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		<title>Nehekhara</title>
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		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:E1EB:9895:2303:5D10: /* Modern Warhammer Fantasy History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Warhammer_Map_Nehekhara.jpg|right|thumb|400px|Nehekhara and its cities, prior to the destruction of the latter in the End Times.]]&lt;br /&gt;
&#039;&#039;&#039;Nehekhara&#039;&#039;&#039; was the ancient land of the [[Tomb Kings]], analogous to real life [[Egypt]]. It was a cradle of human civilization and prosperous enough to rival High Elves&#039; culture.  Thanks to one &amp;lt;strike&amp;gt;dick&amp;lt;/strike&amp;gt; [[Nagash|boner]], Nehekhara became a bone-filled dry hellhole with majestic cities, [[The End Times|then it later lost even those]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===WFB===&lt;br /&gt;
Unlike [[Egypt]], it encompasses most of [[Warhammer Fantasy]] Africa as a giant desert where a whole topographical layer of skeletons sit beneath the sand (many of whom have a predilection to get up and get grumpy when disturbed). Originally a lush land that was rich in gold that developed civilization back when the rest of the humans in the world (other than possible [[Cathay]]) were tribal savages being kept as slaves by [[Wood Elves|High Elf colonists]] or used as target practice by [[Dwarfs]], Nehekhara was a paradise (so, the civilization and fertility of Mesopotamia, the culture of ancient Egypt and the constant warfare of ancient Africa). It was ruled over by supreme rulers leading individual kingdoms which fought against each other constantly. Although there were fair differences between kingdom to kingdom, generally speaking the High Priests and the Kings (and rarely Queens) had supreme power over all. The pantheon of the Nehekharans was numerous and diverse, although death was a central theme in each important deity. Priests had their own magic Lore as a derivative of the Lore of Death due to the Winds of Magic tied to Death being the only one to blow through the land, making Nehekharans the first humans to not only discover but also master a form of magic independent of [[Tzeentch|Daemon assistance]]. &lt;br /&gt;
&lt;br /&gt;
Eventually, all of Nehekhara was unified under [[Settra the Imperishable]], although with his death the kingdoms once again became independent. With the rise of [[Nagash]] the magic of the land became unstable, and in two wars all the kingdoms of the land united to wage war on the Undead threat. With the kingdom of Lahmia falling to Vampirism, the kingdom of Khemri (birthplace of both Settra and Khalida) lead the charge. In his (second) death throes Nagash cast a spell which killed all plant, animal, and human life in the land. The spell resurrected everything that had died as an Undead servant. With Nagash&#039;s death from Alcadizaar, who stabbed sleepy necromancer with a blade made of [[Warpstone]], the spell was somewhat broken: the Nehekharans were still &amp;quot;alive&amp;quot; but no more slaves to Nagash&#039;s will.&lt;br /&gt;
&lt;br /&gt;
Most Undead were devoid of much intelligence, only retaining enough to perform tasks with a degree of skill unseen in the skeletal servants raised by [[Vampire Counts|common Necromancy]]. But the nobility of the land, well-preserved in their elaborate tombs and burials, awoke with their personalities intact and their souls forever bound to the land that gave them birth and held their corpse in death. &lt;br /&gt;
&lt;br /&gt;
Each former ruler sought to retake their throne, only to find a hundred generations of rulers prior and a hundred after also claimed the throne. The land became a giant battle of skeleton against skeleton, a whirling skull-tossing fight that would have made [[Khorne]] jizz himself watching had he known of it, until the former High Priests throughout the ages gathered and conducted a ritual to awaken the most powerful of the Tomb Kings who had not yet arisen. The greatest of them, Settra the Imperishable, immediately slapped the shit of EVERY other Tomb King and demanded them swear fealty to him. Those that did had their thrones and kingdoms divided between the families who all had a claim to them. Some, like Queen Khalida, were not particularly interested in rulership beyond what they saw as fair and became allies of Settra rather than servants. Others saw fit to rebel, and most were given fates worse than death (trapping their spirit in just their skull to be used as catapult ammunition is a popular one).&lt;br /&gt;
&lt;br /&gt;
===Modern Warhammer Fantasy History===&lt;br /&gt;
More Tomb Kings continue to awaken, and each gets their shit slapped by Settra. Often, other races seek incursions into the land. [[Dwarfs]] invade seeking gold (which to them is not plunder, as non-Dwarfs are shit in their eyes and the dead have no claim to possessions...unless they&#039;re honored Dwarven dead anyway; good old Dwarven hypocris... honor).  The Empire mounts expeditions for gold, or to seek alliances with the intelligent Undead (despite the heresy of it). &lt;br /&gt;
&lt;br /&gt;
[[High Elves]] seek to establish [[Waystone|Waystones]] in the land, sometimes with the aid and permission of the Tomb Kings and other times without. [[Bretonnia|Bretonnians]] and [[Warriors of Chaos]] invade looking for challenges and [[loot]], although this has never once turned out well for the invaders...&lt;br /&gt;
&lt;br /&gt;
===End Times===&lt;br /&gt;
Despite being one of GW&#039;s more original ideas, the End Times was hard for Nehekhara.  Nagash and Arkhan conquer Mahrak and Quatar by zerg-rushing them with all the skeletons from Nagashizzar, and Nagash using magic to entice a few of the remaining the Tomb Kings to turn traitor.  After defeating Settra, Nagash used magic and sandstorms to pulverize Khemri, utterly destroying it.  The rest of Nehekhara&#039;s cities only get a single sentence mentioning that Nagash and his armies destroyed them too.  A bad end for an ancient (in-game) and relatively interesting setting.&lt;br /&gt;
&lt;br /&gt;
The final nail in the fucking sarcophagus came in Age of Sigmar, [[FAIL|with the Tomb Kings having been revealed to have been squatted]].&lt;br /&gt;
[[File:Warhammer Africa.jpg|thumb|right|400px|Nehekhara and the Southlands as seen in [[Total War: WARHAMMER]].]]&lt;br /&gt;
==Regions==&lt;br /&gt;
Prior to Settra there isn&#039;t much known about Nehekhara, so his (almost) unification of the nation is the start point of history. After his death it fragmented again, and every generation the cities had different histories based on the rise, fall, unification, and fall of empires; we also don&#039;t know much about this, mostly only if it was mentioned in the backstory of a particular TK. We also know little about who&#039;s in charge now, being given lists of names of characters who occupy the same city at times with no indication on if they managed to establish a treaty to share or if they&#039;re waging an active ongoing civil war. As a result, information varies wildly about the different regions, much of which comes from diverse canon sources such as Black Library and video games. &lt;br /&gt;
&lt;br /&gt;
Most cities were built around a Necropolis where the pyramids were located, and due to the fact that no life exists in (almost) any Tomb King cities they can be fairly described as giant Necropolis, which is why the word is interchangeably used in some lore. Although technically all Tomb Kings would have a pyramid unless otherwise stated, ones that are specifically mentioned will be noted here as well as what we know about them. &lt;br /&gt;
&lt;br /&gt;
===Land Of The Dead===&lt;br /&gt;
The center of Nehekhara, politically and literally. The land where human civilization first arose, where the most powerful rulers in history originated from, and the place worst affected by Nagash&#039;s spell. Most of the Great Vitae River (AKA The Nile) lies in this land, although out of spite Nagash polluted its source high in the World&#039;s Edge Mountains called the Vitae Tarn which turned it red and poisonous, which is why it is currently known as the Great Mortis River. The Mortis Delta is extremely large, with the greatest cities built along its banks. The Swamp Of Terrors is where it turns stagnant, and is the deadliest place in Nehekhara post-poisoning. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Khemri&#039;&#039;&#039;&lt;br /&gt;
Home city of Settra, obviously currently ruled by him, and thus the capital of the Tomb Kings. The architecture is the most elaborate and stunning by far in the world of humanity, rivaling and/or surpassing the lands of the [[Dwarfs (Warhammer Fantasy)|Dwarfs]] and [[High Elves (Warhammer Fantasy)|Elves]]. &lt;br /&gt;
&lt;br /&gt;
* Khemrian history begins with Settra, since we don&#039;t know who or when they founded the city (not that it matters, no king before Settra could rise as a Tomb King). The greatest king is of course Settra, but he is far from the only one since we know more Khemrian kings than any of the other cities. &lt;br /&gt;
* Since Settra sacrificed his children to attain immortality he left no heir (and if he&#039;d attained immortality he technically wouldn&#039;t need one), so after his death a nobleman named Ahtaf I took the throne and attempted to build an even greater pyramid as his legacy although he was killed in the Zandri/Numas uprising that happened shortly after. &lt;br /&gt;
* Khutef was far more effective, strengthening Khemri and its remaining territory. &lt;br /&gt;
* Ahtaf II was notable for building the first Nehekharan navy, presumably after retaking Zandri unless it was built at an unknown port, and establishing trade routes which we know from other sources were with Elves and Dwarfs. &lt;br /&gt;
* Utep was not known for anything noteworthy other than living when the Liche Priests discovered how to extend the lives of mortals, ensuring his life was far longer than that of the preceding generations. &lt;br /&gt;
* Wakhaf (hehe, [[/d/|&amp;quot;whack off&amp;quot;]]) was next, who fought desert raiders and did little else of importance. &lt;br /&gt;
* Sekhef followed him, causing a rift between the kings and the (now very decrepit) Liche Priesthood. &lt;br /&gt;
* Nekhesh, noteworthy for being the Tomb King on the cover of the 6th edition Army Book, reigned in a time of great strife where his kingdom was constantly under attack; in response the legendary weapon the Destroyer Of Eternities was created for him, used mostly when he personally executed prisoners due to its power to deny the victim an afterlife by damaging the soul. &lt;br /&gt;
* Rakaph I succeeded Nekhesh and created the Second Dynasties when he ended the civil wars, restored the rights of the Liche Priests, and returned lands to other kings; after rising again as a Tomb King he has lead three wars against desert raiders. &lt;br /&gt;
* Rakhash was next, establishing the city Rasetra (so we&#039;ll talk about him more in that entry) and conquering Mahrak, Lybaras and Lahmia. &lt;br /&gt;
* Rakaph II was known only for demanding higher tribute from the subjugated territory of his predecessor. &lt;br /&gt;
* Pharakh was known for building the Canal Of Abundance, which took ten years for ten thousand workers to complete and lived up to its name. &lt;br /&gt;
* Rakaph III ruled next, going to war against desert raiders three times and ruling so long that he outlived all his heirs and inspired rumors that he was somehow already immortal.  &lt;br /&gt;
* After Rakaph III&#039;s eventual death a noblewoman seized the throne to prevent Zandri and Numas from exerting their influence. Queen Rasut ruled for many years and attempted to establish her son as the future king, but he died at the age of three and when she died he was entombed with her (making her a Nefertiti-expy and her son one of the two King Tutankhamen expies, despite Nefertiti not being his biological mother). &lt;br /&gt;
