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		<title>Age of Sigmar/Tactics/Destruction/Sons of Behemat</title>
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		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:250C:AD7:E288:FC4D: /* Battalions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Sons of Behemat|Logo=Kraken-eater.jpg|Alliance=Destruction|Motto= Big and friendly these giants are not...}}&lt;br /&gt;
&lt;br /&gt;
Three new, MASSIVE THICC BOIS, the biggest plastic GW kit so far, able to stare Archaon in the eye while he&#039;s on Dorghar; plus some regular gargants; are ready stomp on your face. &lt;br /&gt;
&lt;br /&gt;
==Why Play Sons Of Behemat?==&lt;br /&gt;
* &#039;Cuz they are fucken [[Awesome|GIANTS]].  Chicks dig drunken giants.&lt;br /&gt;
* Ultra elite army. In 2000pts min six models, max ten.&lt;br /&gt;
* No need to bother with that other faff other factions have to think about: No allies, no wizards (unless you take an item from the Takers Tribe), no endless spells, no battalions, no faction scenery, no special dice.&lt;br /&gt;
* In 40k your favorite army are Imperial Knights.&lt;br /&gt;
* You watched Attack on Titan and sympathized more with the naked monsters than the humans (can’t say I blame you).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* Getting your army built and painted will be really quick, despite the initial impression. Given they are basically oversized [[fa/tg/uys]], they are ripe for customization too.&lt;br /&gt;
* Rending attacks everywhere.&lt;br /&gt;
* Decent shooting attacks (including Drogg&#039;s halitosis).&lt;br /&gt;
* Single model units are immune to bravery checks. [[Ossiarch Bonereapers|Nagash&#039;s boney boys]] aren&#039;t the only faction to ignore bravery anymore by technicallity.&lt;br /&gt;
* If you thought Nurgle was EXTRA THICC...&lt;br /&gt;
* Unspeakably beefy. All your giants have a bunch of wounds, with your mega-gargants having more wounds than the oversized HQs of other factions while being immune to instant death.&lt;br /&gt;
* Your faction acronym is SoB.&lt;br /&gt;
* Shit-ton of tidbits to share with your gaming group: shields, bones, debri, even animal pieces! this all makes for fantastic scenery, terrains,and all kinds of kitbashes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
* You&#039;re the AoS equivalent of Knight players.&lt;br /&gt;
* Just two kits. (Okay, one of those is amazing, and the other is ok)&lt;br /&gt;
* Everyone is a MONSTER, so good luck surviving specialist monster hunters.  Other Destruction factions, especially Bonesplitterz Warclans and Beastclaw Raiders Mawtribes, will be your bane.&lt;br /&gt;
* Max one spell unbind makes you vulnerable to debuff spells and unable to stop your opponent buffing their troops. Not to mention said unbinding is limited to a single artifact for the Taker Tribe. &lt;br /&gt;
* Being ultra elite, you’re almost always bringing single digit models.&lt;br /&gt;
* No battalions means no one drop options and limited artifacts.&lt;br /&gt;
* +4 Save is by no way bad. But that&#039;s all you have to defend yourself without taking the FnP artifact (keyword: Artifact). So don&#039;t think you can sponge MW all day long.&lt;br /&gt;
* Your faction acronym is SoB. [[Age_of_Sigmar/Tactics/Chaos/Slaves_to_Darkness|Could have been a lot worse...]]&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Sons of Behemat|points=Battletome Sons of Behemat or Generals Handbook 2020}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
;Mightier Makes Rightier: For objectives,one {{AOSKeyword|MEGA-GARGANTS}} model counts as 20 models, and each {{AOSKeyword|MANCRUSHER GARGANTS}} count as 10.&lt;br /&gt;
&lt;br /&gt;
;Chuck Rocks: During your Shooting phase, your {{AOSKeyword|MEGA-GARGANTS}} Warlord can command all {{AOSKeyword|mancrusher gargant}} model in a single unit wholly within 18&amp;quot; unit to chuck rocks (18&amp;quot; d3 attacks 4+/3+/-1/D3)&lt;br /&gt;
*Quite effective in with units of 3. Will soften lots of enemies.&lt;br /&gt;
&lt;br /&gt;
==Tribes==&lt;br /&gt;
Each SoB army belongs to a tribe, dependant on choice of general.&lt;br /&gt;
&lt;br /&gt;
===Stomper Tribes===&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;: Warstomper&lt;br /&gt;
*&#039;&#039;&#039;Getting Stuck In&#039;&#039;&#039;: All {{AOSKeyword|MANCRUSHER GARGANT}}s attacks get +1 damage against units of 10+ models, or +2 against 20+&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bawling Bellowing Lunks&#039;&#039;&#039; &#039;&#039;You gain all of:&#039;&#039;&lt;br /&gt;
:Command Abilities that affect all {{AOSKeyword|MANCRUSHER GARGANT}}s within 18&amp;quot; of your general (they can&#039;t use other Command Abilities). &lt;br /&gt;
#&#039;&#039;&#039;Get a Move On, You Slackers!&#039;&#039;&#039;: at the start of the movement phase a unit Runs 6&amp;quot; instead of rolling.&lt;br /&gt;
#&#039;&#039;&#039;Grab Those Rocks and Chuck &#039;em at Somethin&#039;!&#039;&#039;&#039;:  at the start of the shooting phase All MANCRUSHERs in range chuck rocks &lt;br /&gt;
#&#039;&#039;&#039;Oi You, Yes! Charge!&#039;&#039;&#039;: at the start of the charge phase, a unit Rerolls charge rolls for all MANCRUSHERs in range. &lt;br /&gt;
#&#039;&#039;&#039;Stop Muckin&#039; About and Hit &#039;em!&#039;&#039;&#039;: at the start of the combat phase, Reroll hits of 1 for all MANCRUSHERs in range.&lt;br /&gt;
#&#039;&#039;&#039;Watch Your Backs You Gormless Lot!&#039;&#039;&#039;: at the start of the combat phase, Reroll saves of 1 for all MANCRUSHERs in range.&lt;br /&gt;
#&#039;&#039;&#039;Where Do You Think You&#039;re Going!&#039;&#039;&#039;: at the start of the battleshock phase, Don&#039;t take battleshock for all MANCRUSHERs in range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Veterans of One-Sided Battle&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Choose one of:&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35.&lt;br /&gt;
