Sons of Behemat – Warscrolls


Monster Hero


SONS OF BEHEMAT WARSCROLL
Beast-smasher
Mega-Gargant
10"
35
4+
20
Beast-smashers are considered, even by other gargants, to be a touch mad. In truth, they are more susceptible to the energy of the Waaagh! than most of their kin. It stains their vision green and opens their souls to a rough elemental power, leading them to believe that they can hear Gorkamorka talking to them – or even that they are the god himself. Either way, their goal is the same: to slaughter great beasts, just as Gorkamorka once did. A Beast-smasher wades into battle without hesitation, unconcerned with the smaller enemies they either squash underfoot, catch with idle swings of their huge menhir clubs or snatch up to eat without conscious thought. Though they may eventually be brought down by a thousand cuts, a Beast-smasher will ignore all but the most punishing blows, convinced of their own godly invincibility. When tangling with worthy prey, Beast-smashers display a startling killer instinct. They know how to dodge between a hydra’s heads and tie their necks into a knot, how to wrestle a Black Dragon’s jaws shut so it cannot unleash its noxious breath, and how to cave in a rival gargant’s breastbone with one strike.
SONS OF BEHEMAT WARSCROLL
Beast-smasher
Mega-Gargant
MELEE WEAPONS
AtkHitWndRndDmg
Death Grip [Anti-HERO (+1 Rend)]
Death Grip
Anti-HERO (+1 Rend)
14+2+2D6
Menhir Club [Anti-MONSTER (+1 Rend)]
Menhir Club
Anti-MONSTER (+1 Rend)
54+2+25
Almighty Stomp [Anti-INFANTRY (+1 Rend)]
Almighty Stomp
Anti-INFANTRY (+1 Rend)
44+2+2D3
BATTLE PROFILE

Unit Size: 1      Points: 470
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.

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

Passive
BEHEMOTH BRAWLER: Beast‑smashers rely on their killer instincts when battling colossal creatures, fighting with the spirit of Gorkamorka and the ferocity of Behemat to overpower their prey.

Effect: Subtract 1 from the Attacks characteristic of enemy MONSTERS while they are in combat with this unit.

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.

Any Combat Phase
BEAST-BREAKING STRIKE: Beast‑smashers can shatter the ribcages and crack the skulls of even the most ferocious adversaries with a single mighty strike.

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

Effect: This unit can make a pile-in move. Then, roll a dice. On a 4+, inflict 5D6 mortal damage on the target.
KEYWORDSCORE, ATTACK, FIGHT

Passive
SON 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).

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


SONS OF BEHEMAT WARSCROLL
Gatebreaker
Mega-Gargant
10"
35
4+
20
Of all of Behemat’s spawn, Gatebreakers are the most sinister, filled with the need to destroy. More specifically, these gargants harbour considerable ill will towards the metropolises raised by Sigmar’s folk. The sight of a glorious city, with its proud spires and resolute walls, awakens a bitter fury within these creatures. With a bellow of hate, a Gatebreaker advances on an enemy settlement without fear, shrugging off panicked arrows and cannon fire with little more than a malicious chuckle. As they approach, the Gatebreaker begins to swing their fortcrusha flail – a brutal weapon cobbled together from the wreckage of sundered cities – with terrible, mounting velocity. This flail can be used to hook onto the crenellations of a city’s battlements; with a flex of their immense muscles, the Gatebreaker uses this leverage to tear down an entire wall, laughing at the roar of collapsing stonework and the screams of defenders tumbling to their doom. Then the Mega-Gargant shoulders their way through the rubble and into the city, and the slaughter truly begins.
SONS OF BEHEMAT WARSCROLL
Gatebreaker
Mega-Gargant
RANGED WEAPONS
RngAtkHitWndRndDmg
Hurled Boulder
Hurled Boulder18"13+2+34
MELEE WEAPONS
AtkHitWndRndDmg
Almighty Stomp [Anti-INFANTRY (+1 Rend)]
Almighty Stomp
Anti-INFANTRY (+1 Rend)
44+2+2D3
Death Grip [Anti-HERO (+1 Rend)]
Death Grip
Anti-HERO (+1 Rend)
14+2+2D6
Fortcrusha Flail [Anti-FACTION TERRAIN (+1 Rend)]
Fortcrusha Flail
Anti-FACTION TERRAIN (+1 Rend)
64+2+24
BATTLE PROFILE

Unit Size: 1      Points: 500
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.