* She was succeeded by her son&#039;s intended regent Khetep, who managed to establish a golden age of Khemri despite also being extremely selfish and vain, working one million slaves to death over 25 years to build his pyramid.  He had two sons, Nagash (yes, [[Nagash|THAT Nagash]]) and Thutep.  Was killed by sorcery from the king of Numas&#039; Dark Elf allies.&lt;br /&gt;
* The reign of Thutep was short, and he was known as a major diplomat and peacemaker.  He married the princess of Lahmia, Neferem, and had a son with her called Sukhet.  Nagash had him kidnapped and sealed in their father&#039;s pyramid to die before declaring himself sole ruler.  &lt;br /&gt;
* Nagash fancies himself a king of Khemri, but he was never acknowledged as such and people only obeyed Nagash out of fear or greed.  Nagash also claimed Neferem for himself, raped her then killed Sukhet and her, which ensured that the royal line of Khetep died as well. &lt;br /&gt;
* Lahmizzar of course was next, waging war on Nagash with an alliance of Zandri, Numas, Mahrak, Lybaras and Rasetra although Nagash personally killed him in battle. &lt;br /&gt;
* Lahmizzash succeeded his father and won the war against Nagash, sacking Khemri and purging the corrupted priesthood before attempting to bury all information about Nagash.  Unfortunately for everyone else, he&#039;d secretly saved Nagash&#039;s nine books and captured Arkhan for information.  In true Ancient [[Egypt]] fashion, Lahmizzash married his sister Neferatem (better known as Neferata; yes, [[Queen Neferata|THAT Neferata]]).  Said sister secretly read the books, formed an alliance with [[Arkhan the Black]], and created vampirism.  A large part of her character and thus the results of her actions stem from her resentment over the fact he was the heir due to sexism, indicating that at least in this era Khemri was far more patriarchal than kingdoms like Lybaras.  Upon learning of Neferata&#039;s actions Lahmizzash had Neferata assassinated, which she only survived by becoming a vampire, and he was assassinated in turn by Arkhan. &lt;br /&gt;
* Lakhashar ruled Khemri next, and nothing is known about him which means he likely was set to the task of rebuilding the city. &lt;br /&gt;
* Lahkashaz followed, but was an ineffective ruler who allowed the alliance against Nagash to lapse into infighting and was killed in a rebellion within Khemri. &lt;br /&gt;
* Setep followed, restoring the Necropolis and Liche Priests as well as being the only king of Khemri&#039;s fifth dynasty. &lt;br /&gt;
* Alkhazzar I, one of Setep&#039;s generals, was made heir and created a massive army of chariots which he used to conquer Numas. &lt;br /&gt;
* Alkhazzar II attempted to conquer Zandri but failed, and waged war on the desert raiders. &lt;br /&gt;
* Alkharad succeeded his father, recieving tribute from the desert tribes and conqueoring Rasetra although failing to take Mahrak and Lybaras; in the modern day as a Tomb King he fought against greenskins. &lt;br /&gt;
* Alcadizaar was the last king of Khemri, and indeed the last Nehekharan left alive given he survived Nagash&#039;s spell (and possibly had a line of descendants in the Old World as far as we know, since he sent some to other lands in the wake of Nagash&#039;s plague), but since he gets covered third only to Settra and Khalida in detail you can read about him everywhere else. &lt;br /&gt;
&lt;br /&gt;
End Times also gave us King Behedesh II, who is actually a Zandrian king but guards Khemri. He doesn&#039;t actually live in the city due to his preferred warfare being in the desert where his army waits for invaders. Warhammer Fantasy Roleplay also introduced Amenemhetum the Great, a Khemrian king who intended to colonize the lands north of Nehekhara and ruled some time before Nagash usurped Thutep. &lt;br /&gt;
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It should be noted that in Total War: WARHAMMER many kings can be awoken to serve which indicates they are active, including Wakhaf, Rakhash, Lahmizzash, Setep, Alkhazzar II, and Thutep. In Mortal Empires Thutep is awoken like any other King and leads an army on your behalf, but in the Vortex campaign he is your advisor; it is revealed he survived by becoming a Liche Priest named Priest Nerutep, and has been working directly against Nagash, being rewarded by Settra or Khalida with rulership of the Black Pyramid, which he trolls the ghost of Nagash about.  Apparently outside of Mortal Empires he gets restored to true kingship by whatever character you are playing. &lt;br /&gt;
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The greatest landmark is Settra&#039;s pyramid which suffered no decay during the years between his death and resurrection, made of glowing white stone that is covered inside and out with the most powerful glyphs and surrounded by eternally burning flames, where the largest army in Nehekhara waits at the ready, where the activity of politicians and heralds of all the other kinds move about as if still alive due to the active nature of the political situation, and Settra himself sits on his golden throne covered in the rarest and grandest of gems to ever exist in the setting. &lt;br /&gt;
&lt;br /&gt;
Nagash&#039;s Black Pyramid, the only pyramid to ever surpass Settra&#039;s, lies within sight of Settra&#039;s. Made of Warpstone, black marble, and the corpses of slaves, it contains as many glyphs as Settra&#039;s although oriented towards channeling the power of magic rather than of protection and longevity. Due to the power of the Warpstone largely being drained by Nagash&#039;s Great Spell the effectiveness of the Black Pyramid is greatly reduced, and since his original sources have been mined by Skaven over the years the resurrected Nagash cannot replace it (easily) which enabled Settra to drive him out after his resurrection. Modern depictions of the Black Pyramid show it to actually float rather than just be taller than Settra&#039;s. A faction of Tomb Kings dedicated to Nagash called The Sentinels remain in the Black Pyramid, guarding it. &lt;br /&gt;
&lt;br /&gt;
Pharakh, Rasut, and Khetep also have pyramids, with Pharakh&#039;s being noteworthy for its splendor. Thutmosa is the Necrotect that built Settra&#039;s throne, and thus is by default one of the most famous Necrotects of the ages. &lt;br /&gt;
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* &#039;&#039;&#039;Zandri&#039;&#039;&#039;&lt;br /&gt;
Zandri is the oldest human city that still remains in the world, first founded by (a pre-Settra and thus non-Tomb King) ruler named King Zakash which makes it the first Nehekharan city and the root of Tomb King civilization. Human writing was first invented here, so the records that exist from this time are largely from oral tradition and mythology. &lt;br /&gt;
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Nehekhara&#039;s main port through which the Great Mortis and the rest of the world are accessed by any king. The seas around the city are surrounded by the ships of those who thought the Tomb Kings would be easy pickings without the World&#039;s Edge protecting them. The fleets are partially kept still afloat with magic, while the crews still man their posts (including whip-wielding taskmasters, because that&#039;s just how its done in Nehekhara), all waiting in the ancient harbors for regal need. Despite being among the worst-affected cities by the ravages of time, looted many times by raiders particularly from Tilea, it remains second only to Khemri in power due to how important it is for any King wanting to reclaim their treasures from the descendants of looters.&lt;br /&gt;
&lt;br /&gt;
According to the Nagash novel, the city&#039;s patron god is Qu&#039;aph, one of the least known gods whom is usually represented as a snake, particularly a king cobra and has no relation to Asaph who shares the same snake theme. It specialize in subtlty and ambush. Since Zandri is a port city, it is well known for the slaves it sells, usually coming from the old world like Norscans or Tileans, whom have facial features like blond hair and blue eyes. It is also common to see Zandri employing babarian mercenaries in battle, where they fight in a savage frenzy.  &lt;br /&gt;
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It is also at this city that began a chain reaction of events that lead to Nehekhara&#039;s doom. Why? because [[Dark Elves (Warhammer Fantasy)|Druchii]] fucking shit of course. It is there the Nehekhara enslaved the three Dark Elves (Drutheira, Ashniel and Malchior) that washed ashore. The Zandri King, Nekumet tried to use them to kill his enemy, King Khetep of Khemri (also known as Nagash&#039;s daddy) whom he had a trade war with at that time, only to find out the dark magic they perform is so grotesque and dangerous that it not only killed Khetep, but also blackend his innards (as discovered by Nagash). In an act of fear and cunning, King Nekumet offered the three Druchii as sacrifices at Khetep&#039;s funneral. &lt;br /&gt;
&lt;br /&gt;
Additionally he returned all the POW&#039;s, Khemri Nobilities from Khetep&#039;s army without demanding a punishing ransom from the new King of Khemri, Thutep. Why? just so he could show the ambassadors from other cities that Thutep is but a naive fool who can&#039;t threaten him, therefore allowing his city to remain as a dominate political force of Nehekhara. Nekumet&#039;s plan did work, as it allowed all ambassadors to ignore any demands from Khemri and squatted in Zandri to show their support. &lt;br /&gt;
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Unfortunately for Nekumet and other Nehekhara kings, the Druchii he offered survived in a fake death staged by Nagash, and they taught Nagash magic in return. Eventually, Nagash usurped the throne, used his army to sack Zandri and defeated Nekumet&#039;s army in combat with his dark magic. This total defeat was humiliating for Nekumet as it not only removed Zandri&#039;s position from dominance (since ambassadors fled when Nagash&#039;s army attacked), it is also left all of his remaining soldiers and subjects in chains and he was forced to ride home on a donkey. Nothing was heard from Nekumet after that point, but one could say he probably died of disease in his ruined city, but it is also him and his greed that doomed the Nehekhara, talk about karma.&lt;br /&gt;
&lt;br /&gt;
The third great pyramid we know about in this region is the Pyramid of [[King Amenemhetum]]. According to old lore his tomb actually lies outside of Nehekhara given he was a naval king that conquered and established colonies thoughout the world, but in Total War: WARHAMMER his apparently non-tomb Pyramid lies in Zandri. According to 6th edition, the inscription on the doors says &amp;quot;And he did smite and destroy his enemies with great vengeance and furious anger...&amp;quot;. Nehekharan, motherfucker, do you speak it?! &lt;br /&gt;
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Technically there &#039;&#039;was&#039;&#039; an additional pyramid, but we&#039;ll get to that. &lt;br /&gt;
&lt;br /&gt;
As noted above, Behedesh II was once a king of Zandri but no longer lives in the city. &lt;br /&gt;
&lt;br /&gt;
Amenemhetum should be the ruler of the city, but as soon as he awoke he fucked off to Tilea to reclaim all his stolen shit. Although it attempted to rise against Settra after first being conquered alongside its sister city Numas, they failed and so far have accepted his second rulership after he first brought Nehekhara under his control. Despite being an early ally of Nagash during his first attempt at rulership, they joined the rebellion against him and contributed many archers and since then have been an enemy of his.  Alkhazzar II conquered the city after the first defeat of Nagash, with its final ruler being Alcadizaar the Conqueror whom they joined willingly during the second war against Nagash. &lt;br /&gt;