# &#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: You can re-roll save rolls of 1.&lt;br /&gt;
# &#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club. Your maximum number of attacks is still 10 but you need one less model in range to be most combat effective.&lt;br /&gt;
# &#039;&#039;&#039;Inescapable Grip&#039;&#039;&#039;: Re-roll the dice roll for Hurled Body ability. Greatly increases the likely hood of picking up that 3 to 4 wound model and then dealing that much MW to another unit.&lt;br /&gt;
# &#039;&#039;&#039;Very Shouty&#039;&#039;&#039;: D3 extra CP&#039;s at the start of the first battle round. The Stompers use Command Abilities to milk a lot out of MANCRUSHERs.&lt;br /&gt;
# &#039;&#039;&#039;Eager for a Fight&#039;&#039;&#039;: Roll 3D6&amp;quot; for your charge and you can charge 18&amp;quot;. gets the big guy into combat as fast as possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artefacts of Power - Trappings of the Titan&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Warstomper Only. Choose one of:&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Ironweld Cestus&#039;&#039;&#039;: Reroll failed Saves and deal a mortal wound on an unmodified save roll of 6 if the reroll was a 6 only. 4+ is Already a good save, and then milking even more DPS. &lt;br /&gt;
# &#039;&#039;&#039;Club of the First Oak&#039;&#039;&#039;: In your hero phase, heal 1 wound. In addition, if the bearer is slain roll a dice on a 4+ the wound is negated as well as any unallocated ones, it doesn&#039;t break so you can keep using this. 1 wound likely won’t matter much on these guys, but that death saving roll can be useful. one wound can mean the difference between which bracket your stats are at. Get a 50% to not die, Ok in a clutch moment were wining and losing is based on if the enemy can widdle down about 30-20 wounds to zero in a round, less so if you had about 10 left. &lt;br /&gt;
# &#039;&#039;&#039;Mantle of the Destroyer&#039;&#039;&#039;: Friendly gargant units within 12&amp;quot; have a bravery characteristic of 10 and they can re-roll charges. Save you spending CP and that 10 bravery can protect you from some particular save-or-die(or be hampered) abilities.&lt;br /&gt;
&lt;br /&gt;
===Breaker Tribe===&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;: Gatebreaker&lt;br /&gt;
*&#039;&#039;&#039;Fierce Loathings&#039;&#039;&#039;: All {{AOSKeyword|Gatebreaker mega-garagants}} and {{AOSKeyword|mancrusher garnants}} get +1 to all hits against one of (Flexable agenst any army, pick what ever you need to kill the most):&lt;br /&gt;
** &#039;&#039;&#039;Bossy Pants and Clever Clogs&#039;&#039;&#039;: {{AOSKeyword|HERO}} or {{AOSKeyword|WIZARD}}. &lt;br /&gt;
** &#039;&#039;&#039;Idiots with Flags&#039;&#039;&#039;: {{AOSKeyword|TOTEM}} or any unit with command models.&lt;br /&gt;
** &#039;&#039;&#039;Shiny &#039;Uns&#039;&#039;&#039;: save characteristic better than 5+ that aren&#039;t a {{AOSKeyword|HERO}} or {{AOSKeyword|monster}}.&lt;br /&gt;
** &#039;&#039;&#039;Crowds&#039;&#039;&#039;: units with 20 or more models.&lt;br /&gt;
** &#039;&#039;&#039;Wannabes&#039;&#039;&#039;: {{AOSKeyword|monster}} or {{AOSKeyword|war machine}}.&lt;br /&gt;
** &#039;&#039;&#039;Piggybackers&#039;&#039;&#039;: units with a mount that are not a {{AOSKeyword|monster}}.&lt;br /&gt;
*&#039;&#039;&#039;Breaking Down The Houses&#039;&#039;&#039;: {{AOSKeyword|mancrusher garnants}} gain the Gatebreaker Smash Down ability (+1 Damage on attacks against enemies on terrain or Garrisoned and ability to destroy terrain). Will Greatly boost their attack power especially on boards that force the enemy to move onto the terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Unstoppable Besiegers:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Choose one of:&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: 40 wounds instead of 35.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1.&lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: +2 to flail attacks. At full health, a Gatebreaker gets 12 Rend-3 D3 attacks...&lt;br /&gt;
#&#039;&#039;&#039;Extremely Bitter&#039;&#039;&#039;: Pick an additional Fierce Loathing, but only applies to the General. situational as the most army will have one trait that applies to all units.&lt;br /&gt;
#&#039;&#039;&#039;Smasher&#039;&#039;&#039;: Re-roll Smash-Down ability. Your very likely to get the roll and only a problem at low health. Waste?&lt;br /&gt;
#&#039;&#039;&#039;Sees Red&#039;&#039;&#039;: When within 9&amp;quot; of a terrain that can have a garrison, attack as if it hasn&#039;t suffered any wounds. The situation with it depends on if your games will include garrison-able terrain pieces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artefacts of Power - Legacy of Demolition:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Gatebreaker only. Choose one of:&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Enchanted Portcullis&#039;&#039;&#039;: 6+ FNP.&lt;br /&gt;
#&#039;&#039;&#039;The Great Wrecka&#039;&#039;&#039;: Unmodified hit rolls of 6 with Fortcrusha Flail does an MW in addition, in addition, +1 to Smash Down ability.&lt;br /&gt;
#&#039;&#039;&#039;Kingslaughter Cowl&#039;&#039;&#039;: Reroll wound rolls of 1 that target a Hero (or all wound rolls for the enemy General).&lt;br /&gt;
&lt;br /&gt;
===Taker Tribe===&lt;br /&gt;
&#039;&#039;&#039;General:&#039;&#039;&#039; Kraken-eater&lt;br /&gt;
*&#039;&#039;&#039;Get Rid of &#039;Em!&#039;&#039;&#039;: For objectives, {{AOSKeyword|MEGA-GARGANTS}} count as 30 models, {{AOSKeyword|MANCRUSHER GARGANTS}} count as 15. If you&#039;re having trouble with the objectives game, then maybe this is for you. Center a Mega on a 6&amp;quot; objective, and it&#039;s going to be tricky for your opponent to get 31 models into that circle.&lt;br /&gt;
*&#039;&#039;&#039;More Stuff For Me Collection&#039;&#039;&#039;: Roll a triumph every time you kill an enemy wielding an artefact. You&#039;re going trigger this once, maybe twice per battle, so not the best. However, if your opponent really doesn&#039;t want you to gain these, then it&#039;s going to force them to play defensively with their artefact wielders (or even cause them to bring non-optimal lists).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Irascible Old Bullies&#039;&#039;&#039; &#039;&#039;Choose one of:&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35. be harder to kill and stats take longer to degrade.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: You can re-roll save rolls of 1. An alternative to more wound for durability but no protection from Armor save ignore attacks and MWs. &lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club. Get more damage out of him.&lt;br /&gt;
#&#039;&#039;&#039;Strong Right Foot&#039;&#039;&#039;: Get off my land allows you to roll 3d6 instead of 2d6 (objective marker kick).&lt;br /&gt;
#&#039;&#039;&#039;Very Acquisitive&#039;&#039;&#039;: You get 2 artefacts instead of 1 and your general can carry 2 artefacts. &lt;br /&gt;
