Contents Monster Hero Monster Regiment of Renown | ||
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Death Grip [Anti-HERO (+1 Rend)] | |||||||
Death Grip Anti-HERO (+1 Rend) | 1 | 4+ | 2+ | 2 | D6 | ||
Menhir Club [Anti-MONSTER (+1 Rend)] | |||||||
Menhir Club Anti-MONSTER (+1 Rend) | 5 | 4+ | 2+ | 2 | 5 | ||
Almighty Stomp [Anti-INFANTRY (+1 Rend)] | |||||||
Almighty Stomp Anti-INFANTRY (+1 Rend) | 4 | 4+ | 2+ | 2 | D3 |
Passive |
Passive |
Passive |
Any Combat Phase |
KEYWORDS | CORE, ATTACK, FIGHT |
Passive |
KEYWORDS | HERO, MONSTER |
DESTRUCTION, SONS OF BEHEMAT, 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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Hurled Boulder | ||||||||
Hurled Boulder | 18" | 1 | 3+ | 2+ | 3 | 4 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Almighty Stomp [Anti-INFANTRY (+1 Rend)] | ||||||||
Almighty Stomp Anti-INFANTRY (+1 Rend) | 4 | 4+ | 2+ | 2 | D3 | |||
Death Grip [Anti-HERO (+1 Rend)] | ||||||||
Death Grip Anti-HERO (+1 Rend) | 1 | 4+ | 2+ | 2 | D6 | |||
Fortcrusha Flail [Anti-FACTION TERRAIN (+1 Rend)] | ||||||||
Fortcrusha Flail Anti-FACTION TERRAIN (+1 Rend) | 6 | 4+ | 2+ | 2 | 4 |
Passive |
Passive |
Passive |
Any Combat Phase |
KEYWORDS | CORE, ATTACK, FIGHT |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | HERO, MONSTER |
DESTRUCTION, SONS OF BEHEMAT, MEGA-GARGANT |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Obelisk of Tor Crania | |||||||
Obelisk of Tor Crania | 6 | 4+ | 2+ | 2 | 5 | ||
Death Grip [Anti-HERO (+1 Rend)] | |||||||
Death Grip Anti-HERO (+1 Rend) | 1 | 4+ | 2+ | 2 | D6 | ||
Almighty Stomp [Anti-INFANTRY (+1 Rend)] | |||||||
Almighty Stomp Anti-INFANTRY (+1 Rend) | 4 | 4+ | 2+ | 2 | D3 |
Passive |
Your Hero Phase | 5 |
KEYWORDS | PRAYER |
Passive |
Passive |
Passive |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, PRIEST (1) |
DESTRUCTION, SONS OF BEHEMAT, MEGA-GARGANT |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Hooves of Wrack and Ruin | |||||||
Hooves of Wrack and Ruin | 6 | 3+ | 2+ | 1 | 2 | ||
The Dread Mace | |||||||
The Dread Mace | 6 | 3+ | 2+ | 3 | 4 | ||
Tuskbreaker [Crit (2 Hits)] | |||||||
Tuskbreaker Crit (2 Hits) | 3 | 4+ | 2+ | 2 | D3 |
Passive |
Reaction: Opponent declared a SPELL ability |
Passive |
Once Per Turn (Army), Any Charge Phase |
KEYWORDS | RAMPAGE |
Your Charge Phase |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WARD (5+) |
DESTRUCTION, SONS OF BEHEMAT |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Hurled Debris | ||||||||
Hurled Debris | 24" | 3 | 4+ | 3+ | 1 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Death Grip [Anti-HERO (+1 Rend)] | ||||||||
Death Grip Anti-HERO (+1 Rend) | 1 | 4+ | 2+ | 2 | D6 | |||
Almighty Stomp [Anti-INFANTRY (+1 Rend)] | ||||||||
Almighty Stomp Anti-INFANTRY (+1 Rend) | 4 | 4+ | 2+ | 2 | D3 | |||
Shipwrecka Warclub | ||||||||
Shipwrecka Warclub | 4 | 4+ | 2+ | 2 | 4 |
Passive |
Passive |
Passive |
Once Per Turn (Army), Your Hero Phase |
Once Per Turn, Any Combat Phase |
KEYWORDS | HERO, MONSTER |
DESTRUCTION, SONS OF BEHEMAT, 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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Almightier Stomp [Anti-INFANTRY (+1 Rend)] | |||||||
Almightier Stomp Anti-INFANTRY (+1 Rend) | 6 | 4+ | 2+ | 2 | D3 | ||
Death Grip [Anti-HERO (+1 Rend)] | |||||||
Death Grip Anti-HERO (+1 Rend) | 1 | 4+ | 2+ | 2 | D6 | ||
Titanic Boulderclub [Anti-INFANTRY (+1 Rend)] | |||||||
Titanic Boulderclub Anti-INFANTRY (+1 Rend) | 4 | 4+ | 2+ | 2 | 2 |
Passive |
Passive |
Passive |
Passive |
Any Combat Phase |
KEYWORDS | HERO, MONSTER |
DESTRUCTION, SONS OF BEHEMAT, MEGA-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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Throwin’ Rocks | ||||||||
Throwin’ Rocks | 12" | 1 | 5+ | 2+ | 2 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
’Eadbutt | ||||||||
’Eadbutt | 1 | 4+ | 2+ | 2 | 4 | |||
Mighty Kick | ||||||||
Mighty Kick | 1 | 4+ | 2+ | 2 | D3 | |||
Massive Club | ||||||||
Massive Club | 4 | 4+ | 2+ | 1 | 2 |
Passive |
Once Per Turn, Any Combat Phase |
KEYWORDS | MONSTER |
DESTRUCTION, SONS OF BEHEMAT, 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.