&lt;br /&gt;
Amanhotep the Intolerant (of [[Dreadfleet]] fame) is the current ruler of Zandri, and vassal of Settra.  He&#039;s a comedically unlucky Tomb King, with the details of his mortal life unknown other than his legendary spite and bitterness. During the Bretonnian Crusades he was abducted by knights who believed them to be the legendary hero  Duke Cheldric and paraded through Bretonnia carried by Grail Pilgrims until he awoke and rampaged through their lands on his way home. He returned just in time to find that a pirate named Jaego Roth had sacked the city while he was away, using the treasure to purchase the services of mercenaries in a quest for revenge against a pirate. Determined for an epic revenge to match the epic plundering, he had the tombs of the nobility that had been robbed deconstructed and rebuilt on his flagship surrounding his own relocated pyramid, a gigantic barge called the Curse of Zandri, turning the ship into literally a floating fucking pyramid manned by Ushabti, oared by Heirotitans, and with a Necrosphinx as a figurehead and a gigantic holy sword at the front while being powered by a gigantic sapphire that was once the capstone of his pyramid and was given to Nehekhara by the primary god of the pantheon.  He joined the vampire that Roth had been attempting to kill, and failed spectacularly (Roth did die and the vampire returned in the TWW continuity, so he got revenge even if it was inglorious). In the End Times/Age Of Sigmar timeline he managed to return just in time to get his pyramid sunk AGAIN by Nagash&#039;s third rising. In the Total War: WARHAMMER timeline he is nowhere to be found, his city ruled by the fucking [[Strigoi]] vampires of all factions. So he&#039;s a pretty absent ruler, which is fine since Settra is the one that is actually in charge. &lt;br /&gt;
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* &#039;&#039;&#039;The Salt Plain&#039;&#039;&#039;&lt;br /&gt;
Not much info on this. Its a settlement in the Vortex campaign of Total War: WARHAMMER, without any real lore.&lt;br /&gt;
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===The Great Desert===&lt;br /&gt;
&lt;br /&gt;
===Ash River===&lt;br /&gt;
Originally known as the Golden River before Nagash poisoned the land. Where the Golden met the Vitae was once the most fertile land known to mankind and the site of Khemri, and afterwards is one of the most deadly places on the planet. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Numas&#039;&#039;&#039;&lt;br /&gt;
The second ever human city, the third in Nehekharan importance, and sister city to Zandri. Known today as the Scarab City. While Zandri is located at the delta of the Mortis, Numas is located at the source near the Tarn where Nagash&#039;s poison was deployed. Despite the death found in the rest of Nehekhara, Nagash&#039;s curse wasn&#039;t enough to kill the life here; the only place in Nehekhara where 100% safe water can be found and food can be grown is located within the city borders. &lt;br /&gt;
&lt;br /&gt;
The founder of the city was Zakash&#039;s successor named Khesek, who managed to subjugate the desert tribes and expand Nehekharan rule. Khesek&#039;s own successor Hekesh attempted to expand the rule of Numas by waging war on lesser kings, with unknown success. The subsequent ruler is forgotten, only that they were ineffective and the land became so unsafe that only the cities were safe due to safety in numbers. Settra conquered the city not long after, although it declared independence again after his death. Controlling both Khemri and Numas for a long period of time became the litmus test for wannabe uniter kings, and all failed to do more than attain momentary control for most of history. They sided with their fellow major cities against Nagash and fell into warring with their neighbors after. King Alkhazzar I finally conquered and kept them united with Khemri, which remained until the awakening of the Tomb Kings after Nagash&#039;s spell failed. Numas was the center of the great unending Tomb King civil war, directly resulting in the awakening of Settra. After putting his skeletal foot down and telling the kings of Numas to swear allegiance and play nice (turning the living skulls of those who refused into artillery for his catapults). &lt;br /&gt;
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While we don&#039;t know which royal is actually in charge of the others in Numas, the only currently awake and active royal we know is Prince Tutankhanut, an obvious King Tut expy. The only son of King Akhen (who we know nothing about), he was known for being handsome throughout Nehekhara but was tragically killed at only 15 by a tribesman&#039;s spear through the chest while hunting on his chariot (the fact it was a &amp;quot;northern tribesman&amp;quot; suggests it may have been the ancestors of one of Sigmar&#039;s kin). He was even more horrified than most Tomb Kings when he woke up as a skeleton, but was satisfied when the Liche Priests turned his death mask wearable like Khalida&#039;s, only Tutankhanut&#039;s is a full-body false flesh suit. As soon as he was presentable, he set about administratio to the point of complete and total restoration of the city. &lt;br /&gt;
He&#039;s the only Tomb King with a kingdom of living humans, as Scythan (Scythian expies?) refugees saw him as the avatar of their god and swore allegiance to him. The devotion goes both ways, with the living marching in his armies and sacrificing themselves without thought while Tutankhanut fiercely guards them as his subjects. Scythans wear black robes and have pure white Arabyan horses, and upon death are left outside the city for the Carrion to clean until they&#039;re prepared to join the skeleton soldiers of Numas. The Scythans also actively patrol the deserts, giving Numas more far more active scouting than the other Nehekharan cities. Its interesting to note that Tutankhanut was still only a Prince when he died, but was buried as a king; if like his namesake his father died before him then he likely ruled with a regent and simply wasn&#039;t given the ceremonial advancement from prince to king, but post-death the lore indicates that he himself is the one totally in charge with no mention of what his father is currently up to. &lt;br /&gt;
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Two of the other kings we know about are Phar of Numas (one of 2(+?) Phar characters) and Imrathepis the Crimson King Of Numas. The two absolutely hated each other, and were known for their love of the color red and their wrath. Phar was a Chariot-lover who lead from the front, always dismounting to take part in duels. Imrathepis is more storied, preferring the back of the Warsphinx and participating in wars against Orcs and joining Alcadizaar in the war against the Vampires. When he awoke, Imprathepis immediately went north to drive the Orcs from the Badlands where his kingdom had once controlled, then moving against the [[Ogre Kingdoms]]. He badly underestimated the Thunderfoot Tribe, which unleashed their Rhinoxen which wiped out his army leaving him and his Warsphinx alone where he cut down Ogres until eventually they cracked the statue and the Tyrant used his leg as a toothpick. While he was regenerating his descendant Prince Rakaph III decided to get revenge, using an army of 12 Warsphinxes to cause an avalanche that wiped out the tribe of Ogres. Phar on the other hand survived to participate in the defense of Nehekhara during End Times. The only other major king we know about is King Antarhak, who wielded a legendary magic spear that steals the life force of those it kills. &lt;br /&gt;
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The Pyramid of Prince Tutankhanut is the only local pyramid we know about, and we don&#039;t have any details about it. If he&#039;s anything like his namesake, it was hastily constructed but completely untouched and full of literal toys. &lt;br /&gt;
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Inenna The Silent is the Necrotect who first built the city, and despite technically coming from before Settra he somehow survives as a Necrotect (unless the Numas before Settra was just poorly constructed huts that the later Nehekharans were too snooty to call a city). &lt;br /&gt;
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* &#039;&#039;&#039;Quatar&#039;&#039;&#039;&lt;br /&gt;
The western entrance to the Charnel Valley. The post-death nickname is the Palace Of Corpses, with the pre-death city name being the Gateway of Eternity and the palace being the White Palace. It was once the largest Nehekharan city (technically &amp;quot;one of&amp;quot; the largest, but until they actually give us the names and ranking of the others its the largest as far as it matters). The path leading to said palace is lined with pillars and statues carved from the canyon walls. &lt;br /&gt;
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The history of Quatar can be summed up by saying that if the final test for Khemrian kings was controlling Numas, the first steps of one is conquering Quatar; this apparently did nothing to diminish the beauty of the city, indicating it was likely never sacked by them. &lt;br /&gt;
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The kings of Quatar somewhat broke the rules of succession for Nehekhara, giving the firstborn son to the Mortuary Cult like normal but having the secondborn son and hair ALSO be trained as a priest, making Quater ruled exclusively by Priest-kings. The palace was a beautiful place built into a mountain, surrounded by public parks and city squares full of fountains fed by the springs beneath the city, protected by anti-magic magic and carved from gleaming white marble. It was intentionally built to surpass Settra&#039;s great Khemri in beauty and splendor, although they chose not to build greater pyramids than his. Their military force, made up primarily of Tomb Guard, was the best in the land. &lt;br /&gt;
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The current official ruler is unknown. We only know that there is a rumor that a Liche Priest (not a Priest-king) lives in the palace, and knows how to animate the statues surrounding it into a gigantic army of Ushabti and Hierotitans. Said priest is actually Sehenesmet, the Vizier of Quatar who is responsible for much of the statuary as well as their upkeep, not to mention the literal army of Ushabti and Hierotitans in the Valley Of Kings. A second rumor is that he managed to actually entomb himself in a giant statue, and controls it (so magic [[Battletech|Mechwarrior]]) although he did this not for the power and durability, but to make EVEN BIGGER AND BETTER STATUES. A fanmade model of him actually was a finalist for the Golden Demon award, and in Warhammer Chronicles rules were added for playing him. &lt;br /&gt;
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The local major pyramid is the Pyramid of King Phar. This is odd given that of the two Phar characters, neither of them are actually known to be from Quatar; most likely the more important Phar, King Phar of Mahrak, used to rule Quatar until it was taken from him by Settra and after his death Settra allowed him to be entombed there. Or maybe there&#039;s a third Phar, we don&#039;t know. Another noteworthy architectural feature is the Great Stone Guardian Of Quatar, a giant eagle/lion hybrid (so a Necrosphinx without a human face basically) that Sehenesmet brings to life when armies intend on smashing his &amp;lt;strike&amp;gt;fetishes&amp;lt;/strike&amp;gt; statues march on the city. &lt;br /&gt;
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* &#039;&#039;&#039;Springs of Eternal Life&#039;&#039;&#039;&lt;br /&gt;