#&#039;&#039;&#039;Extremely Intimidating&#039;&#039;&#039;: -1 to hit rolls for every enemy model within 3&amp;quot;. If you always melee with him, malice to hitting is better protection be not from ranged attacks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artefacts of Power - Trophies Taken By Force&#039;&#039;&#039; &#039;&#039;Kraken-eater only. Choose one of:&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Jaws of Mogaladon&#039;&#039;&#039;: Once per phase, re-roll one save, hit, or wound roll. You do have a lot of big damage attacks, so saves on CP, especially to get off that Death Grip attack.&lt;br /&gt;
#&#039;&#039;&#039;Walloping Tentacles&#039;&#039;&#039;: At the start of the combat phase, pick an enemy {{AOSKeyword|hero}} within 3&amp;quot;. Roll a dice and on a 4+ it takes 1 MW and you can re-roll hit rolls of 1 with all your attacks. More situational than a Jar of Burning Grog especially if they are back campers or have big bubble-wraps.&lt;br /&gt;
#&#039;&#039;&#039;Jar of Burning Grog&#039;&#039;&#039;: Once per battle at the start of the combat phase, pick 1 enemy unit within 3&amp;quot; of the bearer, on a 2+ it takes D3 MW&#039;s and re-roll wounds for gargants that target the unit, on a 1 you take D3 MW&#039;s. With all your attacks, mass rerolls are good.&lt;br /&gt;
#&#039;&#039;&#039;Net of the Beast-Reaver&#039;&#039;&#039;: Start of the combat phase, on a 4+ roll, for one enemy monster, they get -1 to hit, you get +1 to hit&lt;br /&gt;
#&#039;&#039;&#039;Glowy Lantern&#039;&#039;&#039;: [[Awesome|Your Gargant is now a Wizard.]] He can cast Mystic Shield or Arcane Bolt in your Hero phase and unbind 1 enemy spell in their phase. There&#039;s a little confusion about this, but it seems that this allows you to cast endless spells too - those leftover points are suddenly useful&lt;br /&gt;
#&#039;&#039;&#039;Krakenskin Sandals&#039;&#039;&#039;: Almighty Stomp has 3 attacks, rend -3 and damage 3.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===Leaders===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All Mega-gargants have the following:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*35 wounds, with 12 wounds needed to drop from the top entry on warscroll, and even then they don&#039;t drop much. These guys are beasts! Sadly that thick leathery skin only gives 4+ save, and they still need protection against some of the biggest damage dealers in the game, which is tricky when you don&#039;t have many models for screens.&lt;br /&gt;
*&#039;&#039;&#039;Death Grip&#039;&#039;&#039;: Whilst only a single attack, this is Rend -3 and flat out removes the chance of stopping attacks for anything with a 4+ or worse save. Don&#039;t underestimate it. Plus, using &#039;&#039;&#039;Death Grip&#039;&#039;&#039; you can reroll hits of 1 against &#039;&#039;&#039;MONSTER&#039;&#039;&#039;s - GW is hinting about the best way to use it.&lt;br /&gt;
*&#039;&#039;&#039;Almighty Stomp/jump:&#039;&#039;&#039; get atleast 2 less powerful &#039;&#039;&#039;Death Grip&#039;&#039;&#039; but get a reroll hits of 1 against non-&#039;&#039;&#039;MONSTER&#039;&#039;&#039;s.&lt;br /&gt;
*All our other attacks are at least rend -1 or -2.&lt;br /&gt;
*&#039;&#039;&#039;Son of Behemat&#039;&#039;&#039;: Auto kill abilities and spells instead just deal D6 mortals. Whilst it&#039;d be hilarious to see an SoB fall wiped out this way, it&#039;s quite an essential auto-lose preventer.&lt;br /&gt;
*&#039;&#039;&#039;Crushing Charge&#039;&#039;&#039;: After making a charge move, roll a dice for each enemy unit within 1&amp;quot; of this model.  On a 2+ they suffer D3 wounds if they&#039;re a &#039;&#039;&#039;MONSTER&#039;&#039;&#039; or D6 wounds if they aren&#039;t.&lt;br /&gt;
*&#039;&#039;&#039;Terror&#039;&#039;&#039;: Enemies within 3&amp;quot; get -1 bravery. Given the ways to avoid battleshock, this isn&#039;t really going to make any difference most of the time.  &lt;br /&gt;
*&#039;&#039;&#039;TIMBERRRR!&#039;&#039;&#039;: When it dies, the winner of a roll-off chooses a point 5&amp;quot; away. Every unit within 3&amp;quot;, except {{AOSKeyword|Mega garagants}}, gets D3 mortals. Essentially it&#039;s a 50% chance of sending a few mortals at the guy that just killed you. If your enemy is fully within 2&amp;quot;, then this isn&#039;t going to do anything (assume they were stood between his legs). Also potentially deadly for your single unit Mancrushers. &lt;br /&gt;
*&#039;&#039;&#039;LONGSHANKS&#039;&#039;&#039;: Basically, limited flying, or hovering? Let me explain: you can walk over models with up to 10 wounds and terrain up to 4&amp;quot; tall.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/SonsOfBehemat_Warscroll_Warstomper.pdf Warstomper Mega-Gargant]&#039;&#039;&#039; (480)&lt;br /&gt;
**For those who just want to hit stuff the hardest. They are the anti-number Mega-gargant, Getting 4 stomp attack instead of 2, and the number of club attacks is based on how many models are within 3&amp;quot; and his current wounds (Monster count as 4, min:1, Max: 10 attacks) (get max attack when near 8 models at first health bracket). they can also roll to instant slay a single model(best against 3 wounds or lower) and then on a 4+ inflict MW on another enemy. The reliance on being caught in deep combat to maximize attacks can see himself eventually cut down by those numbers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/SonsOfBehemat_Warscroll_Gatebreaker.pdf Gatebreaker Mega-Gargant]&#039;&#039;&#039; (490)&lt;br /&gt;
**Do you hate faction terrain like the [[Ossiarch Bonereapers|OBR Tithe Nexus]] or [[Sylvaneth|the constant sprouting Wyldwoods]]? Then brother, say hello to your new best friend! Deal less attack than a Warstomper but don&#039;t have to sacrifice DPS to stay away from the fry. He is most effective at attacking enemies that try to hide in cover for that +1sv. the extra damage and rend May remove that benefit and his ability to destroy the terrain and turn it into Deadly scenery can make the opponent want to stay away from cover. &lt;br /&gt;
**A single shooting attack with -3 rend. That&#039;s 18&amp;quot; on 3/2/-3/4 damage Youch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/SonsOfBehemat_Warscroll_KrakenEater.pdf Kraken-eater Mega-Gargant]&#039;&#039;&#039; (490)&lt;br /&gt;
**You now get to play football with the objectives. The least damaging potential of the Mega-Gargant outside of a Hurl range attack that will inflict casualties to low armour saves the unit and chance to instant slay D3 models in combat(good to selectively remove command models with strong buffs). The ability to move each objective 2D6&amp;quot; Is a Very useful utility as you could move it to a place where more of your claiming units are situated or toss it to somewhere the enemy is unlikely to reach.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
&#039;&#039;Battleline in {{AOSKeyword|Sons of Behemat}} army and not counted as Behemoth. Maximum sized units count as 3 battleline units.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/SonsOfBehemat_Warscroll_MancrusherGargants.pdf Mancrusher Gargants]&#039;&#039;&#039; (180/480, min 1, max 3)&lt;br /&gt;
