GW just revealed the new Sons of Behemat Battletome rules and contents along with the artwork for the new book!
Coming straight from Warhammer Community, we’ve got a set of brand new Rampage rules that will be inside the new Battletome.
New Sons of Behemat Battletome Contents:
The new book is beefier than before, with all the rules you need to field your army alongside a giant-sized lore section, which tells the history of the gargants from the Age of Myth right through to the current Era of the Beast.
It’s been fully updated for the current edition of Warhammer Age of Sigmar, with new monstrous rampages and an in-depth Path to Glory section for narrative play. Taking gargants on campaign is a unique experience – their “territory” tends to be wherever their feet last landed…
It’s always good to see newer armies continue to get updated along with the new edition. We’ll have to see how they play with the new book, but either way, they are giant models, so super fun!
With new and updated warscrolls and two faction-specific core battalions, the battletome opens up new ways to play your big, beautiful behemoths. For the gargant-curious, there are rules to add one flavour of Mega-Gargant to each of the four Grand Alliances, so everyone can join in the Realm-stomping fun.
It looks like the only new Gargants will be two we’ve already seen, and that it will be a single kit with all the new sprues for $210.
Like all the Battletome books, they have all kinds of lore and a decent-sized painting guide inside as well, from the looks of it.
New Sons of Behemat Mega-Gargant Rules
In preparation for their new battletome, the hulking Mega-Gargants have been hard at work practicing a range of gnarly grapples, meaty throws, and brain-busting yells to add to their repertoire of monstrous rampages. Only time will tell if there’s any truth to the whimsical rumours of gargants donning unitards of mind-boggling size and unknown origin.
Whatever the truth, all that training has paid off. Mega-Gargants can now endure lashing claws and snapping jaws to perform a Beast Grapple, picking an enemy MONSTER within 3″ and snagging them in an unbreakable headlock – applying the strike-last effect to both the grabber and grabbed.
First up, Beast Grapple looks interesting and might play out well if your other models can kill the Moster unit being grappled, essentially preventing it from getting a chance to attack!
When these punishing piledrivers pop off, your Mega-Gargant can pick up a hefty beast within ½” and smash them back down somewhere nearby. Not only can you rearrange your opponents – and their internal organs – you’ll inflict D3 mortal wounds in the process.
The second rampage, Colossal Slam is another cool option and opts for some free mortal wound damage. Nothing quite sounds as epic as suplexing a monster!
Brodd’s chanting rolls grow in power as he slays enemy MONSTERS, and once he meets the answer value of 3, he can pick one of three once-per-game effects – including Pummel All to Dust.
This prayer infuses the legendary might of Behemat into every gargant, Mega-sized or otherwise, improving the Rend characteristic of all their clubs and flails by 1. No puny armour can stand up to the World Titan – or you, once you’ve kicked up the Gatebreaker’s Fortcrusha Flail to an eye-watering Rend of -4.
Lastly, we’ve got a King Brodd rule, the new King of the Giants! This is relatively straightforward, but getting a bonus to rend on a large portion of your weapons (with no distance-to-Brodd requirement!) is pretty strong!
One such weapon that this prayer affects is the recently showed-off Beast-Smasher Mega-Gargant, which we included below as a reminder!
Sons of Behemat Beast-Smasher Mega-Gargant
King Brodd is the most mighty of monarchs, and to prove that might truly makes right, he has summoned the Beast-smasher Mega-Gargants to his cause. Together, they’ll create a gargant stomp powerful enough to wage war against the heavens themselves, and claim revenge for the death of Behemat.
The primal energies of the great Waaagh! that radiate from Ghur has affected some Mega-Gargants so profoundly that they believe they can commune with Gorkamorka himself. These fanatical Beast-smashers cannot shake a single-minded obsession – to find and slay the most incredible beasts of the Mortal Realms, as the Twin-Headed God did before them.
This looks really cool, and if it’s somehow bigger than a normal mega-gargant, we’re all about it. Plus, that giant hammer looks like it could take down about anything out there!
Beast-smashers spend most of their days stomping about in a frenzy, lost in visions of the Age of Myth. In rare moments of clear-minded braggadocio, they will claim they are the closest of all gargants to the World Titan’s spirit.
There are some pretty cool little details all over the model, and anyone seeing a gargant eating your friends while fighting you should just totally panic.
In battle, they pulverise their foes with mighty Menhir Clubs – swinging with three mighty attacks that each wound on a 2+ and deal a grievous five wounds.
Gargants who are feeling lucky can aim a Beast-breaking Strike at the weakest spot of an enemy MONSTER, trading three attacks for one risky gamble that changes the Damage characteristic of their Menhir Club to 5D6 – enough on average to deal a killer blow to all but the most mighty of adversaries.
5D6 damage should basically kill anything out there! However, you’ll only get one attack, so make sure you hit. However, otherwise, this will still deal an insane amount of damage with five each, so if you need to kill a big baddy, this is the model to do it.
And just one more thing, since we’ve seen the table of contents, we know what else to look forward to when the full book releases!
All the Newest GW Model & Rules Previews
What do you think about these new Sons of Behemat battletome rules and King Brodd?
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