We don&#039;t know anything about this, but the name is fairly descriptive and according to Total War: WARHAMMER the [[Necrarch]] begin the game with control of it and one of Khalida&#039;s quests involves restoring the shrine of Asaph there. It should be noted that according to a short story about an attempted robbery of Queen Rasut&#039;s tomb by [[The Empire (Warhammer Fantasy)|Empire]] grave robbers, the hieroglyphics for &amp;quot;eternal life&amp;quot; on a fountain meant &amp;quot;immediate death&amp;quot; given it killed the drinker, possibly indicating a mistranslation, an odd quirk of language, or Nehekharan humor.&lt;br /&gt;
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It was revealed that during the event of Nagash the Sorcerer, the spring was once the gift given to the mortals by Asaph and Geheb. It was a beautiful greenish oasis with pools of silvery water in different size, that is until Nagash being an asshole as usual, order his immortal servants to tainted the place with corpses and blood in order to deny his enemies from replenishment. Well even if the well wasn&#039;t tainted, every water source are damned in the end anyway when Nagash had ordered the Skaven to poison a lake, the source of all river water in Nehekhara.&lt;br /&gt;
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===Shifting Sands===&lt;br /&gt;
* &#039;&#039;&#039;Ka-Sabar&#039;&#039;&#039;&lt;br /&gt;
Known as the Temple of Sorrow, formerly the City of Bronze, the city is hidden by the desert and covered in glyphs by beings &amp;quot;older than Nehekhara itself&amp;quot;, meaning its likely an [[Old One]] site where the human race was first created. Ka-Sabarans were known for their great height and strength, coming in at 7 feet tall on average and being expert miners and smiths who wore elaborate armor over their skin which was already hard enough to repel arrows (so these guys are like the prototype for humans and Ogres with some leftover Dwarf mixed in). Their army was known as the Legion Of Bronze, and was lead by iron leonine Ushabti of Geheb. They were the first city to oppose Nagash, and their king Akhmen-hotep was his first great foe. Unable to win by tactics, Nagash resorted to trickery and granted Akhmen-hotep&#039;s brother Memnet immortality and rulership of Ka-Sabar in exchange for Akhmen-hotep&#039;s assassination which enabled Arkhan to destroy the Legion Of Bronze. The city was liberated by the victorious forces of Lahmizzash, but by that point had been rendered a ruin. Whether Ka-Sabar was ever rebuilt is unknown, although in Total War: WARHAMMER it is still the most important city of the Shifting Sands and is controlled by the Necrarchs. &lt;br /&gt;
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The pyramid here belongs to King Khatep according to TW:W, although we don&#039;t know who King Khatep is; the only character we know of with that name is Grand Hierophant Khatep, who is the head of the Mortuary Cult and for sure was never a king. The local Necrotect Hemiunus who built Ka-Sabar un-survived the razing of the city, and given he was notorious for his efficiency via effective applications of the whip he&#039;s probably not going to be too merciful when he gets his bony fingers on Arkhan. &lt;br /&gt;
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* &#039;&#039;&#039;Bhagar&#039;&#039;&#039;&lt;br /&gt;
Known as the Eternal Necropolis after Nagash&#039;s spell. Originally the people of Bhagar were desert raiders and barbarians, although after Settra subjugated them he chose to spare them and civilize them. They retained their devotion to the horseback lifestyle even if they were no longer nomadic, which helped them keep the roads they had once preyed upon secure as they became the only route to the south from Khemri. Khsar, god of the desert winds, was their patron deity. &lt;br /&gt;
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Bhagar refused to bow to Nagash, and as a result Arkhan attacked the city and enslaved half the populace as well as killing almost all of their prized horses. The survivors fled as refugees to the rest of Nehekhara, spreading the word of Nagash&#039;s evil and directly causing the alliance which formed to kill Nagash (the first time). Eventually, those survivors made their way west and became the people of Araby, their surviving horses being the magnificent Arabyan stallions. &lt;br /&gt;
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Alcadizaar never died and became a Tomb King (as far as we know), but his pyramid was located here since he was likely a king of the rebuilt Bhagar before being given rulership of the united Nehekhara. Players can restore it like any pyramid in Total War: WARHAMMER, and given that Settra was specifically said to have respected Alcadizaar upon being informed about what happened while he was dead, he most likely would have in any continuity. &lt;br /&gt;
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The closest we have about information of the current high ruler of Bhagar is that King Setep of Bhagar has raided the [[Border Princes]] in the past. End Times gave us Ramssus, &amp;quot;one of Bhagar&#039;s most famous kings&amp;quot; who&#039;s army is mostly made up of chariots. His own personal one is golden, and he leads the Golden Legion chariot corps. Behind them are the Desert Shrikes and the Al-Dru&#039;dhafarr, the Wind that Bites. Presumably he has more in his army. &lt;br /&gt;
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* &#039;&#039;&#039;Antoch&#039;&#039;&#039;&lt;br /&gt;
Technically not a Nehekharan city, just a city in Nehekhara. After the Bretonnians had finished their first Crusade against the Arabyans they built the fortress of Antoch along the Arabyan Coast (still counts as in the Shifting Sands), which became a resupply point for those wanting to travel to [[Lustria]] from the Old World. Eventually it was destroyed by the [[Lizardmen]] when they required a staff for its secondary function that had been stolen by Bretonnians as a trophy so the Lizzies could literally save the world from [[Chaos]]. Apparently, Antoch and the staff hadn&#039;t registered as important to the Tomb Kings or the Lizardmen prior. The fate of Antoch in most Warhammer timelines is unknown, but in Total War: WARHAMMER it has been conquered by Tomb Kings belonging to the Dune Kingdoms minor faction (which just represents the lesser kings that are not rebelling against Settra but not obeying him either). &lt;br /&gt;
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* &#039;&#039;&#039;Plain of Tuskers &#039;&#039;&#039;&lt;br /&gt;
Very little is known about this area, but is included as part of Nehekhara in Total War: WARHAMMER in the Vortex campaign. Technically part of the Southlands, and home to the Lizardmen who created the Nehekharan culture (possibly intentionally, possibly by mistake). Cold Ones are almost extinct here, with the related species called Horned Ones which are rare in Lustria being common here instead. Only the younger Slann live here, with the low rates of Saurus available ensuring that all become Temple Guard. The Skinks are trained by the Saurus directly instead, making them superior fighters to Lustrian Skinks. The plans of the Old Ones that remain in the hands of the Southlands Lizardmen are nearly intact, giving them highly accurate predictions and making them far more amiable to races of Order, which is shown in their relationship to human explorers like the Arabyan Ibn Jellaba. In TW:W you claim the Plain as rightful Nehekharan clay, because the map says so!&lt;br /&gt;
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===Charnel Valley===&lt;br /&gt;
The first Necrotect to work on the Valley was Pehenna in the First Dynasty.&lt;br /&gt;
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* &#039;&#039;&#039;Mahrak&#039;&#039;&#039;&lt;br /&gt;
It is once known as the &#039;&#039;&#039;City of Hope&#039;&#039;&#039;, now is the &#039;&#039;&#039;City of Decay&#039;&#039;&#039;.&lt;br /&gt;
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According to the Nagash novel, Mahrak was once where the Nehekhara religion was created. It is there the Nehekharan met the gods and signed the ancient treaty with them in order to receive their blessing. The treaty being the Nehekharans must built temples for them as well as offer their eldest son and daughter to the temple.&lt;br /&gt;
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When Nagash was but a high priest of Khemri, Mahrak used to hold the most power for being the Vatican of Nehekhara, as well as their priests&#039; ability to use the gods blessing. Mahrak also has a fuck tons of temples dedicates to 12 gods, with each of these temples houses a bunch of Ushabti (not constructs, but god blessed warriors). At that time, Ushabti were but the priest king&#039;s bodyguards. In Mahrak however, their power is much stronger due to them being the presenters of their own god, with different powers depending on the god they serves. For examples, Geheb&#039;s Ushabti are living Sphinx, half-lion half-man monsters with deadly strength, speed and sharp claws; Djaf&#039;s Ushabti has the face of dark Coyote (like Anubis) with their claw nails leaking out constant coldness of death; Ptra&#039;s Ushabti are golden titan with loud frightening voice and strong bare hand that could break even blades. Not only that, Mahrak&#039;s ground is bounded by holy spirits with the power to create high temperature death field, as well as creates a force field that could block stone thrower shots.  &lt;br /&gt;
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To Nagash, destroying Mahrak is a must to complete his reign, for that place is an important place for the Nehekhara gods and gods it was the gods that deny his throne. However, it is also there Nagash had failed. His army were suffering constant casualty for trying to breach its magical defenses and its divine guardians. His army managed to formed a blockade around the city enough to prevent any resources like foods and medicines from entering the city, forcing its citizens to starve and sick. Nagash finally managed to destroy its divine defenses by killing Neferem, the daughter of Ptra bloodline, which removed every blessing Mahrak holds, and also rendered every priests and Ushabti powerless.&lt;br /&gt;
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In later years after Nagash&#039;s defeat, Mahrak is pretty much a powerless city now that priests are rendered powerless thanks to Nagash. The priests there spending the remaining of their day either being salty, blaming Nagash or just picking their nose and doing nothing. They also reject any form of new hip improvement the cool kids Alcadizzar like the boomer they were, which making them an easy target to Nagash&#039;s second invasion. &lt;br /&gt;
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King Tharruk ruled Mahrak sometime around the time of Neferata. His daughters took a trip to Lahmia but never returned, and he assumed them dead. After joining the other kings in destroying the city and driving out the vampire he found that they had become Handmaidens of Neferata and was forced to kill them himself. In life and death he&#039;s since been sworn enemy to Neferata, running his foes down in his chariot and caving their skulls in with the Flail of Mahrak which he still wields.&lt;br /&gt;
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Before he was retconned to be from Numas, the King Phar who was famous for not bending the knee to Settra was originally from Mahrak.  He also at one point wielded the Flail of Skulls.&lt;br /&gt;
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===Devil&#039;s Backbone===&lt;br /&gt;
* &#039;&#039;&#039;Lahmia&#039;&#039;&#039;&lt;br /&gt;
Also known as The City of the Dawn and later The Cursed City.&lt;br /&gt;