**Your main troops though you can just take a group of 3 and fill the rest with mega-Gargants.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{{anchor|FWBonegrinder}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2020/10/qoNOUvdzwe7R46S3.pdf Bonegrinder Mega-Gargant]:&#039;&#039;&#039; (500pts) &lt;br /&gt;
**Foreword exclusive that&#039;s a strange water-downed amalgam of other Mega-Gargant and probably a few points overpriced. Generally rounded with the stomp being more unreliable with his only other good trait being able to selectively slay a model(kill most squishy wizards on a 6+).&lt;br /&gt;
**No death grip, but gets the Gatebreaker&#039;s shooting attack.&lt;br /&gt;
**Not a {{AOSKeyword|hero}} but doesn&#039;t matter too much since they don&#039;t get any hero benefits from the tribe and does let them avoid some situational enemy abilities.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
None.&lt;br /&gt;
We don&#039;t need them, but it does bring the some restrictions:&lt;br /&gt;
*With 4 or 6 drops for 2000pts, that&#039;s going to be higher than opponents trying to minimise their drops using battalions, and lower than anyone who isn&#039;t. Plan assuming you&#039;re not getting the first turn choice.&lt;br /&gt;
*No extra artefact, which means you&#039;re stuck with just the one (two with a Taker Tribe if you choose the right Command Trait), which has to be from your tribe. No realm artefacts for you.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
None. But the Mega Gargants can join other armies using the Mercenary rules.&lt;br /&gt;
&lt;br /&gt;
==Mercenaries==&lt;br /&gt;
Mercenaries allow you to take a special named Sons of Behemat hero in a non Sons of Behemat army for the cost of one CP on top of it&#039;s points. One mercenary per list, with no other allies and restrictions depending on your allegiance - only destruction get a choice. Remember you&#039;re not getting any of those juicy SoB alliance abilities or tribe bonuses.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039; &#039;&#039;Order or Destruction&#039;&#039;&lt;br /&gt;
A Kraken-eater mercenary. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;One-Eyed Grunnok&#039;&#039;&#039; &#039;&#039;Chaos or Destruction&#039;&#039;&lt;br /&gt;
A Warstomper mercenary. Reroll jump attacks of 1, plus enemies within 6&amp;quot; get -1 to hit if the giant used his jump attacks earlier in the combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Big Drogg Fort-Kicka&#039;&#039;&#039; &#039;&#039;Death or Destruction&#039;&#039;&lt;br /&gt;
A Gatebreaker mercenary. He has a breath attack that attacks one unit within 3&amp;quot; at the end of the combat phase; roll a dice for each model in the unit and deal 1MW on a 6+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brawlsmasha:&#039;&#039;&#039; &#039;&#039;Destruction&#039;&#039;&lt;br /&gt;
A Bonegrinder mercenary from Forgeworld. Gives friendly Orruk wholly within 12&amp;quot; +1 Bravery.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Tribe Playstyle===&lt;br /&gt;
====Stomper====&lt;br /&gt;
* Has a preference for multiple Mancrusher Gargants units.&lt;br /&gt;
&lt;br /&gt;
===List Building===&lt;br /&gt;
With SoB allignment you don&#039;t have much choice&lt;br /&gt;
&lt;br /&gt;
====2000 points====&lt;br /&gt;
*Exactly 4 choices to make (one for each 500 point &amp;quot;slot&amp;quot;)&lt;br /&gt;
*Min 6 models; max 10 models.&lt;br /&gt;
*Realistically, 4 or 6 drops - although you can get more.&lt;br /&gt;
*Realistically min 1920 points (or 1970 if you buy a CP) - although you can get down to 1860; max 2000 points.&lt;br /&gt;
Possible lists:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Points !! #Models (with MMR) !! #Drops || #Wounds || Buy CP?&lt;br /&gt;
|- &lt;br /&gt;
| 1 || 3x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1980, 1990, or 2000 || 6 (90) || 6 || 141 ||&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 Mancrushers || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1920, 1930, 1940, or 1950 || 6 (90) || 4 || 141 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 3x 1 Mancrusher || 3 Mancrushers || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1980, 1990, or 2000 || 8 (100) || 6 || 142 ||&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 Mancrushers || 3 Mancrushers || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1920, 1930 or 1940 || 8 (100) || 4 || 142 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3x 1 Mancrusher || 3 Mancrushers || 3 Mancrushers || {{color|saddlebrown|Mega-Gargant}} || 1980 or 1990 || 10 (110) ||6 || 143 ||&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3 Mancrushers || 3 Mancrushers || 3 Mancrushers || {{color|saddlebrown|Mega-Gargant}} || 1920 or 1930 || 10 (110) || 4 || 143 || Y&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;7&#039;&#039; || colspan=2 | &#039;&#039;5x 1 Mancrusher&#039;&#039; || &#039;&#039;{{color|saddlebrown|Mega-Gargant}}&#039;&#039; || &#039;&#039;{{color|saddlebrown|Mega-Gargant}}&#039;&#039; || &#039;&#039;1860, 1870 or 1880&#039;&#039; || &#039;&#039;7 (90)&#039;&#039; || &#039;&#039;7&#039;&#039; || 130|| &#039;&#039;Y&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;8&#039;&#039; || colspan=2 | &#039;&#039;5x 1 Mancrusher&#039;&#039; || &#039;&#039;3 Mancrushers&#039;&#039; || &#039;&#039;{{color|saddlebrown|Mega-Gargant}}&#039;&#039; || &#039;&#039;1860 or 1870&#039;&#039; || &#039;&#039;9 (100)&#039;&#039; || &#039;&#039;7&#039;&#039; || 131 || &#039;&#039;Y&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;9&#039;&#039; || colspan=3 | &#039;&#039;8x 1 Mancrusher&#039;&#039; || &#039;&#039;{{color|saddlebrown|Mega-Gargant}}&#039;&#039; || &#039;&#039;1920 or 1930&#039;&#039; || &#039;&#039;9 (100)&#039;&#039;  || &#039;&#039;9&#039;&#039; || 131 || &#039;&#039;Y&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*Mancrushers: One set of three can be split however you like, but due to needing the group discount, the rest must be taken in threes.&lt;br /&gt;
