIMENT OF RENOWN•
Rogue Engine
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.

•CITIES OF SIGMAR WARSCROLL•
Outlaw Cannonade Cogfort
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.
•CITIES OF SIGMAR WARSCROLL•
Outlaw Cannonade Cogfort
RANGED WEAPONS
RngAtkHitWndRndDmg
Godbreaker Cannon
Godbreaker Cannon24"44+2+24
Breacher Cannon [Anti-INFANTRY (+1 Rend)]
Breacher Cannon
Anti-INFANTRY (+1 Rend)
12"63+3+12
Crew’s Leadshotters [Shoot in Combat]
Crew’s Leadshotters
Shoot in Combat
12"64+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Crushing Iron Feet [Companion]
Crushing Iron Feet
Companion
44+2+24
Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points:
  • The Attacks characteristic of its Crushing Iron Feet is 3.
  • It has a Control characteristic of 5.

Your Hero Phase
MERCENARY ATTITUDES: How allies interact with outlaw Cogforts varies. Feral enthusiasts may enter a frenzy or rush ahead of the war machine, eager not to lose a meal or an opportunity to get their divine patron’s attention. Others may use it as a protective shelter or draw strength and courage from its presence.

Declare: Pick another friendly non-UNIQUE unit wholly within 12" of this unit to be the target.

Effect: Pick 1 of the following effects to apply until the start of your next turn and while the target is wholly within 12" of this unit:
  • You can re-roll run rolls for the target.
  • Add 1 to charge rolls for the target.
  • The target cannot be targeted by shooting attacks.
  • Add 1 to wound rolls for the target’s combat attacks.
  • Add 10 to the target’s control score.

KEYWORDS
HERO, WAR MACHINE
ORDER


•REGIMENT OF RENOWN•
Skulkrik’s Loonladz
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.
•REGIMENT OF RENOWN•
Skulkrik’s Loonladz
INCLUSION

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

BATTLE PROFILE

Points: 280

Passive
ON DA MOON’S TRAIL: Skulkrik and his grots are constantly on the hunt for signs of the Bad Moon’s last position, and they will become extra stubborn and stabby when defending sites touched by their god’s light, lest the trail go cold.

Effect: The melee weapons of units in this Regiment of Renown have Anti-charge (+1 Rend) while they are contesting an objective you control.


•REGIMENT OF RENOWN•
The Scarlet Jury
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…
•REGIMENT OF RENOWN•
The Scarlet Jury

BATTLE PROFILE

Points: 300

Passive
PUNISHMENT FITS THE CRIME: For Gormayne, the practice of law is quite simple. The crime is always life; the sentence is always death.

Effect: You believe the ‘Accusations of Regicide’ DELUSION (see Grand Justice Gormayne’s warscroll).


•REGIMENT OF RENOWN•
The Shinestealaz
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.
•REGIMENT OF RENOWN•
The Shinestealaz
INCLUSION

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

BATTLE PROFILE

Points: 500

Deployment Phase
SNEAKY PROWLIN’: Letting their temporary allies grab the majority of the foe’s attention, the Shinestealaz circle around the flanks.

Declare: Pick all units in this Regiment of Renown if none of them have been deployed.

Effect: Set up those units in reserve prowlin’ around. They have now been deployed.
KEYWORDSDEPLOY

Once Per Battle (Army), Your Movement Phase
AMBUSH TIME!: At a howl from their Snarlboss’s alpha wolf, the Shinestealaz launch their attack, pelting towards the weak spots in the enemy line.

Declare: Pick all units in this Regiment of Renown if they are prowlin’ around.

Effect: Set up those units anywhere on the battlefield more than 9" from all enemy units.


•REGIMENT OF RENOWN•
Big Grikk’s Kruleshots
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.
•REGIMENT OF RENOWN•
Big Grikk’s Kruleshots
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.


BATTLE PROFILE

Points: 320

Once Per Turn (Army), Your Shooting Phase
SKEWER IT AGAIN!: Rather than gesture in the traditional way, Grikk uses his bolts to indicate which beastie he wants his ladz to bring down.

