Destruction Battletome - Sons of Behemat.pdf
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A single gargant can break a house beneath its
fists; in the Mortal Realms, this much is known
to even the poorest soot-child. Many a tale
is told of these monsters gobbling up unwary
travellers, smashing ironoaks into splinters
and shattering castle walls. The fact that they
gather in clans is rarely mentioned, for it is too
terrible to contemplate. If one of these towering
beasts spells ruin, a group of them is a walking
disaster. And they are evolving.
No more are the gargants simply bad-tempered
behemoths addled by too much meat and drink,
massive in stature but easily outwitted. Since
their godbeast father Behemat was slain by
Sigmar’s hosts, they are on the warpath, a force
of ruination that crushes all before it. Worse
still, if the scholars of the free cities are to be
believed, they are getting larger. Some are so
vast they can simply step over the walls built to
keep them out, roaring at ear-splitting volume
as they feast on the fleshy morsels within.
To the gargant, the races of men, duardin and
aelf are weak. These gigantic oafs guffaw and
bellow as they grind such pipsqueaks underfoot,
relishing the feeling of breaking bones and
squishing flesh between their toes. They stamp
veteran warriors flat and kick armoured horses
into ordered shieldwalls just for the fun of
it. For them, battle is recreation. Intoxicated
with the thrill of their destructive crusade,
they spur each other on to ever greater feats
of destruction, revelling in the demise of every
regiment they crush and every prized warbeast
they tear apart.
The gargant of the past is gone. Now
come the Sons of Behemat, and they are
strength incarnate.
CONTENTS
2
CONTENTS
T HE BEAST GARGANT UAN .........................4
THE AGE OF MYTH....................................................8
Rise of the World Titan.....................................................10
Land of the Gargants.........................................................12
Stomping Grounds ............................................................14
When Roused to Wrath ....................................................16
THE STAMP OF HISTORY .......................................18
THE GARGANT TRIBES ..........................................22
Mercenaries at Large .........................................................24
Kraken-eater Mega-Gargants ..........................................26
Warstomper Mega-Gargants ...........................................28
Gatebreaker Mega-Gargants ............................................30
Mancrusher Gargants .......................................................32
T HE VIOLENT COLOSSUS ..........................36
A TRIBE ON THE RAMPAGE ..................................46
PAIN TIN G YOUR SONS OF BEHEMAT .................48
T HE GARGANT ARMIES .............................56
ALLEGIANCE ABILITIES ........................................57
Sons of Behemat .................................................................57
Taker Tribes ........................................................................58
Stomper Tribes ...................................................................60
Breaker Tribes ....................................................................62
Battleplan: A Forlorn Hope..............................................64
Background Tables ............................................................66
MEGA-GARGAN T MERCENARIES ........................72
Bundo Whalebiter .............................................................73
One-eyed Grunnock .........................................................74
Big Drogg Fort-kicka.........................................................75
WARSCROLLS ............................................................76
Kraken-eater Mega-Gargant ............................................76
Warstomper Mega-Gargant .............................................77
Gatebreaker Mega-Gargant .............................................78
Mancrusher Gargants .......................................................79
PITCHED BATTLE PROFILES.................................80
PRODUCED BY THE WARHAMMER STUDIO
With thanks to The Faithful for their additional playtesting services.
Destruction Battletome: Sons of Behemat © Copyright Games Workshop Limited 2020. Destruction Battletome: Sons of Behemat, GW, Games Workshop,
Warhammer, Stormcast Eternals, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive
likenesses thereof, are either or TM, and/or © Games Workshop Limited, variably registered around the world. All Rights Reserved.
®
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying,
recording or otherwise, without the prior permission of the publishers.
This is a work of fiction. All the characters and events portrayed in this book are fictional, and any resemblance to real people or incidents is purely coincidental.
British Cataloguing-in-Publication Data. A catalogue record for this book is available from the British Library. Pictures used for illustrative purposes only.
Certain Citadel products may be dangerous if used incorrectly and Games Workshop does not recommend them for use by children under the age of 16 without
adult supervision. Whatever your age, be careful when using glues, bladed equipment and sprays and make sure that you read and follow the instructions on
the packaging.
ISBN: 978-1-83906-013-7
Games Workshop Ltd., Willow Road, Lenton, Nottingham, NG7 2WS, United Kingdom
games-workshop.com
The sons of the godbeast Behemat stride fearlessly into a Flesh-eater Court’s trap, crushing and
squashing the ghouls of the Corpse Lakes as if they were trampling a field of rotten apples.