**Alternatively, if you &#039;&#039;really&#039;&#039; want all your Mancrushers to be solo you could drop one. Generally not worth it, but might be feasible with 8, as that might give you some extra board control. With 5 you&#039;ve got a lot of wasted points left over. Also, you&#039;re maximising number of drops.&lt;br /&gt;
&lt;br /&gt;
====1000 points====&lt;br /&gt;
For 1000 points you just have two slots, and a very limited choice. And, unless you really want to drop a mancrusher to get that extra CP, realistically you&#039;re limited to a single load out.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! #Points !! #Models (with MMR) !! #Drops || #Wounds || Buy CP?&lt;br /&gt;
|- &lt;br /&gt;
| 1 || 3 Mancrushers || {{color|saddlebrown|Mega-Gargant}} || 960 or 970 || 4 (50) || 2 || 71 ||&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || 840 or 850 || 3 (40) || 3 || 59 || Y&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:250C:AD7:E288:FC4D</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kabal_of_the_Black_Heart&amp;diff=283838</id>
		<title>Kabal of the Black Heart</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kabal_of_the_Black_Heart&amp;diff=283838"/>
		<updated>2020-10-17T02:31:37Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:250C:AD7:E288:FC4D: /* Origins and Organization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Drukhari Kabal&lt;br /&gt;
|Name = Kabal of the Black Heart&lt;br /&gt;
|Heraldry = [[Image:BlackHeartBanner.jpg|200px]]&lt;br /&gt;
|Lead Archon = [[Asdrubael Vect]], plus several other Archons vying for power.&lt;br /&gt;
|Kabal Specialties = Large scale raids, siege warfare, counter-intelligence&lt;br /&gt;
|Colours = Black, Silver, Red. Armor is Dark green.&lt;br /&gt;
}}&lt;br /&gt;
The Kabal of the Black Heart is the largest [[Dark Eldar]] [[Kabal]] in [[Commorragh]]. Its [[Archon_(Warhammer_40,000)|Archon]] is [[Asdrubael Vect]], who styles himself Supreme Lord of the Kabal of the Black Heart, and recently as a Dark Muse.&lt;br /&gt;
&lt;br /&gt;
==Origins and Organization==&lt;br /&gt;
The Kabal was formed as part of [[Asdrubael Vect]]&#039;s plan to gain power over the Dark City, continuously raiding [[Imperium of Man|Imperial]] worlds in the Desedrian Gulf until attracting attention from the [[Salamanders]] [[Space Marine Chapter|Chapter]] in M35. Luring the strike cruiser &#039;&#039;Forgehammer&#039;&#039; into Commarragh, the aristocratic houses of Commorragh immediately claimed the strike cruiser and its cargo of [[Space Marines]] for themselves, unaware a [[Librarian]] had sent a warning to [[Nocturne]]. While the houses were trying to subdue the Marines, the Salamanders [[battle-barge]] &#039;&#039;Vulkan&#039;s Wrath&#039;&#039;, along with strike cruisers from the [[Howling Griffons]] and [[Silver Skulls]], managed to get into Commorragh. They eventually freed the &#039;&#039;Forgehammer&#039;&#039; and returned to real space, but not before all but wiping out the old Aristocracy. With the ensuing power vacuum, the Kabal of the Black Heart managed to establish dominance over the Dark City with Vect installing himself as Supreme Overlord of Commorragh.&lt;br /&gt;
&lt;br /&gt;
The Kabal is the oldest an largest of any in Commoragh, and is effectively like the Mafia on hyper-steroids: It boasts hundreds of thousands of warriors, spies, thugs, has relationships with several influential and dangerous Kabals, Haemonculus and Wych Cults, and in general is so expansive and large that it actually requires multiple [[Archon]]s to function properly, and each and every one of them are vying for power and for position against each other. But they have to do it as subtly as the Dark Eldar know how to, because all know that being in the Black Heart means that Vect is watching their every move, and no move, however small, escapes his notice.  Plus Vect doesn&#039;t approve of them murdering each other, because he considers them his favorite tools and only he is allowed to decide when they&#039;re done.  As a result it motivates them to boldness in their raids, since they know the big cheese probably dictated the strategy for the raids, but also to keep in line, since fucking up &#039;&#039;will&#039;&#039; get Vect&#039;s attention.  And that is a very bad thing to be in the sights of.&lt;br /&gt;
&lt;br /&gt;
As of M41, the Kabal of the Black Heart has continued to maintain dominance of Commorragh for thousands of years, forcing a number of weaker Kabals to become vassals of the Black Heart, while fighting off ambitious rival Archons, some formed from remnants of the decimated aristocrats themselves.&lt;br /&gt;
&lt;br /&gt;
==Current Events==&lt;br /&gt;
The Kabal of the Black Heart has had it as bad as any local Kabal had it when the [[Yvraine|new neighbors showed up and made an awful racket]], causing the Gate of Khaine to shatter and let the [[Daemons|rowdy fraternity from the immaterium]] flood Commoragh. In the initial fighting, Vect decides to piss off in front of pretty much everybody who matters, and instead of dealing with the daemons, they go and attempt to hunt down Yvraine, only to lose sight of her nearly every time he&#039;s close...and then [[Kheradruakh|that weird kid]] from the Mandrakes ends up dealing with the problem, shattering confidence in the Kabal&#039;s ability to control or defend Commoragh. Oh, and to make a bad situation worse...Vect died for a bit. He got better, and inevitably took control of the city, but now has to clamp down on pretty much every enemy he&#039;s ever made, including Yvraine and her new cohorts, and contend with the fact that his enemies know that he can in fact be killed, and &#039;&#039;every&#039;&#039; Kabal lost a ton of their own forces to Yvraine&#039;s machinations. And to top it all off, their favorite raiding grounds of the Vigilus system is now extremely crowded by Not-Mon-Keighs since it&#039;s one of the few places in the galaxy the [[Great Rift]] didn&#039;t bisect.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Eldar]]&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:250C:AD7:E288:FC4D</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kabal_of_the_Black_Heart&amp;diff=283837</id>
		<title>Kabal of the Black Heart</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kabal_of_the_Black_Heart&amp;diff=283837"/>
		<updated>2020-10-17T02:31:17Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:250C:AD7:E288:FC4D: /* Origins and Organization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Drukhari Kabal&lt;br /&gt;
|Name = Kabal of the Black Heart&lt;br /&gt;
|Heraldry = [[Image:BlackHeartBanner.jpg|200px]]&lt;br /&gt;