Passive
BATTLE DAMAGED
Effect: While this unit has 15 or more damage points, the Attacks characteristic of its Fortcrusha Flail is 4 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).

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.

Any Combat Phase
PULVERISING STRIKE: A Gatebreaker may swing its fortcrusha flail hard and bring it down in a single pulverising strike.

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

Effect: This unit can make a pile-in move. Then, roll a dice. On a 4+, inflict 4D6 mortal damage on the target.
KEYWORDSCORE, ATTACK, FIGHT

Once Per Turn (Army), Any Combat Phase
SMASH DOWN: Gatebreakers have a deep loathing of settlements, which they see as symbols of those who killed Behemat.

Declare: Pick a terrain feature within 3" of this unit to be the target.

Effect: If the target is FACTION TERRAIN, inflict D3+3 mortal damage on it. Then, roll a D3 for each non-MONSTER unit (friendly and enemy) within 3" of the target. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.

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


SONS OF BEHEMAT WARSCROLL
King Brodd
10"
40
4+
20
Even amongst a race of titans, the name Brodd looms large. While his strength is immense, Brodd is also marked out by a shimmering aura of power, and his one good eye flickers with primal mysticism and cruel intelligence. Brodd becomes a bellowing icon of savagery in battle, invigorating fellow gargants through the bestial energy that clings to him. Long did Brodd reign as king of the Scabrous Sprawl in Ghyran. Many believed that his relative intelligence resulted from some blessing of the dormant godbeast Behemat. During the Realmgate Wars, the gargants of the Sprawl formed an alliance with the Stormcast Eternals. When Sigmar’s chosen told him of Archaon’s plan to bind Behemat into service, Brodd agreed to help them fight back. He was thus close at hand to witness Behemat at last awaken – and when Sigmar’s champion murdered the godbeast, Brodd could do nothing but watch helplessly. Now Brodd sees himself as a holy avenger charged with trampling the empires of the hated God-King flat. He eagerly joins the warpath of other stomps, especially if they lead to Sigmar’s cities; few would deny the aid of the elder king, for they recognise that the best fights follow him.
SONS OF BEHEMAT WARSCROLL
King Brodd
MELEE WEAPONS
AtkHitWndRndDmg
Obelisk of Tor Crania
Obelisk of Tor Crania64+2+25
Death Grip [Anti-HERO (+1 Rend)]
Death Grip
Anti-HERO (+1 Rend)
14+2+2D6
Almighty Stomp [Anti-INFANTRY (+1 Rend)]
Almighty Stomp
Anti-INFANTRY (+1 Rend)
44+2+2D3
BATTLE PROFILE

Unit Size: 1      Points: 520
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 of its Obelisk of Tor Crania is 4 and this unit has a Control characteristic of 10.

Your Hero Phase
5
POWER OF BEHEMAT: The primordial power of Behemat clings still to King Brodd, his favoured son.

Declare: Make a chanting roll of D6.

Effect: Pick 1 of the following effects. If the chanting roll was 10+, pick 2 instead:

Shatter the Mountains: Add 2" to the Move characteristic of friendly SONS OF BEHEMAT units for the rest of the turn.

Might of the Earth: Heal (D3) each friendly SONS OF BEHEMAT unit.

Pummel All to Dust: For the rest of the turn, add 1 to the Rend characteristic of the Obelisk of Tor Crania, Menhir Club, Fortcrusha Flail, Shipwrecka Warclub, Titanic Boulderclub and Massive Club used by friendly SONS OF BEHEMAT units.
KEYWORDSPRAYER

Passive
CREEPERS: Riding on top of King Brodd, these creatures will leap upon enemy predators and distract them while Brodd deals a killing blow.