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Not much history of its ancient kings were revealed other than the most recent one like Lamasheptra, Lamashizzar and Neferata, of course.&lt;br /&gt;
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In the Nagash novel, Lahmia was portray as rich as fuck city for trading due to its geographic location with port that allows them to trade with the Cathayan. It is because of their dealing wit the Cathay, they became the first earliest example of weeaboo human in warhammer history, for many of its nobility, priest kings and queens likes to wear Cathayan silk dress. &lt;br /&gt;
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The bloodline of their royal heir are special too since it is said that their bloodline came from Ptra the sun god and the great ancient treaty, the treaty that the Nehekhara had made with their gods to promised them power, sustain on the marriage between the eldest daughter of Lahmia and the Settra&#039;s blood heir...[[grimdark|until Nagash came and ruined everything]]. Neferem, who is suppose to be Thutep&#039;s bride was forcefully taken by Nagash the usurper where he ensure his throne is secure by killing her and Thutep&#039;s son and finally destroy the ancient treaty by killing Neferem after torturing her for uncountable amount of years during his reign.&lt;br /&gt;
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Nagash&#039;s insolence bought forth many key events to Lahmia that results in its destruction.&lt;br /&gt;
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The first is Lamasheptra&#039;s dealing with the Cathayan, which he desperately tried to save his sister Neferem that he signed a risky trade agreement where he would offer many gold per year or his city (if he has no gold) in exchange of Cathayan&#039;s gunpowder weaponry.&lt;br /&gt;
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The second, and the most well known one would be Lamashizzar&#039;s obsession with Nagash&#039;s dark art. One book of Nagash and an immobilized Nagash&#039;s lieutenant: [[Arkhan the Black]] were bought to Lahmia following the battle against Nagash at Mahrak.&lt;br /&gt;
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Long story short: Neferata, Lamashizzar&#039;s sister wife was overwhelmed with Cathayan&#039;s debt and the incompetence of the men around her that she went straight for Arkhan&#039;s help to study magic, which she excel at due to her previous experience with potion making, Arkhan&#039;s sympathy to her as well as having common animosity towards Lamashizzar. Lamashizzar was abandoned after Neferata had won over his cabal and he act like a jealous jackass and tried to kill both Arkhan and Neferata, but ends up with Arkhan killed him then killed by Abhorash in return and Neferata becomes the first vampire after Arkhan&#039;s desperate ritual. With the new found knowledge, Neferata created new vials and gave them to the Cathayan as payment but ended up with Cathayan cancelled trading with them because undead corruption, but then trade again after a new emperor was enthroned. Neferata later was forced to duel her old love Khalida to prove she is not taint by Nagash&#039;s dark art and ended up killing Khalida, left a trauma on her mind that will never fade. The trauma caused her to question Nehekhara&#039;s future under Nagash&#039;s fear that she decided become the queen of Khemri by grooming a future king of Khemri for her. That didn&#039;t went too well of course and it led the the future king Alcadizzar escape and then went back to raze Lahmia afterwards. Since Neferata was too busy finding her fuck boy, Lahmia was poor as fuck with shitty military by the time Alcadizzar invaded and is only barely hanging on in the battle due to the vampire&#039;s inhuman fighting ability and their zombie summons. &lt;br /&gt;
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After Lahmia was razed, it became a bandit infested ruin. The bandits there were then killed by Nagash&#039;s new invasion forces led by Arkhan and W&#039;soran, which it was filled with skeletons for a while until Alcadizzar and many other armies of priest kings kick their asses back to Nagashizzar.&lt;br /&gt;
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After Nagash fucked Nehekhara dry, Lahmia remained untouched as a forgotten ruined and a cursed city, a shadow to its former self. &lt;br /&gt;
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* &#039;&#039;&#039;Lybaras&#039;&#039;&#039;&lt;br /&gt;
Beka is the name of the most famous local Necrotect due to his work on Khalida&#039;s tomb.&lt;br /&gt;
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King Hassep was one of the first rulers of Lybaras, and was a vassal of Settra during the first unification of the First Dynasty. After waking as a Tomb King he swore allegiance to Khalida instead, serving as her top general.&lt;br /&gt;
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===Crater Of The Walking Dead===&lt;br /&gt;
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* &#039;&#039;&#039;Rasetra&#039;&#039;&#039;&lt;br /&gt;
A settlement near Lybaras. Built during the reign of King Rakhash of the second dynasty as a bulwak against the Lizardmens. The city was conquered by King Khetep in the third dynasty, Nagash&#039;s daddy, where it was once again fortified in order to reinforce their Lybaras ally from Lizardmen&#039;s attack. During the war against the Lizardmen, Khetep was caught a high fever, that Nagash ended up taking over the leadership, killed the Lizardmen&#039;s cold-blood leader and ruled the settlement for 2 months until Khetep is cured. Fear the gods&#039;s wrath for desecrate the ancient promise as well as letting other kings from knowing his eldest son had ruled a city like kings (treaty with the gods demands the eldest to be offer to the priests) that he immediately gsent Nagash to the Mortuary Cult, as well as prevent his armies from speaking of Nagash&#039;s ruling of Rasetra in detail, but Nagash was portrayed as a great warrior in the history record none the less. The city was given to one of Khetep&#039;s general, where it became a flourish city while constantly suffering Lizardmen&#039;s attack. During the Nagash&#039;s reign, his declaration of war against the gods reach the ears of every other kings. Rakh-amn-hotep, the priest king of Rasetra at that time allied with Lybaras and attacked Nagash. Due to the constant warfare against the Lizardmens in the jungle climates, the soldiers of Rasetra are known for immune to fatigue while fighting in raining, jungle climates as well as wearing Lizardmen skin armor that provides great defenses and bizarre fashion to its army, but having adapt to only fighting in the Jungles has making them ineffective when fighting in dry, dessert climate, making them easily thirst and tired under high temperature. They are also known for hiring Lizardmen (with the sighting of at least one &#039;&#039;&#039;THUNDER LIZARD&#039;&#039;&#039; is confirmed in the war against Nagash) as mercenaries as well as using cold-ones for their chariots. The alliance was short lived after Nagash&#039;s defeat that the city ended up fight its former comrade while suffering massive poverty due to the massive amount of resources used during the war. King Alkharad eventually conquered the city and then inherited by King Alcadizaar of the sixth dynasty after that. After Nagash&#039;s foul play and evil undead magic to control the entire continent, it turns into a wasteland and awoke the previous rulers just like every other city. The city was eventually conquered by the awoke Settra.&lt;br /&gt;
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===World&#039;s Edge Mountains===&lt;br /&gt;
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===Cobra Pass===&lt;br /&gt;
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===Land Of Assassins===&lt;br /&gt;
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===Atalan Mountains===&lt;br /&gt;
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===The Great Desert Of Araby/The Coast Of Araby/Land Of The Dervishes/Shifting Sands===&lt;br /&gt;
Technically occupied by mortal humans today, the Arabyans are the Warhammer Middle Eastern expies (since [[Orcs &amp;amp; Goblins]] and Dwarfs occupy the actual Warhammer Middle East). They used to be ruled by the Nehekharans and live in continual danger of a king deciding to expand into the area (among the many, MANY other threats such as [[Mahtmasi]] and the Crusades of [[Bretonnia]], to say nothing of the monsters and [[Daemons]]). [[Araby]] has its own page, so only information relevant to Nehekhara will be relayed. &lt;br /&gt;
As stated above the euphemism of &amp;quot;desert tribes&amp;quot; and &amp;quot;desert raiders&amp;quot; used elsewhere originally referred to the ancestors of the Arabyans who were civilized by Nehekhara then fled Nagash&#039;s apocalypse to form their own empire in the west, and in the modern day it refers to the tribes that fight against the modern day Arabyans. &lt;br /&gt;
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* &#039;&#039;&#039;Bel-Aliad&#039;&#039;&#039;&lt;br /&gt;
Known as the City Of Spices during the era of Nehekhara when it was founded, now the City Of Dust. Nagash destroyed it during the war between Nehekhara and his undead, and it was eventually settled by the fledgling Arabyan civilization and became their capital. Arkhan later destroyed it again. Its rumored to be the location of great treasures, but the living have been unable to verify it and so far no Tomb King has risen up to claim the city. The local Necrotect (who survives and can be awakened in Total War: Warhammer) Imhetop was known as the &amp;quot;First Hammer&amp;quot; of the city and all the buildings (that remain) still bear his mark (this is probably the single most accurate reference to the real Imhotep in fiction). &lt;br /&gt;
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===Border Princes/The Badlands===&lt;br /&gt;
Lore from the WFRP campaign [[Lure Of The Liche Lord]] reveals that the king Amenemhetum the Great had intended to conqueor the lands far to the north of Nehekhara. The regions now known as the Badlands and Border Princes were known as the Frontier Principalities to Nehekhara during this time for the eventual goal of establishing new kingdoms. A vicious but successful campaign was launched against human barbarians (ancestors to Sigmar&#039;s people before they were driven north) and the greenskins led by a Khemrian nobleman related distantly to Settra named Karitamen and a priest named Tetrahon who had learned Necromancy secretly. &lt;br /&gt;
Note that while the actual lore of the city is WFRP, its still shown as being the former territory of Nehekhara in Army Books. So even if you only count those as canon, they owned something up here. &lt;br /&gt;
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* &#039;&#039;&#039;The Death Scarab&#039;&#039;&#039;&lt;br /&gt;