|Lead Archon = [[Asdrubael Vect]], plus several other Archons vying for power.&lt;br /&gt;
|Kabal Specialties = Large scale raids, siege warfare, counter-intelligence&lt;br /&gt;
|Colours = Black, Silver, Red. Armor is Dark green.&lt;br /&gt;
}}&lt;br /&gt;
The Kabal of the Black Heart is the largest [[Dark Eldar]] [[Kabal]] in [[Commorragh]]. Its [[Archon_(Warhammer_40,000)|Archon]] is [[Asdrubael Vect]], who styles himself Supreme Lord of the Kabal of the Black Heart, and recently as a Dark Muse.&lt;br /&gt;
&lt;br /&gt;
==Origins and Organization==&lt;br /&gt;
The Kabal was formed as part of [[Asdrubael Vect]]&#039;s plan to gain power over the Dark City, continuously raiding [[Imperium of Man|Imperial]] worlds in the Desedrian Gulf until attracting attention from the [[Salamanders]] [[Space Marine Chapter|Chapter]] in M35. Luring the strike cruiser &#039;&#039;Forgehammer&#039;&#039; into Commarragh, the aristocratic houses of Commorragh immediately claimed the strike cruiser and its cargo of [[Space Marines]] for themselves, unaware a [[Librarian]] had sent a warning to [[Nocturne]]. While the houses were trying to subdue the Marines, the Salamanders [[battle-barge]] &#039;&#039;Vulkan&#039;s Wrath&#039;&#039;, along with strike cruisers from the [[Howling Griffons]] and [[Silver Skulls]], managed to get into Commorragh. They eventually freed the &#039;&#039;Forgehammer&#039;&#039; and returned to real space, but not before all but wiping out the old Aristocracy. With the ensuing power vacuum, the Kabal of the Black Heart managed to establish dominance over the Dark City with Vect installing himself as Supreme Overlord of Commorragh.&lt;br /&gt;
&lt;br /&gt;
The Kabal is the oldest an largest of any in Commoragh, and is effectively like the Mafia on hyper-steroids: It boasts hundreds of thousands of warriors, spies, thugs, has relationships with several influential and dangerous Kabals, Haemonculus and Wych Cults, and in general is so expansive and large that it actually requires multiple [[Archon]]s to function properly, and each and every one of them are vying for power and for position against each other. But they have to do it as subtly as the Dark Eldar know how to, because all know that being in the Black Heart means that Vect is watching their every move, and no move, however small, escapes his notice.  Plus Vect doesn&#039;t approve of them murdering each other, because he considers them his favorite tools and only he is allowed to decide when they&#039;re done.  As a result it motivates them to boldness in their raids, since they know the big cheese probably dictated the strategy for the raids, but also to keep in line, since fucking up &#039;&#039;will&#039;&#039; get Vect&#039;s attention.  And that is a very bad thing to be in the sights of.&lt;br /&gt;
&lt;br /&gt;
As of M41, the Kabal of the Black Heart has continued to maintain dominance of Commorragh for thousands of years, forcing a number of weaker Kabals to become vassals of the Black Heart, while fighting off ambitious rival Archons, some formed from remnants of the decimated aristocrats themselves.  They took a hit after the shattering of Khaine&#039;s Gate and the birth of Ynnead, but managed to hold on to power.&lt;br /&gt;
&lt;br /&gt;
==Current Events==&lt;br /&gt;
The Kabal of the Black Heart has had it as bad as any local Kabal had it when the [[Yvraine|new neighbors showed up and made an awful racket]], causing the Gate of Khaine to shatter and let the [[Daemons|rowdy fraternity from the immaterium]] flood Commoragh. In the initial fighting, Vect decides to piss off in front of pretty much everybody who matters, and instead of dealing with the daemons, they go and attempt to hunt down Yvraine, only to lose sight of her nearly every time he&#039;s close...and then [[Kheradruakh|that weird kid]] from the Mandrakes ends up dealing with the problem, shattering confidence in the Kabal&#039;s ability to control or defend Commoragh. Oh, and to make a bad situation worse...Vect died for a bit. He got better, and inevitably took control of the city, but now has to clamp down on pretty much every enemy he&#039;s ever made, including Yvraine and her new cohorts, and contend with the fact that his enemies know that he can in fact be killed, and &#039;&#039;every&#039;&#039; Kabal lost a ton of their own forces to Yvraine&#039;s machinations. And to top it all off, their favorite raiding grounds of the Vigilus system is now extremely crowded by Not-Mon-Keighs since it&#039;s one of the few places in the galaxy the [[Great Rift]] didn&#039;t bisect.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Eldar]]&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:250C:AD7:E288:FC4D</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Asdrubael_Vect&amp;diff=52921</id>
		<title>Asdrubael Vect</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Asdrubael_Vect&amp;diff=52921"/>
		<updated>2020-10-17T02:25:00Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:250C:AD7:E288:FC4D: /* Being one of the oldest pricks in history, predating even Eldrad */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Bild22.jpg|thumb|right|300px|Asdrubael Vect in all his bitch-getting glory.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Blackholeinabox.jpg#file.png|thumb|right|And you thought Eldrad was a prick. [[Awesome|(This is canon, by the way.)]]]]&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Asdrubael Vect&#039;&#039;&#039; is the biggest [[troll]] ([[Tzeentch|excluding the chaos god of trolls himself]]) to ever walk the [[Warhammer 40,000|40k]] universe. He is also a [[Dark Eldar|sick]] [[Honsou|fuck]].&lt;br /&gt;
&lt;br /&gt;
Vect is the [[Archon_(Warhammer_40,000)|Supreme Lord]] of the [[Kabal of the Black Heart]], making him the de facto Presidente por Vida of the Drukhari and the Pimp Master General of [[Commorragh]]. He spends most of his time plotting how to troll people. Basically, he does it for the [[lulz]].&lt;br /&gt;
&lt;br /&gt;
He&#039;s also one really old son of a bitch. Apparently older than a [[Slaanesh|FUCKING GOD]]! He gives [[Eldrad]] penis envy.&lt;br /&gt;
&lt;br /&gt;
He also was a close combat monster on the tabletop, being one of the few characters who could reliably go toe to toe with [[Abaddon|Abaddon the Despoiler]] and win, something he shared with [[Mephiston]] and the [[Swarmlord]].  Entire armies suffered critical existence failure the moment he got within reach.  I mean Jesus Fucking Christ. This was prior to his removal though, and he has not had actual statistics for a while now. &lt;br /&gt;
&lt;br /&gt;