THE BEAST GARGANTUAN
4
THE BEAST GARGANTUAN
Bellowing, stomping and crushing all before them, the Sons of Behemat are all but impossible to stop. Though
they owe allegiance to no man, many are mercenaries, and fight all across the Mortal Realms. On the charge, a
group of gargants can flatten a battleline whilst suffering only flesh wounds and the odd broken toe in return.
Gargants of many kinds exist
throughout all the Mortal Realms.
Feared across the lands for their
sheer size and strength, they range
from merely huge to absolutely
colossal. Since the death of the
zodiacal godbeast Behemat – who
many gargants claim to be the father
of their race – they have only grown
larger still. Given that they have no
natural predators, gargants act on
their instincts and whims almost all
the time. They usually fill their days
by hunting, sleeping, eating people
whole, drinking barrels of captured
ale, sleeping again, belching,
breaking wind at one another, and
smashing other people’s dwelling
places for their own amusement. To
stay in the path of a gargant is a very
bad idea, for they see those smaller
than themselves as playthings at best
and, at worst, a quick snack.
Some gargants have hermetic
existences, content to stay within
their own wide-ranging territory.
Others are constantly on the move,
truly ravenous in their appetite
for battle. When the titanic beings
known as Mega-Gargants are on
the warpath, a new focus spreads
through gargant society – such as
it is – that drives even the most
reclusive of these massive louts into
rampages of pitiless violence. They
will sniff out prey no matter where
it hides, and smash it to paste. Over
time gargants gather together into
war parties, following each other’s
footsteps until they become nigh
unstoppable – a force of destruction
so crude but effective they can smash
a city to rubble, scatter an army to
the winds, or topple one of the Great
Wonders of the Mortal Realms.
Gargants are generally rather
myopic when it comes to telling the
smaller races apart. They pay little
mind to the difference between one
‘pipsqueak’ and the next, regardless
of the size of his hat or the shininess
of his sword. Some of their number
have learned to make alliances with
the armies of the smaller races, for
not only does this mean they are
likely to get in a really good fight,
they can also earn a larger share of
the spoils of war as reward for their
troubles. Yet for every paymaster
that successfully bribes a gargant
into his service – likely by standing
on a cliff or tall building to ensure
he is at least the same eye level – a
dozen more are messily devoured. In
general, gargants are easily avoided.
The thunder of their footfalls makes
it very easy to hear them coming,
and their meaty, grasping hands are
not dextrous enough to catch well-
hidden prey. On the field of battle,
however, there is no escape.
ravenous metabolisms; on the day of
battle, they are gods.
All gargants have learned to
recognise the hundreds-strong
footprints of an army on the march.
They will follow these trails with
long, determined strides, hoping to
find a good scrap at the end. With
the Mortal Realms under such
constant threat from the hordes of
anarchy and destruction, it is never
long before they spot a battle in
which to revel in their raw power.
As the screams and crashing tumult
of conflict reaches them on the
wind, the gargant will break into a
loping run, leaving deep footprints
in the earth as he pounds across the
wilderness. In the Heartlands of
Ghur, those who hear the signature
thump-thump-thump
of a charging
gargant will do everything in their
power to find safe haven before the
enormity crests the horizon and
starts to lay about himself with his
titanic club. Unfortunately, when a
gargant is in full stride, even agility
and swiftness is no defence. Should a
gargant be irritated by a distant foe,
he will scoop up a chunk of fallen
masonry or even an enemy warrior
and hurl it – though his aim is poor,
any so much as clipped by such a
devastating projectile will be broken
and likely slain.
The appeal of full-scale battle for
the gargant is understandable. Their
daily existence is one fraught with
hunger and pain; with the Age of
Chaos having ravaged the lands and
corrupted so much of their natural
habitats, merely finding enough food
to sustain themselves is an ongoing
struggle. In times of war, however,
there is always good eating to be
had. Each corpse-field is a banquet
laid out for whoever has the strength
to claim it. Gargants are no mere
scavengers, though; many will hunt
out battle in the same manner that
primitive peoples hunt prey-beasts.
They make war not just to fill their
extensive bellies, but because they
love the thrill of it. No longer are
they outsized monsters repeatedly
lashed by the elements, challenged by
would-be heroes and often starved
to near exhaustion by their own
SIZE IS EVERYTHING
Many of the more brutish races of
the realms believe that ‘might makes
right’. The majority of greenskin
society, for instance, revolves around
that simple concept. Though the
gargants are not greenskins, or at
least not by birth, they subscribe to
the same tenets. Some even believe
that ‘mightier makes rightier’, and
whenever two really big gargants
cross one another’s path they will
wrestle, brawl, roar and engage in
contests of strength to show their
dominance. Their preoccupation
with size as an indication of prowess
no doubt hails from their belief that
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