Declare: Pick an enemy MONSTER that had any damage points allocated to it this phase by a shooting attack made by the Beast-skewer Killbow in this Regiment of Renown. Then, pick any number of Man-skewer Boltboyz units in this Regiment of Renown to focus fire.

Effect: For the rest of the turn, add 1 to the Attacks characteristic of the ranged weapons used by the units you picked to focus fire but all of their attacks must target the enemy MONSTER you picked.


•REGIMENT OF RENOWN•
Braggit’s Bottle-Snatchaz
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.
•REGIMENT OF RENOWN•
Braggit’s Bottle-Snatchaz
INCLUSION

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

BATTLE PROFILE

Points: 480

Your Hero Phase
7
SNEAKY DISTRACTION: The shaman’s unnaturally shrill cries and magical light-show hypnotically draw the attention of their foes.

Declare: Pick the Gobbapalooza in this Regiment of Renown to cast this spell, then make a casting roll of 2D6.

Effect: Until the start of your next turn, subtract 1 from hit rolls for attacks made by enemy units while they are wholly within 12" of the caster.
KEYWORDSSPELL, UNLIMITED

Deployment Phase
SUPER-SECRET TUNNELS: Rabble-Rowzas have a knack for locating hidden passages beneath the earth.

Declare: Pick a unit in this Regiment of Renown that has not been deployed.

Effect: Set up that unit in reserve in a super-secret tunnel. It has now been deployed.
KEYWORDSDEPLOY

Once Per Turn (Army), Any Movement Phase
SUDDEN EMERGENCE: Braggit and his ladz tend to turn up wherever they are least expected (and least desired).

Declare: If the Rabble-Rowza in this Regiment of Renown is in a super-secret tunnel, pick it to be the target.

Effect: Set up the target anywhere on the battlefield more than 9" from all enemy units. Then, set up all other friendly units that are in a super-secret tunnel within 3" of the target and more than 9" from all enemy units.


•REGIMENT OF RENOWN•
Goroan Scions
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.
•REGIMENT OF RENOWN•
Goroan Scions
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION
  • 1 Ogroid Thaumaturge

BATTLE PROFILE

Points: 360

Once Per Turn (Army), Your Hero Phase
GOROAN FORGECRAFT: The Goroans were renowned for their skill at smithery, and even orruks will acknowledge their general killiness.

Declare: Pick a friendly DESTRUCTION HERO that is within the combat range of a HERO in this Regiment of Renown to be the target.

Effect: On a 3+, add 1 to the Rend characteristic of the target’s melee weapons until the start of your next turn.

Your Hero Phase
7
BELLOW OF GORKAMORKA: Goroan shamans who maintain the old ways channel the sense-blasting roars of Gorkamorka through their magic.

Declare: Pick the Ogroid Thaumaturge in this Regiment of Renown to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.

Effect: The target has STRIKE-LAST until the start of your next turn. In addition, while the target has the BURNING keyword, subtract 1 from hit rolls for the target until the start of your next turn.
KEYWORDSSPELL


•REGIMENT OF RENOWN•
Nurgle’s Gift
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...
•REGIMENT OF RENOWN•
Nurgle’s Gift

BATTLE PROFILE

Points: 180

Deployment Phase
INCUBATION PERIOD: Nurgle’s gifts can incubate slowly within the afflicted, gaining a malign sentience.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve festering within. They have now been deployed.
KEYWORDSDEPLOY

Passive
BURSTING WITH LIFE: Guts roil and buboes weep before cheering Nurglings burst forth from the slain.

Effect: If a friendly non-NURGLE’S GIFT unit would be destroyed, before the last model is removed from play, roll a dice. Add 1 to the roll for each other friendly non-NURGLE’S GIFT unit that has been destroyed this battle. On a 5+, pick a friendly unit that is festering within and set it up wholly within 6" of that model. It can be set up in combat.

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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 ORDER keyword is used in the following Cities of Sigmar warscrolls:

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

Monster
© Vyacheslav Maltsev 2013-2026