Despite being someone who would, conceivably, have done a lot in over ten-thousand years, fluff itself is rather sparse concerning Vect, except to mention him killing other Archons.&lt;br /&gt;
&lt;br /&gt;
== Being one of the oldest pricks in history, predating even Eldrad ==&lt;br /&gt;
Asdrubael Vect is bigger than a [[Eldrad|dick]], he&#039;s a prick. He is constantly bringing things to an unprecedented level of dickishness allowing himself to steeple his fingers and cackle &amp;quot;[[Just As Planned]]!&amp;quot; while, [[Tankred|simultaneously having his cock sucked by his twin blonde lesbian sex slaves]]. Yeah, he&#039;s just that much of a boss. &lt;br /&gt;
&lt;br /&gt;
In fact the only reason he managed to last this long is because no one has ever been able to out-prick him, at least until [[Yvraine]] threw his rulership into question and escaped all his attempts at retribution. And, considering Commorragh is a place where rape is considered as exciting a pastime as eating a ham sandwich, that&#039;s fucking saying SOMETHING. There have been numerous occasions where the various Archons of other Kabals have tried to assassinate him in order to gain lordship over all of Commorragh. So far Vect has managed to trump each of them in the most dickish ways possible. Just a small example: he planned for the invasion of Commorragh by three [[Space Marine]] chapters in order to [[Just_as_planned|kill off all of the remaining old Eldar Empire nobility]] in Commorragh, ensuring he would be unopposed and unbeatable in the Dark City.  Vect also disposed of one of his rivals, Archon Qu, by getting Qu&#039;s daughter to betray him.  Archon Qu was then flayed and his essence trapped in the flayed skin.  Vect probably brings Qu&#039;s daughter down there so she can suck Vect off in front of her father and he can&#039;t do anything but watch.  What a prick!&lt;br /&gt;
&lt;br /&gt;
He is unnerved by [[Phoenix Lords]] though, or perhaps a better term would be envious. When [[Jain Zar]] met him to organize the release of a disgraced Archon, it became painfully clear to the first of the Howling Banshees that Asdrubael in his own way envied what he saw as the genuine immortality of the Phoenix Lords.&lt;br /&gt;
&lt;br /&gt;
== Theme Song ==&lt;br /&gt;
&lt;br /&gt;
Who lives in a city, inside the webway?&lt;br /&gt;
&lt;br /&gt;
As-dru-bael Vect!&lt;br /&gt;
&lt;br /&gt;
Who slaughters and tortures millions each day?&lt;br /&gt;
&lt;br /&gt;
As-dru-bael Vect!&lt;br /&gt;
&lt;br /&gt;
If bloodshed and mayhem be something ye wish&lt;br /&gt;
&lt;br /&gt;
As-dru-bael Vect!&lt;br /&gt;
&lt;br /&gt;
Then come to Commorragh and you&#039;ll be his bitch!&lt;br /&gt;
&lt;br /&gt;
As-dru-bael Vect!&lt;br /&gt;
&lt;br /&gt;
As-dru-bael Vect!&lt;br /&gt;
&lt;br /&gt;
As-dru-bael Vect!&lt;br /&gt;
&lt;br /&gt;
As-druuuuu-bael Veeeect!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Horrifying laughter and screams&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==List of Asdrubael&#039;s greatest achievements==&lt;br /&gt;
*Captured a strike cruiser of the [[Salamanders]] in order to bait the Imperium into attacking Commorragh, and made sure to set things up so the fight&#039;d drag out and lure his direct obstacles; the houses of the aristocracy, into fighting amongst themselves to claim this prize. The Imperial Navy and Salamanders strike force, including two more cruisers and a Battle Barge, that barged in afterwards, took the captured ship back and killed the nobles before retreating from the Dark Eldar&#039;s retaliation, ensuring Vect ruled unopposed, whilst also demonstrating how incredibly powerful Space Marines are. &amp;quot;[[Just As Planned]]!&amp;quot;.&lt;br /&gt;
*Crashed a Space Hulk full of daemons into a fortress of the only Archon who came to really threaten him, turning his entire realm into a daemon-infested hellhole.&lt;br /&gt;
*Seduced a space marine Primarch (probably Space Wolves) into giving up strategically important secrets. No really, the word &#039;seduced&#039; is explicitly used. &lt;br /&gt;
*Tricked a Dark Eldar Lord of a webway realm who refused his rule into opening a gift from him with a BLACK HOLE in it. Surprise!&lt;br /&gt;
*To elaborate on the daughter example above; Vect defeated Archon Qu, Lord of the Iron Thorn, by persuading Qu&#039;s daughter to betray him.  Vect&#039;s Kabal didn&#039;t have the military might to guarantee victory (at the time maybe), so he got Qu&#039;s daughter to betray her father and deliver the realm into Vect&#039;s hands.  [[Just As Planned|What Qu didn&#039;t know was that his daughter had become one of Vect&#039;s courtesans long before]].   &lt;br /&gt;
*He also contributed part of his Kabal to the Eldar&#039;s joint effort from Iyanden and Biel-Tan to stop Hive Fleet Leviathan from annexing a part of Hive Fleet Kraken in the Valedor supplement.  This happened because the Tyranids had somehow managed to enter the Webway and [[Troll|to taunt the Eldar of Iyanden about their necromancy]].&lt;br /&gt;
*Had his giant floating ziggurat show up in the middle of a Wych Cult arena game to fire at the stands and kill one of the spectators who had betrayed him, incidentally killing all the captured Imperial Guardsmen who the Wyches were supposed to fight forcing the show to be cancelled.&lt;br /&gt;
*When a whole bunch of Kabals rebelled against him, he faked his own death in the battle to see which of his forces would retreat to his headquarters and which would join the rebel army. Upon doing so, he unleashed the power of one of Commorragh&#039;s captive suns to completely annihilate the entire rebel army alongside every innocent bystander who lived in that part of the city (being Commorragh, innocent is used in the loosest sense of the word except maybe some of the Dark Eldar&#039;s captives).&lt;br /&gt;
&lt;br /&gt;
==Dawn of War Soulstorm==&lt;br /&gt;
Believe or not, Vect is one of those important figures in 40k that made an appearance in video game like Abaddon. However, no one seems to care because he was overshadowed by other [[Indrick Boreale|hilariously]] [[Carron|bad]] [[Commander Or&#039;es&#039;Ka|things]] about this game, even his own idiot apprentice [[Archon Tahril|Tahril]] made more appearance than he did.  The only screentime the big V gets is from taking his Dais out for a spin as the Dark Eldar Relic unit of glass cannon doom.&lt;br /&gt;