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Throwin’ Rocks | ||||||||
Throwin’ Rocks | 12" | 1 | 5+ | 2+ | 2 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Massive Club | ||||||||
Massive Club | 4 | 4+ | 2+ | 1 | 2 | |||
Mighty Kick | ||||||||
Mighty Kick | 1 | 4+ | 2+ | 2 | D3 | |||
’Eadbutt | ||||||||
’Eadbutt | 1 | 4+ | 2+ | 2 | 4 |
Passive |
Once Per Turn, Any Combat Phase |
Passive |
KEYWORDS | MONSTER |
DESTRUCTION, SONS OF BEHEMAT, GARGANT |
Grikk swears that the massive, jagged bolt that buried itself in the back of his boss’s Vulcha steed had nothing to do with him. Few believed the treacherous Big Shot, so Grikk quickly took leave of his clan, accompanied by a handful of crossbow-toting lackeys and some grots to drag his beloved killbow across the realms. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
The Beast-skewer Killbow in this Regiment of Renown has the HERO keyword. | ||
Once Per Turn (Army), Your Shooting Phase |
Unlike most undead, the Ossiarchs are willing to compromise – provided their tithe is not waylaid. Though they bear little trust for the forces of Chaos, a desperate or cunning general may be able to direct them towards a mutual foe. After all, the Bonereapers will happily harvest the corpses of both sides… | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Turn (Army), Any Combat Phase |
Your Hero Phase | 7 |
KEYWORDS | SPELL |
Your Movement Phase |
His Endrineering commission revoked after repeated accusations of ‘unsanctioned resource sharing’, Gronn Ymorsson took matters into his own hands by bribing some Skywardens and stealing a Gunhauler, then fleeing the sky-port authorities before they noticed. He follows armies who can open the way to worthy treasure, swooping down to claim the loot when the coast is clear. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Deployment Phase |
KEYWORDS | DEPLOY |
Your Movement Phase |
Once Per Turn (Army), Your Combat Phase |
The beasts known as ogroids were once the Goroans, a race of Destruction that fell to Chaos after orruks sacked their capital. But not every Goroan clan spat upon Gorkamorka; some stayed faithful, and they occasionally emerge to fight alongside their old kin. Their gifts of ‘flashy choppas’ is usually enough to banish any suspicion. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
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Once Per Turn (Army), Your Hero Phase |
Your Hero Phase | 7 |
KEYWORDS | SPELL |
Nurgle is a generous god, granting gifts even to those who deny their genius. It takes only one infected well, watering hole or imported keg for corruption to bite. At first, a warrior feels little but mild discomfort – but as the day of battle draws near, their suffering deepens, and an eager giggling echoes through the aether… | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Deployment Phase |
KEYWORDS | DEPLOY |
Passive |
Braggit Big-Talka is a grot with many tales to tell. Some of them even contain a grain of truth. The Rabble-Rowza and his mates (not to mention their squiggly companions) are an unpredictable menace, arriving without warning in search of shiny bottles to snatch and pour their fungal potions into. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Your Hero Phase | 7 |
KEYWORDS | SPELL, UNLIMITED |
Deployment Phase |
KEYWORDS | DEPLOY |
Once Per Turn (Army), Any Movement Phase |
The SONS OF BEHEMAT keyword is used in the following Sons of Behemat warscrolls:
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Passive |
The HERO keyword is used in the following Sons of Behemat warscrolls:
The MONSTER keyword is used in the following Sons of Behemat warscrolls:
The DESTRUCTION keyword is used in the following Sons of Behemat warscrolls:
The SONS OF BEHEMAT keyword is used in the following Sons of Behemat warscrolls:
The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:
Once Per Battle, Your Hero Phase | 7 |
KEYWORDS | PRAYER |
The WARMASTER keyword is used in the following Sons of Behemat warscrolls:
The UNIQUE keyword is used in the following Sons of Behemat warscrolls:
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
| ||
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. | ||
Any Charge Phase |
KEYWORDS | RAMPAGE |
| ||
Your Hero Phase | 6 |
KEYWORDS | SPELL |
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:
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. | ||