Effect: This unit cannot be picked to be the target of enemy RAMPAGE abilities.

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).

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.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, PRIEST (1)
DESTRUCTION, SONS OF BEHEMAT, MEGA-GARGANT


SONS OF BEHEMAT WARSCROLL
Kragnos
the End of Empires
10"
18
4+
15
One of the most destructive races to have ever lived, the Drogrukh were centauroid warriors who built a great nation in the Realm of Beasts. From their number rose a champion so powerful that he ascended to godhood: Kragnos, the End of Empires. Having led his people in warfare against a draconic empire that left the Drogrukh all but extinct, Kragnos was sealed away for the protection of the realms – only to be freed centuries later. Though he currently wages a protracted war in the Realm of Life, Kragnos can still be drawn to battle by the most ferocious fighting, his arrival announced by the smashing of enemy lines and the crushing of foes under his thunderous hooves. Already a natural disaster made manifest, Kragnos’s rampages are further augmented by his legendary armaments. The shield Tuskbreaker is said to have been cast aside by Gorkamorka himself, deity of the orruks and other brutish beings. The spells of enemy mages break instantly upon its surface, supposedly due to the residual divine essence that suffuses it. The Dread Mace, Kragnos’s massive studded club, is powerful enough to shatter walls of solid rock. Legends say that Kragnos retrieved the weapon’s head from an ancient geomantic nexus, and that it is infused with Ghur’s own destructive animus.
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: 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 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.

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).

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

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.

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


SONS OF BEHEMAT WARSCROLL
Kraken-eater
Mega-Gargant
10"
35
4+
20
Kraken-eater Mega-Gargants are irascible old souls who have seen it all. They find just as much satisfaction in watching the sun rise while seated atop their favourite rock as they do in destroying a village, and they crave the relief that only the sea can provide on their old and aching bones – as well as the bounty that washes up on its shores. Though extremely acquisitive, most Kraken-eaters will not make any effort to use their prizes, other than carrying them around in huge nets or haphazard bandoliers. However, there are those who propose a wild notion: not everything made by pipsqueaks is worthless. These Kraken-eaters attempt to actually understand the contents of their hoards, and the cleverest have deduced that magic is a powerful force. While the manipulation of arcane energies is a bit too finicky for gargants, an artefact that does it for them is another matter, so they collect any mystical doodads they can. Despite their hermetic existence, Kraken-eaters are still gargants at heart. The need to destroy and stake their territory is strong, as is their newly acquired desire to pillage treasure. Dark legends tell of them submerging their massive forms below the sea then snatching ships from the water’s surface in order to drown or eat everyone aboard.
SONS OF BEHEMAT WARSCROLL
Kraken-eater
Mega-Gargant
RANGED WEAPONS
RngAtkHitWndRndDmg
Hurled Debris
Hurled Debris24"34+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Death Grip [Anti-HERO (+1 Rend)]
Death Grip
Anti-HERO (+1 Rend)
14+2+2D6
Almighty Stomp [Anti-INFANTRY (+1 Rend)]
Almighty Stomp
Anti-INFANTRY (+1 Rend)
44+2+2D3
Shipwrecka Warclub
Shipwrecka Warclub44+2+24
BATTLE PROFILE

Unit Size: 1      Points: 470
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.

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).

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.

Once Per Turn (Army), Your Hero 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 land.

Declare: Pick an objective within 1" of this unit to be the target.

Effect: Roll a dice. On a 2+, move the target 2D6" to a new position on the battlefield more than 1" from all models, terrain features and other objectives. That objective is treated as if it were in the same territories as it was when it was first set up on the battlefield for the purposes of the battleplan.

Once Per Turn, Any Combat Phase
STUFF ’EM IN ME NET: Kraken-eaters are constantly putting things into the nets they carry ‘ for later’, including unlucky opponents and other tasty-looking morsels.

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

Effect: Roll 3 dice. For each roll that is at least double the target’s Health characteristic, 1 model in the target unit is slain.