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He is also encountered in the Dark Eldar Stronghold, where he ran away on his pimp ride full of hoes like a little bitch, swore to rape Tahril for his failure but got his ride shot down by your troops (Vect most likely didn&#039;t die, however. According to Tahril after seeing Vect crash, &amp;quot;If he had died, I should have taken his place.&amp;quot;). Overall, the presentation for Vect in this game is rather disappointing, for the fact he never really made any awesome quote or any smart dickery like [[Sindri]] other than just chilling on his pimpmobile like a couch potato.&lt;br /&gt;
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Granted this is all form before 5th edition&#039;s revamp, before that Vect had no traits or backstory other than the leader of the Dark Eldar.&lt;br /&gt;
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== Dark Times Ahead? ==&lt;br /&gt;
Due to Games Workshop not giving Vect a new model (and ignoring his old one); as of the 7th edition Dark Eldar codex [[FAIL|Asdrubael Vect is no longer a playable character]]! Think of the implications; that&#039;d be like cutting Marneus Calgar from the Ultramarines (not that Games Workshop would ever do that), removing the Phoenix Lords from Craftworld Eldar or taking [[Ghazghkull Mag Uruk Thraka|Ghazghkull]] out of Ork armybooks. For now, he exists only in the fluff (which is thankfully unchanged). On a completely unrelated note, suck our balls GW.&lt;br /&gt;
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During the &#039;&#039;Gathering Storm&#039;&#039; campaign in which a [[Yvraine|Herald of Ynnead]] is born, Vect isn&#039;t happy about this in the slightest, mostly because this triggers Khaine&#039;s gate to shatter and daemons to invade Commorragh.  In the initial battle, Vect runs away like a bitch, pretty much in plain view of every important person in the city. Later on, he sends Urien Rakarth and the Haemonculi to hunt down Yvraine, but they flee in terror after it is discovered that the Yncarne can perma-kill them. Vect then sends his Kabal after her, but Yvraine has Harlequins help her keep one step ahead of Vect. He insinuates to his court and servants that the Dysjunction was [[just as planned]], but everyone knows that&#039;s BS (though Vect is still feared enough that no one calls him out on his obvious lie).  By the end of the story Vect has failed to contain the threat, many of the Dark Eldar (including Lelith Hesperax) leave to go join the Ynnari, his entire court is pissed at him, and several Archons are talking about leading an overthrow, with the loudest being Lady Malys. Insult to injury, it is the Mandrakes, under [[Kheradruakh]], that finally manage to drive off the invading daemons with help from the Haemonculi, completely upstaging Vect. Needless to say, he is extremely upset about all his plans going up in flames because of a meddling [[Ynnead|god]]. &lt;br /&gt;
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== The Living Muse ==&lt;br /&gt;
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Things reached their peak when the unthinkable happened; Vect was murdered.  He, in an uncharacteristic move, had sent his Incubi bodyguards away to keep order.  During this time Mandrakes, at the behest of an unknown employer, swarmed his inner sanctum and killed him.  Some rumors said it was the Cursed Blade who ordered it - the Wych Cult had a reputation for treachery.  Others said it was Lady Malys (Lady Malys had her Kabal keep their distance from Vect and his forces despite her calling for his overthrow, the lore is ambiguous as to whether she had a hand in it).  At the same moment every failsafe against death the Haemonculi had for Vect was destroyed.  All the Archons across Commorragh were stunned.  Some were dismayed, others worried in paranoia that if Vect himself could die how safe were they?  All were apprehensive of the future of Commorragh and planned their next move. The Harlequins of the Veiled Path held a funeral for Vect at the Cursed Blade&#039;s arena, and Urien Rakarth promised to openly show his newest creations.  Many Archons and Kabals attended, either to gloat over Vect&#039;s death, out of &amp;quot;loyalty&amp;quot; or to see Urien Rakarth&#039;s performance... &lt;br /&gt;
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BUT WAIT!  At the height of Urien Rakarth&#039;s performance, the Harlequins released hallucinogenic gas. They turned on all the Archons who attended, slaughtering them with the help of the Cult of the Cursed Blade and Rakarth&#039;s creations. The blood and suffering radiated, and Asdrubael Vect returned to life, rejuvenated by the suffering in the arena.  Vect&#039;s first move was to have every Archon that attended the funeral resurrected.  The &amp;quot;loyal&amp;quot; ones were brought back as they were, while the disloyal ones were turned into Grotesques under Vect&#039;s control, or something like that.    &lt;br /&gt;
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Asdrubael Vect declared himself to be a living [[Dark Muses|Dark Muse]]. (Dark Muses were historical eldar of note, usually having performed a certain feat or mastering a specific skill to propel themselves to legendary status; somewhere between a renowned philosopher ala Confucius and the Dark Eldar equivalent of a Catholic Saint.)  Some speculated Asdrubael would become a Dark Muse upon his final death, but none suspected he&#039;d come back and declare himself to be a Living Muse, and for some reason [[derp|everyone seems to be taking this claim seriously.]] He moved quickly and re-solidified his hold on Commorragh, he knew that Lelith had gone with the Ynnari, but he claimed that it was part of his plan and said he&#039;d allow it for now. Strangely, though he took actions against everyone who was disloyal (except Lady Malys who kept a prudent distance between Vect and herself since before he died), he took no action against the Mandrakes that killed him; this suggests either that it was [[Just as Planned]] on his part, or that even Vect fears the Mandrakes.  It&#039;s also possible that he tried to make himself as a dark counterpart to Yvraine, an anti-Ynnead.  Whatever the case, Vect is back in control of Commorragh and making plans, and first on his list is to destroy Yvraine. By which we mean engage in hardcore ballbusting sex with her. Too bad Big Bobby G tapped dat ass first and her bodyguard the Visarch wants the sloppy seconds, leaving Vect with the turgid thirds at best.&lt;br /&gt;
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tl;dr Vect came back from the dead, and now everyone he hates better watch their backs.   &lt;br /&gt;
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