The city established by [[Karitamen]], sharing his nickname. Located somewhere in what is now the Border Princes, with its territory covering the western half of the Badlands. Determined to bring honor to his recently diseased parents as well as his famous ancestor, he became a wise king who carefully considered problems from all angles before acting, listening to Tetrahon as well as architects, craftsmen, and even commoners. The city quickly rose in splendor and influence until disasters and famine humbled it, forcing king Karitamen to lead another campaign against invading barbarians and Orcs. He turned his concerns towards the longterm survival of Death Scarab, largely due to his own children dying young and not trusting any of his advisors with the massive responsibility. He and Tetrahon began to advance their knowledge of magic and ritual together, with actual living immortality or at least a better assurance of resurrection with his immortal body both being out of reach. As he aged he obsessed more and more with immortality and began to make rash decisions and neglect his duties, causing unrest which he was quick and harsh to correct. Assassination attempts grew more common, but the advanced magic of the now Priest-King Karitamen had made him almost immortal. Eventually a grand conspiracy was formed by all the nobility of Death Scarab, revolving around a magic dagger created by a rogue Necromancer that would kill any being by piercing magical protection and also binding the soul directly to the body, ensuring there would be no side trip to the afterlife he could return from. After his death the loyal subjects begged to be buried with him, and in recognition of his former greatness he was granted all the same ceremony and riches in his burial chamber. He was the first true Tomb King given he awoke with his mind intact when the then-living Nagash first cast a spell to resurrect the dead while he sat falsely on the throne of Khemri. But he found he was unable to leave his tomb. Returning to his sarcophagus and ignoring the decayed state of his body, he focused his magic on extending his will beyond the walls of his tomb. He manipulated events throughout the history of the Badlands, Nehekhara, and beyond from this state of unmoving concentration. First killing all the descendants of those who had conspired against him before allowing his mind to fade into rest. Awakened by Nagash&#039;s spell that resurrected the rest of the Tomb Kings, he sat up and extended his consciousness again to find that everything had changed; the descendants of the barbarians had left then returned, finding nothing left from the time of the Death Scarab with new cities of the Border Princes built on his former territory. Despite the city itself being gone and having a small population of undead at his command, he has many living followers as he sends visions, thoughts, and dreams to the living as his agents spread throughout the world. &lt;br /&gt;
&lt;br /&gt;
The only remaining part of Death Scarab is the tomb of Death Scarab himself, not a proper pyramid but instead a temple built into the mountains. His minions and the local monsters keep the riff raff away, and he lures adventurers to plunder the tomb in hopes they will unseal him. On the inside of the tomb are the runes and images that empowered the dagger which killed him, keeping him contained in his burial chamber although his undead servants could travel beyond it. Later on Border Prince rules had additional runes placed around his tomb, keeping all undead inside. He strongly resents the Border Prince interlopers into his lands, and as with most beings HATES the greenskins, but his actual ire towards the rulers differs; two of them he&#039;s somewhat fond of, so they likely have a future as skeletal servants ahead of them. The actual citizens he sees as his own subjects that he is eager to return to. There is a Chaos cult on the former site of his city that is thriving, which he most seeks to eradicate but is also the most careful about. Long ago a looter entered his tomb and died there, leaving two Chaos-tainted objects. He&#039;s keen to ditch them, and ensure nothing similar happens again. &lt;br /&gt;
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&lt;br /&gt;
{{Regions and areas of the Old World}}&lt;br /&gt;
{{Tomb Kings}}&lt;br /&gt;
[[Category:Warhammer Fantasy]] [[Category:Tomb Kings]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:E1EB:9895:2303:5D10</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Nehekhara&amp;diff=355554</id>
		<title>Nehekhara</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Nehekhara&amp;diff=355554"/>
		<updated>2020-10-09T01:22:30Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:E1EB:9895:2303:5D10: /* WFB */&lt;/p&gt;
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&lt;div&gt;[[Image:Warhammer_Map_Nehekhara.jpg|right|thumb|400px|Nehekhara and its cities, prior to the destruction of the latter in the End Times.]]&lt;br /&gt;
&#039;&#039;&#039;Nehekhara&#039;&#039;&#039; was the ancient land of the [[Tomb Kings]], analogous to real life [[Egypt]]. It was a cradle of human civilization and prosperous enough to rival High Elves&#039; culture.  Thanks to one &amp;lt;strike&amp;gt;dick&amp;lt;/strike&amp;gt; [[Nagash|boner]], Nehekhara became a bone-filled dry hellhole with majestic cities, [[The End Times|then it later lost even those]].&lt;br /&gt;
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==History==&lt;br /&gt;
===WFB===&lt;br /&gt;
Unlike [[Egypt]], it encompasses most of [[Warhammer Fantasy]] Africa as a giant desert where a whole topographical layer of skeletons sit beneath the sand (many of whom have a predilection to get up and get grumpy when disturbed). Originally a lush land that was rich in gold that developed civilization back when the rest of the humans in the world (other than possible [[Cathay]]) were tribal savages being kept as slaves by [[Wood Elves|High Elf colonists]] or used as target practice by [[Dwarfs]], Nehekhara was a paradise (so, the civilization and fertility of Mesopotamia, the culture of ancient Egypt and the constant warfare of ancient Africa). It was ruled over by supreme rulers leading individual kingdoms which fought against each other constantly. Although there were fair differences between kingdom to kingdom, generally speaking the High Priests and the Kings (and rarely Queens) had supreme power over all. The pantheon of the Nehekharans was numerous and diverse, although death was a central theme in each important deity. Priests had their own magic Lore as a derivative of the Lore of Death due to the Winds of Magic tied to Death being the only one to blow through the land, making Nehekharans the first humans to not only discover but also master a form of magic independent of [[Tzeentch|Daemon assistance]]. &lt;br /&gt;
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Eventually, all of Nehekhara was unified under [[Settra the Imperishable]], although with his death the kingdoms once again became independent. With the rise of [[Nagash]] the magic of the land became unstable, and in two wars all the kingdoms of the land united to wage war on the Undead threat. With the kingdom of Lahmia falling to Vampirism, the kingdom of Khemri (birthplace of both Settra and Khalida) lead the charge. In his (second) death throes Nagash cast a spell which killed all plant, animal, and human life in the land. The spell resurrected everything that had died as an Undead servant. With Nagash&#039;s death from Alcadizaar, who stabbed sleepy necromancer with a blade made of [[Warpstone]], the spell was somewhat broken: the Nehekharans were still &amp;quot;alive&amp;quot; but no more slaves to Nagash&#039;s will.&lt;br /&gt;
&lt;br /&gt;
Most Undead were devoid of much intelligence, only retaining enough to perform tasks with a degree of skill unseen in the skeletal servants raised by [[Vampire Counts|common Necromancy]]. But the nobility of the land, well-preserved in their elaborate tombs and burials, awoke with their personalities intact and their souls forever bound to the land that gave them birth and held their corpse in death. &lt;br /&gt;
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Each former ruler sought to retake their throne, only to find a hundred generations of rulers prior and a hundred after also claimed the throne. The land became a giant battle of skeleton against skeleton, a whirling skull-tossing fight that would have made [[Khorne]] jizz himself watching had he known of it, until the former High Priests throughout the ages gathered and conducted a ritual to awaken the most powerful of the Tomb Kings who had not yet arisen. The greatest of them, Settra the Imperishable, immediately slapped the shit of EVERY other Tomb King and demanded them swear fealty to him. Those that did had their thrones and kingdoms divided between the families who all had a claim to them. Some, like Queen Khalida, were not particularly interested in rulership beyond what they saw as fair and became allies of Settra rather than servants. Others saw fit to rebel, and most were given fates worse than death (trapping their spirit in just their skull to be used as catapult ammunition is a popular one).&lt;br /&gt;
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===Modern Warhammer Fantasy History===&lt;br /&gt;
More Tomb Kings continue to awaken, and each gets their shit slapped by Settra. Often, other races seek incursions into the land. [[Dwarfs]] invade seeking gold (which to them is not plunder, as non-Dwarfs are shit in their eyes and the dead have no claim to possessions...unless they&#039;re honored Dwarven dead anyway; good old Dwarven hypocris... honor).  The Empire mounts expeditions for gold, or to seek alliances with the intelligent Undead (despite the heresy of it). &lt;br /&gt;
&lt;br /&gt;
[[High Elves]] seek to establish [[Waystone|Waystones]] in the land, sometimes with the aid and permission of the Tomb Kings and others against the will of the Undead. [[Bretonnia|Bretonnians]] and [[Warriors of Chaos]] invade looking for challenges and [[loot]], although this has never once turned out well for the invaders...&lt;br /&gt;
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===End Times===&lt;br /&gt;
Despite being one of GW&#039;s more original ideas, the End Times was hard for Nehekhara.  Nagash and Arkhan conquer Mahrak and Quatar by zerg-rushing them with all the skeletons from Nagashizzar, and Nagash using magic to entice a few of the remaining the Tomb Kings to turn traitor.  After defeating Settra, Nagash used magic and sandstorms to pulverize Khemri, utterly destroying it.  The rest of Nehekhara&#039;s cities only get a single sentence mentioning that Nagash and his armies destroyed them too.  A bad end for an ancient (in-game) and relatively interesting setting.&lt;br /&gt;
&lt;br /&gt;
The final nail in the fucking sarcophagus came in Age of Sigmar, [[FAIL|with the Tomb Kings having been revealed to have been squatted]].&lt;br /&gt;
[[File:Warhammer Africa.jpg|thumb|right|400px|Nehekhara and the Southlands as seen in [[Total War: WARHAMMER]].]]&lt;br /&gt;
==Regions==&lt;br /&gt;
Prior to Settra there isn&#039;t much known about Nehekhara, so his (almost) unification of the nation is the start point of history. After his death it fragmented again, and every generation the cities had different histories based on the rise, fall, unification, and fall of empires; we also don&#039;t know much about this, mostly only if it was mentioned in the backstory of a particular TK. We also know little about who&#039;s in charge now, being given lists of names of characters who occupy the same city at times with no indication on if they managed to establish a treaty to share or if they&#039;re waging an active ongoing civil war. As a result, information varies wildly about the different regions, much of which comes from diverse canon sources such as Black Library and video games. &lt;br /&gt;
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Most cities were built around a Necropolis where the pyramids were located, and due to the fact that no life exists in (almost) any Tomb King cities they can be fairly described as giant Necropolis, which is why the word is interchangeably used in some lore. Although technically all Tomb Kings would have a pyramid unless otherwise stated, ones that are specifically mentioned will be noted here as well as what we know about them. &lt;br /&gt;
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===Land Of The Dead===&lt;br /&gt;