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


SONS OF BEHEMAT WARSCROLL
Warstomper
Mega-Gargant
10"
35
4+
20
It does not matter to the Warstompers who is fighting or why; all they care about is finding a vicious battle to lose themselves in. The charge of a Warstomper is akin to being hit by a roaring Chamonic steam-engine, and then the titan begins swinging their huge club, ploughing through enemy ranks with howls of battle-joy. Warstompers regularly fight as mercenaries in the service of Chaos, for the society of the Dark Gods’ worshippers is predicated upon endless strife, and that suits these gargants just fine. It is tempting to think of the Warstompers as stone-headed brutes, incapable of higher thought beyond flailing their limbs in a frenzy. Their passion for battle, however, translates to a frightening degree of comprehension. While raw strength is usually enough to win the day, they have a basic but uncanny understanding of tactics, recognising when to fight, when to pull back and when to redouble their efforts. Should they be fired on by archers, the Warstomper will raise one arm as a shield to protect their vital organs. If they are charged by cavalry, the gargants will shake the earth with heavy jumps, breaking the momentum of the mounted unit. Some Warstompers will even set aside their pride to feign injury when confronted by a powerful adversary, only to strike once their prey’s focus lapses.
SONS OF BEHEMAT WARSCROLL
Warstomper
Mega-Gargant
MELEE WEAPONS
AtkHitWndRndDmg
Almightier Stomp [Anti-INFANTRY (+1 Rend)]
Almightier Stomp
Anti-INFANTRY (+1 Rend)
64+2+2D3
Death Grip [Anti-HERO (+1 Rend)]
Death Grip
Anti-HERO (+1 Rend)
14+2+2D6
Titanic Boulderclub [Anti-INFANTRY (+1 Rend)]
Titanic Boulderclub
Anti-INFANTRY (+1 Rend)
44+2+22
BATTLE PROFILE

Unit Size: 1      Points: 460
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.

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

Passive
SON 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).

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.

Passive
TITANIC BOULDERCLUB: A Warstomper will drive straight into the midst of the enemy, swinging their titanic boulderclub to smash foes in all directions.

Effect: If all of the attacks made with this unit’s Titanic Boulderclub target the same enemy unit, for every 5 models in the target unit, add 2 to its Attacks characteristic for the rest of the phase.

Any Combat Phase
HURLED BODY: Warstompers wade into the thick of battle and pick up smaller opponents to hurl at other enemies.

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

Effect: Roll a dice. If the roll is at least double the target’s Health characteristic, 1 model in that unit is slain and you can pick a visible enemy unit within 12" of this unit. Inflict an amount of mortal damage on that unit equal to the target’s Health characteristic.

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

Monster


SONS OF BEHEMAT WARSCROLL
Mancrusher Gargant
8"
12
5+
10
Mancrushers are the most common type of gargant, though they are still thankfully quite rare. While they have yet to reach the awe-inspiring proportions of the Mega-Gargants, they are not to be taken lightly; even an adolescent Mancrusher will loom over a Sigmarite domicile and can snatch up a fleeing settler with one grasp of their meaty hands. Many carry gore-stained burlap sacks and will stuff both living and dead prey into the meaty churn within to save for a treat after the battle is won. Mancrushers are impressionable beings who live for the moment. As such, they are easily swept up by the passions of their big mates. If the boss of a stomp wants to plunge into the most cataclysmic battles imaginable, then the Mancrushers will charge in right at their side, shouldering and tugging at one another in an attempt to be first into the fray. Similarly, those who follow the Beast-smashers are soon filled with pounding Waaagh! energy and seem more oblivious than ever to the blades and arrows of terrified pipsqueaks. Despite this propensity towards imitation, every Mancrusher dreams of one day growing to become a Mega-Gargant and forging their own path. Then, in turn, they will attract their own gargant disciples, and the cycle will begin anew.
SONS OF BEHEMAT WARSCROLL
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: 130
Base size: 90 × 52mm
Can be reinforced: No

Passive
KEEP UP!: Mancrusher Gargants run as fast as they can so as not to be left out behind when their bigger brethren charge into battle.

Effect: While this unit is wholly within 12" of a friendly MEGA-GARGANT, this unit can use CHARGE abilities even if it used a RUN ability in the same turn.

