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Sons of Behamath v0.

Unit Type Attack Hits Armour Command Unit size Points per unit Min/max Special
Manchrusher Gargants Monster 6 6 5+ 6 1 180 -/- *
Gatebreaker Mega Gargant Monster 8/3 10 5+ 8 1 260 -/1 **
Kraken Eater Mega Gargant Monster 8/2+bounce 10 5+ 8 1 260 -/1 ***
Warstomper Mega Gargant Monster 10 10 5+ 10 1 300 -/1 ****

Gargants: Sons of Behamath isn't an army in the traditional sense and doesn't have a leader structure as such (or structure at all) instead all
units have a command value that they may use once to command themsleves or another Gargant within shouting distance (20cm) as long as
they have higher Attack value than the commanded Gargant (i.e. is stronger and can threaten, bully and force the smaller Gargant into action).
If such an order fails, the commanded Gargant rolls on the Gargant Blunder chart.
Gargants are naturally abrasive and do not get along with anyone even with it´s own kind. Therfore they cannot be brigaded with other
Gargants.
Gargants are not impressed with magical trinkets and objects of power. Gargants may not have Magical Items.
All Gargants cause terror.

1. Mancrusher Gargants. Size is relative, but in the world of Gargants, Mancrushers are the runts.
If a Mancrusher Gargant has accumulated 3-5 hits by the end of the Shooting phase or Combat phase it is deemed to have been badly hurt.
Once a Mancrusher Gargant is badly hurt all accumulated hits are discounted and its maximum Hits value and Attacks are halved for the rest of
the battle (to 3 Hits and 3 Attacks).
2. Gatebreaker Mega Gargant. The Gatebreaker Mega Gargant is a truly huge monster, so must be mounted onto a base 40mm frontage and
60mm depth.
The Gatebreaker Mega Gargant picks up a giant boulder and hurls it at it's enemies. Its shooting attack works in the same manner as a
Stonethrower.
If a Gatebreaker Mega Gargant has accumulated 4-7 hits by the end of the Shooting phase or Combat phase it is deemed to have been badly
hurt. Once a Gatebreaker Mega Gargant is badly hurt all accumulated hits are discounted and its maximum Hits value and Attacks are halved for
the rest of the battle (to 4 Hits and 4 Attacks). And it loses it's shooting attack.

3. Kraken Eater Mega Gargant. The Kraken Eater Mega Gargant is a truly huge monster, so must be mounted onto a base 40mm frontage and
60mm depth.
The Kraken Eater Mega Gargant kicks a small rock (in Gargant terms) towards it's enemies. Its shooting attack works in the same manner as a
Cannon. Except that the Kraken Eater Mega Gargant can not stand and shoot.
If a Kraken Eater Mega Gargant has accumulated 4-7 hits by the end of the Shooting phase or Combat phase it is deemed to have been badly
hurt. Once a Kraken Eater Mega Gargant is badly hurt all accumulated hits are discounted and its maximum Hits value and Attacks are halved
for the rest of the battle (to 4 Hits and 4 Attacks). And it loses it's shooting attack.

4. Warstomper Mega Gargant. The Warstomper Mega Gargant is a truly huge monster, so must be mounted onto a base 40mm frontage and
60mm depth.
There can only ever be one Warstomper Mega Gargant in an Sons of Behamath army.
If a Warstomper Mega Gargant has accumulated 4-7 hits by the end of the Shooting phase or Combat phase it is deemed to have been badly
hurt. Once a Warstomper Mega Gargant is badly hurt all accumulated hits are discounted and its maximum Hits value and Attacks are halved for
the rest of the battle (to 4 Hits and 4 Attacks).

Gargant Blunder Chart. If you fail to issue a command to another Gargant you must take a test to see what it does. Ignore potential blunders –
these are taken into account by the following rules. Roll a dice and consult the following chart.
D6 Result
The Gargant will neither move nor shoot this turn but simply stands rooted to the spot looking dopey.
1-2

The Gargant moves towards the nearest enemy unit that he can see as fast as he can. If he reaches the foe he
3-4 will attack as normal. If this brings it into contact with a friendly Gargant he will stop.

The Gargant gives a mighty bellow and rushes straight at the nearest enemy unit that he can see. Move the
Giant at double his normal full pace move. If he reaches the foe he will attack as normal. If this brings him
5-6 into contact with a friendly Gargant he will stop and both Gargants will count as confused.

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