The center of Nehekhara, politically and literally. The land where human civilization first arose, where the most powerful rulers in history originated from, and the place worst affected by Nagash&#039;s spell. Most of the Great Vitae River (AKA The Nile) lies in this land, although out of spite Nagash polluted its source high in the World&#039;s Edge Mountains called the Vitae Tarn which turned it red and poisonous, which is why it is currently known as the Great Mortis River. The Mortis Delta is extremely large, with the greatest cities built along its banks. The Swamp Of Terrors is where it turns stagnant, and is the deadliest place in Nehekhara post-poisoning. &lt;br /&gt;
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* &#039;&#039;&#039;Khemri&#039;&#039;&#039;&lt;br /&gt;
Home city of Settra, obviously currently ruled by him, and thus the capital of the Tomb Kings. The architecture is the most elaborate and stunning by far in the world of humanity, rivaling and/or surpassing the lands of the [[Dwarfs (Warhammer Fantasy)|Dwarfs]] and [[High Elves (Warhammer Fantasy)|Elves]]. &lt;br /&gt;
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* Khemrian history begins with Settra, since we don&#039;t know who or when they founded the city (not that it matters, no king before Settra could rise as a Tomb King). The greatest king is of course Settra, but he is far from the only one since we know more Khemrian kings than any of the other cities. &lt;br /&gt;
* Since Settra sacrificed his children to attain immortality he left no heir (and if he&#039;d attained immortality he technically wouldn&#039;t need one), so after his death a nobleman named Ahtaf I took the throne and attempted to build an even greater pyramid as his legacy although he was killed in the Zandri/Numas uprising that happened shortly after. &lt;br /&gt;
* Khutef was far more effective, strengthening Khemri and its remaining territory. &lt;br /&gt;
* Ahtaf II was notable for building the first Nehekharan navy, presumably after retaking Zandri unless it was built at an unknown port, and establishing trade routes which we know from other sources were with Elves and Dwarfs. &lt;br /&gt;
* Utep was not known for anything noteworthy other than living when the Liche Priests discovered how to extend the lives of mortals, ensuring his life was far longer than that of the preceding generations. &lt;br /&gt;
* Wakhaf (hehe, [[/d/|&amp;quot;whack off&amp;quot;]]) was next, who fought desert raiders and did little else of importance. &lt;br /&gt;
* Sekhef followed him, causing a rift between the kings and the (now very decrepit) Liche Priesthood. &lt;br /&gt;
* Nekhesh, noteworthy for being the Tomb King on the cover of the 6th edition Army Book, reigned in a time of great strife where his kingdom was constantly under attack; in response the legendary weapon the Destroyer Of Eternities was created for him, used mostly when he personally executed prisoners due to its power to deny the victim an afterlife by damaging the soul. &lt;br /&gt;
* Rakaph I succeeded Nekhesh and created the Second Dynasties when he ended the civil wars, restored the rights of the Liche Priests, and returned lands to other kings; after rising again as a Tomb King he has lead three wars against desert raiders. &lt;br /&gt;
* Rakhash was next, establishing the city Rasetra (so we&#039;ll talk about him more in that entry) and conquering Mahrak, Lybaras and Lahmia. &lt;br /&gt;
* Rakaph II was known only for demanding higher tribute from the subjugated territory of his predecessor. &lt;br /&gt;
* Pharakh was known for building the Canal Of Abundance, which took ten years for ten thousand workers to complete and lived up to its name. &lt;br /&gt;
* Rakaph III ruled next, going to war against desert raiders three times and ruling so long that he outlived all his heirs and inspired rumors that he was somehow already immortal.  &lt;br /&gt;
* After Rakaph III&#039;s eventual death a noblewoman seized the throne to prevent Zandri and Numas from exerting their influence. Queen Rasut ruled for many years and attempted to establish her son as the future king, but he died at the age of three and when she died he was entombed with her (making her a Nefertiti-expy and her son one of the two King Tutankhamen expies, despite Nefertiti not being his biological mother). &lt;br /&gt;
* She was succeeded by her son&#039;s intended regent Khetep, who managed to establish a golden age of Khemri despite also being extremely selfish and vain, working one million slaves to death over 25 years to build his pyramid.  He had two sons, Nagash (yes, [[Nagash|THAT Nagash]]) and Thutep.  Was killed by sorcery from the king of Numas&#039; Dark Elf allies.&lt;br /&gt;
* The reign of Thutep was short, and he was known as a major diplomat and peacemaker.  He married the princess of Lahmia, Neferem, and had a son with her called Sukhet.  Nagash had him kidnapped and sealed in their father&#039;s pyramid to die before declaring himself sole ruler.  &lt;br /&gt;
* Nagash fancies himself a king of Khemri, but he was never acknowledged as such and people only obeyed Nagash out of fear or greed.  Nagash also claimed Neferem for himself, raped her then killed Sukhet and her, which ensured that the royal line of Khetep died as well. &lt;br /&gt;
* Lahmizzar of course was next, waging war on Nagash with an alliance of Zandri, Numas, Mahrak, Lybaras and Rasetra although Nagash personally killed him in battle. &lt;br /&gt;
* Lahmizzash succeeded his father and won the war against Nagash, sacking Khemri and purging the corrupted priesthood before attempting to bury all information about Nagash.  Unfortunately for everyone else, he&#039;d secretly saved Nagash&#039;s nine books and captured Arkhan for information.  In true Ancient [[Egypt]] fashion, Lahmizzash married his sister Neferatem (better known as Neferata; yes, [[Queen Neferata|THAT Neferata]]).  Said sister secretly read the books, formed an alliance with [[Arkhan the Black]], and created vampirism.  A large part of her character and thus the results of her actions stem from her resentment over the fact he was the heir due to sexism, indicating that at least in this era Khemri was far more patriarchal than kingdoms like Lybaras.  Upon learning of Neferata&#039;s actions Lahmizzash had Neferata assassinated, which she only survived by becoming a vampire, and he was assassinated in turn by Arkhan. &lt;br /&gt;
* Lakhashar ruled Khemri next, and nothing is known about him which means he likely was set to the task of rebuilding the city. &lt;br /&gt;
* Lahkashaz followed, but was an ineffective ruler who allowed the alliance against Nagash to lapse into infighting and was killed in a rebellion within Khemri. &lt;br /&gt;
* Setep followed, restoring the Necropolis and Liche Priests as well as being the only king of Khemri&#039;s fifth dynasty. &lt;br /&gt;
* Alkhazzar I, one of Setep&#039;s generals, was made heir and created a massive army of chariots which he used to conquer Numas. &lt;br /&gt;
* Alkhazzar II attempted to conquer Zandri but failed, and waged war on the desert raiders. &lt;br /&gt;
* Alkharad succeeded his father, recieving tribute from the desert tribes and conqueoring Rasetra although failing to take Mahrak and Lybaras; in the modern day as a Tomb King he fought against greenskins. &lt;br /&gt;
* Alcadizaar was the last king of Khemri, and indeed the last Nehekharan left alive given he survived Nagash&#039;s spell (and possibly had a line of descendants in the Old World as far as we know, since he sent some to other lands in the wake of Nagash&#039;s plague), but since he gets covered third only to Settra and Khalida in detail you can read about him everywhere else. &lt;br /&gt;
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End Times also gave us King Behedesh II, who is actually a Zandrian king but guards Khemri. He doesn&#039;t actually live in the city due to his preferred warfare being in the desert where his army waits for invaders. Warhammer Fantasy Roleplay also introduced Amenemhetum the Great, a Khemrian king who intended to colonize the lands north of Nehekhara and ruled some time before Nagash usurped Thutep. &lt;br /&gt;
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It should be noted that in Total War: WARHAMMER many kings can be awoken to serve which indicates they are active, including Wakhaf, Rakhash, Lahmizzash, Setep, Alkhazzar II, and Thutep. In Mortal Empires Thutep is awoken like any other King and leads an army on your behalf, but in the Vortex campaign he is your advisor; it is revealed he survived by becoming a Liche Priest named Priest Nerutep, and has been working directly against Nagash, being rewarded by Settra or Khalida with rulership of the Black Pyramid, which he trolls the ghost of Nagash about.  Apparently outside of Mortal Empires he gets restored to true kingship by whatever character you are playing. &lt;br /&gt;
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The greatest landmark is Settra&#039;s pyramid which suffered no decay during the years between his death and resurrection, made of glowing white stone that is covered inside and out with the most powerful glyphs and surrounded by eternally burning flames, where the largest army in Nehekhara waits at the ready, where the activity of politicians and heralds of all the other kinds move about as if still alive due to the active nature of the political situation, and Settra himself sits on his golden throne covered in the rarest and grandest of gems to ever exist in the setting. &lt;br /&gt;
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Nagash&#039;s Black Pyramid, the only pyramid to ever surpass Settra&#039;s, lies within sight of Settra&#039;s. Made of Warpstone, black marble, and the corpses of slaves, it contains as many glyphs as Settra&#039;s although oriented towards channeling the power of magic rather than of protection and longevity. Due to the power of the Warpstone largely being drained by Nagash&#039;s Great Spell the effectiveness of the Black Pyramid is greatly reduced, and since his original sources have been mined by Skaven over the years the resurrected Nagash cannot replace it (easily) which enabled Settra to drive him out after his resurrection. Modern depictions of the Black Pyramid show it to actually float rather than just be taller than Settra&#039;s. A faction of Tomb Kings dedicated to Nagash called The Sentinels remain in the Black Pyramid, guarding it. &lt;br /&gt;
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Pharakh, Rasut, and Khetep also have pyramids, with Pharakh&#039;s being noteworthy for its splendor. Thutmosa is the Necrotect that built Settra&#039;s throne, and thus is by default one of the most famous Necrotects of the ages. &lt;br /&gt;
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* &#039;&#039;&#039;Zandri&#039;&#039;&#039;&lt;br /&gt;
Zandri is the oldest human city that still remains in the world, first founded by (a pre-Settra and thus non-Tomb King) ruler named King Zakash which makes it the first Nehekharan city and the root of Tomb King civilization. Human writing was first invented here, so the records that exist from this time are largely from oral tradition and mythology. &lt;br /&gt;
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Nehekhara&#039;s main port through which the Great Mortis and the rest of the world are accessed by any king. The seas around the city are surrounded by the ships of those who thought the Tomb Kings would be easy pickings without the World&#039;s Edge protecting them. The fleets are partially kept still afloat with magic, while the crews still man their posts (including whip-wielding taskmasters, because that&#039;s just how its done in Nehekhara), all waiting in the ancient harbors for regal need. Despite being among the worst-affected cities by the ravages of time, looted many times by raiders particularly from Tilea, it remains second only to Khemri in power due to how important it is for any King wanting to reclaim their treasures from the descendants of looters.&lt;br /&gt;