Once Per Turn, Any Combat Phase
STUFF ’EM IN ME BAG: Gargants are known to grab hapless warriors and stuff them screaming into their bags ‘for later’…

Declare: Pick an enemy unit in combat with this unit 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.

KEYWORDS
MONSTER
DESTRUCTION, SONS OF BEHEMAT, GARGANT


SONS OF BEHEMAT WARSCROLL
Mancrusher Mob
8"
12
5+
10
Mancrushers are the most common type of gargant, though they are still thankfully quite rare. While they have yet to reach the awe-inspiring proportions of the Mega-Gargants, they are not to be taken lightly; even an adolescent Mancrusher will loom over a Sigmarite domicile and can snatch up a fleeing settler with one grasp of their meaty hands. Many carry gore-stained burlap sacks and will stuff both living and dead prey into the meaty churn within to save for a treat after the battle is won. Because they do not need to dominate a local food supply to the same extent as their larger kin, Mancrushers are often especially sociable by gargant standards. It is common to see mobs of the brutes banding together beneath the biggest of their number, hunting together and showing off to see who is the greatest. Just as common is the mob later having some catastrophic falling-out over the distribution of spoils or an accusation of foul play in some oafish game and battering one another to a pulp.
SONS OF BEHEMAT WARSCROLL
Mancrusher Mob
RANGED WEAPONS
RngAtkHitWndRndDmg
Throwin’ Rocks
Throwin’ Rocks12"15+2+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Massive Club
Massive Club44+2+12
Mighty Kick
Mighty Kick14+2+2D3
’Eadbutt
’Eadbutt14+2+24
BATTLE PROFILE

Unit Size: 3      Points: 390
Base size: 90 × 52mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Passive
KEEP UP!: Mancrusher Gargants run as fast as they can so as not to be left out behind when their bigger brethren charge into battle.

Effect: While this unit is wholly within 12" of a friendly MEGA-GARGANT, this unit can use CHARGE abilities even if it used a RUN ability in the same turn.

Once Per Turn, Any Combat Phase
STUFF ’EM IN ME BAG: Gargants are known to grab hapless warriors and stuff them screaming into their bags ‘ for later’…

Declare: Pick an enemy unit in combat with this unit 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.

Passive
’OO’S UNDER THE HEEL NOW?: The mob of gargants crash into the enemy in unison, wreaking havoc among the enemy ranks.

Effect: Each time this unit uses the ‘Gargant Charge’ ability, add 1 to the amount of mortal damage inflicted, if any, for each model in this unit.

KEYWORDS
MONSTER
DESTRUCTION, SONS OF BEHEMAT, GARGANT

Regiment of Renown


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: 340

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
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

Once Per Turn (Army), Any Combat Phase
COLLECT THE TITHE: Such is Arkhan’s command of necromancy that even magic withers in his presence.

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 warconstructs 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

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
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 Myrmidon
  • 1 Ogroid Thaumaturge
  • 3 Ogroid Theridons

BATTLE PROFILE

Points: 470

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 wholly 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
ORGANISATION

Each unit in this Regiment of Renown has the NURGLE’S GIFTkeyword.


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.


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: 490

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.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
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 (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Eager Lout.

Monster Hero

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

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

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

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

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
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

14.3 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

32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
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 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.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
Any Charge Phase
GARGANT CHARGE: A charging gargant will flatten anyone in their path.

Declare: Pick any number of enemy units within 1" of a
friendly MEGA-GARGANT or GARGANT unit that charged this turn to be the targets.

Effect: Inflict D3 mortal damage on each target.

Designer’s Note: The RAMPAGE keyword has been removed from this ability.
KEYWORDSRAMPAGE
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
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.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

The warscrolls using DESTRUCTION and HERO keywords can be found in the following Factions:

Destruction: Bonesplitterz, Gloomspite Gitz, Ironjawz, Kruleboyz, Ogor Mawtribes, Sons of Behemat.

The DESTRUCTION and HERO keywords are used in the following warscrolls:

19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

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