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According to the Nagash novel, the city&#039;s patron god is Qu&#039;aph, one of the least known gods whom is usually represented as a snake, particularly a king cobra and has no relation to Asaph who shares the same snake theme. It specialize in subtlty and ambush. Since Zandri is a port city, it is well known for the slaves it sells, usually coming from the old world like Norscans or Tileans, whom have facial features like blond hair and blue eyes. It is also common to see Zandri employing babarian mercenaries in battle, where they fight in a savage frenzy.  &lt;br /&gt;
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It is also at this city that began a chain reaction of events that lead to Nehekhara&#039;s doom. Why? because [[Dark Elves (Warhammer Fantasy)|Druchii]] fucking shit of course. It is there the Nehekhara enslaved the three Dark Elves (Drutheira, Ashniel and Malchior) that washed ashore. The Zandri King, Nekumet tried to use them to kill his enemy, King Khetep of Khemri (also known as Nagash&#039;s daddy) whom he had a trade war with at that time, only to find out the dark magic they perform is so grotesque and dangerous that it not only killed Khetep, but also blackend his innards (as discovered by Nagash). In an act of fear and cunning, King Nekumet offered the three Druchii as sacrifices at Khetep&#039;s funneral. &lt;br /&gt;
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Additionally he returned all the POW&#039;s, Khemri Nobilities from Khetep&#039;s army without demanding a punishing ransom from the new King of Khemri, Thutep. Why? just so he could show the ambassadors from other cities that Thutep is but a naive fool who can&#039;t threaten him, therefore allowing his city to remain as a dominate political force of Nehekhara. Nekumet&#039;s plan did work, as it allowed all ambassadors to ignore any demands from Khemri and squatted in Zandri to show their support. &lt;br /&gt;
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Unfortunately for Nekumet and other Nehekhara kings, the Druchii he offered survived in a fake death staged by Nagash, and they taught Nagash magic in return. Eventually, Nagash usurped the throne, used his army to sack Zandri and defeated Nekumet&#039;s army in combat with his dark magic. This total defeat was humiliating for Nekumet as it not only removed Zandri&#039;s position from dominance (since ambassadors fled when Nagash&#039;s army attacked), it is also left all of his remaining soldiers and subjects in chains and he was forced to ride home on a donkey. Nothing was heard from Nekumet after that point, but one could say he probably died of disease in his ruined city, but it is also him and his greed that doomed the Nehekhara, talk about karma.&lt;br /&gt;
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The third great pyramid we know about in this region is the Pyramid of [[King Amenemhetum]]. According to old lore his tomb actually lies outside of Nehekhara given he was a naval king that conquered and established colonies thoughout the world, but in Total War: WARHAMMER his apparently non-tomb Pyramid lies in Zandri. According to 6th edition, the inscription on the doors says &amp;quot;And he did smite and destroy his enemies with great vengeance and furious anger...&amp;quot;. Nehekharan, motherfucker, do you speak it?! &lt;br /&gt;
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Technically there &#039;&#039;was&#039;&#039; an additional pyramid, but we&#039;ll get to that. &lt;br /&gt;
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As noted above, Behedesh II was once a king of Zandri but no longer lives in the city. &lt;br /&gt;
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Amenemhetum should be the ruler of the city, but as soon as he awoke he fucked off to Tilea to reclaim all his stolen shit. Although it attempted to rise against Settra after first being conquered alongside its sister city Numas, they failed and so far have accepted his second rulership after he first brought Nehekhara under his control. Despite being an early ally of Nagash during his first attempt at rulership, they joined the rebellion against him and contributed many archers and since then have been an enemy of his.  Alkhazzar II conquered the city after the first defeat of Nagash, with its final ruler being Alcadizaar the Conqueror whom they joined willingly during the second war against Nagash. &lt;br /&gt;
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Amanhotep the Intolerant (of [[Dreadfleet]] fame) is the current ruler of Zandri, and vassal of Settra.  He&#039;s a comedically unlucky Tomb King, with the details of his mortal life unknown other than his legendary spite and bitterness. During the Bretonnian Crusades he was abducted by knights who believed them to be the legendary hero  Duke Cheldric and paraded through Bretonnia carried by Grail Pilgrims until he awoke and rampaged through their lands on his way home. He returned just in time to find that a pirate named Jaego Roth had sacked the city while he was away, using the treasure to purchase the services of mercenaries in a quest for revenge against a pirate. Determined for an epic revenge to match the epic plundering, he had the tombs of the nobility that had been robbed deconstructed and rebuilt on his flagship surrounding his own relocated pyramid, a gigantic barge called the Curse of Zandri, turning the ship into literally a floating fucking pyramid manned by Ushabti, oared by Heirotitans, and with a Necrosphinx as a figurehead and a gigantic holy sword at the front while being powered by a gigantic sapphire that was once the capstone of his pyramid and was given to Nehekhara by the primary god of the pantheon.  He joined the vampire that Roth had been attempting to kill, and failed spectacularly (Roth did die and the vampire returned in the TWW continuity, so he got revenge even if it was inglorious). In the End Times/Age Of Sigmar timeline he managed to return just in time to get his pyramid sunk AGAIN by Nagash&#039;s third rising. In the Total War: WARHAMMER timeline he is nowhere to be found, his city ruled by the fucking [[Strigoi]] vampires of all factions. So he&#039;s a pretty absent ruler, which is fine since Settra is the one that is actually in charge. &lt;br /&gt;
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* &#039;&#039;&#039;The Salt Plain&#039;&#039;&#039;&lt;br /&gt;
Not much info on this. Its a settlement in the Vortex campaign of Total War: WARHAMMER, without any real lore.&lt;br /&gt;
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===The Great Desert===&lt;br /&gt;
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===Ash River===&lt;br /&gt;
Originally known as the Golden River before Nagash poisoned the land. Where the Golden met the Vitae was once the most fertile land known to mankind and the site of Khemri, and afterwards is one of the most deadly places on the planet. &lt;br /&gt;
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* &#039;&#039;&#039;Numas&#039;&#039;&#039;&lt;br /&gt;
The second ever human city, the third in Nehekharan importance, and sister city to Zandri. Known today as the Scarab City. While Zandri is located at the delta of the Mortis, Numas is located at the source near the Tarn where Nagash&#039;s poison was deployed. Despite the death found in the rest of Nehekhara, Nagash&#039;s curse wasn&#039;t enough to kill the life here; the only place in Nehekhara where 100% safe water can be found and food can be grown is located within the city borders. &lt;br /&gt;
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The founder of the city was Zakash&#039;s successor named Khesek, who managed to subjugate the desert tribes and expand Nehekharan rule. Khesek&#039;s own successor Hekesh attempted to expand the rule of Numas by waging war on lesser kings, with unknown success. The subsequent ruler is forgotten, only that they were ineffective and the land became so unsafe that only the cities were safe due to safety in numbers. Settra conquered the city not long after, although it declared independence again after his death. Controlling both Khemri and Numas for a long period of time became the litmus test for wannabe uniter kings, and all failed to do more than attain momentary control for most of history. They sided with their fellow major cities against Nagash and fell into warring with their neighbors after. King Alkhazzar I finally conquered and kept them united with Khemri, which remained until the awakening of the Tomb Kings after Nagash&#039;s spell failed. Numas was the center of the great unending Tomb King civil war, directly resulting in the awakening of Settra. After putting his skeletal foot down and telling the kings of Numas to swear allegiance and play nice (turning the living skulls of those who refused into artillery for his catapults). &lt;br /&gt;
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While we don&#039;t know which royal is actually in charge of the others in Numas, the only currently awake and active royal we know is Prince Tutankhanut, an obvious King Tut expy. The only son of King Akhen (who we know nothing about), he was known for being handsome throughout Nehekhara but was tragically killed at only 15 by a tribesman&#039;s spear through the chest while hunting on his chariot (the fact it was a &amp;quot;northern tribesman&amp;quot; suggests it may have been the ancestors of one of Sigmar&#039;s kin). He was even more horrified than most Tomb Kings when he woke up as a skeleton, but was satisfied when the Liche Priests turned his death mask wearable like Khalida&#039;s, only Tutankhanut&#039;s is a full-body false flesh suit. As soon as he was presentable, he set about administratio to the point of complete and total restoration of the city. &lt;br /&gt;
He&#039;s the only Tomb King with a kingdom of living humans, as Scythan (Scythian expies?) refugees saw him as the avatar of their god and swore allegiance to him. The devotion goes both ways, with the living marching in his armies and sacrificing themselves without thought while Tutankhanut fiercely guards them as his subjects. Scythans wear black robes and have pure white Arabyan horses, and upon death are left outside the city for the Carrion to clean until they&#039;re prepared to join the skeleton soldiers of Numas. The Scythans also actively patrol the deserts, giving Numas more far more active scouting than the other Nehekharan cities. Its interesting to note that Tutankhanut was still only a Prince when he died, but was buried as a king; if like his namesake his father died before him then he likely ruled with a regent and simply wasn&#039;t given the ceremonial advancement from prince to king, but post-death the lore indicates that he himself is the one totally in charge with no mention of what his father is currently up to. &lt;br /&gt;
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Two of the other kings we know about are Phar of Numas (one of 2(+?) Phar characters) and Imrathepis the Crimson King Of Numas. The two absolutely hated each other, and were known for their love of the color red and their wrath. Phar was a Chariot-lover who lead from the front, always dismounting to take part in duels. Imrathepis is more storied, preferring the back of the Warsphinx and participating in wars against Orcs and joining Alcadizaar in the war against the Vampires. When he awoke, Imprathepis immediately went north to drive the Orcs from the Badlands where his kingdom had once controlled, then moving against the [[Ogre Kingdoms]]. He badly underestimated the Thunderfoot Tribe, which unleashed their Rhinoxen which wiped out his army leaving him and his Warsphinx alone where he cut down Ogres until eventually they cracked the statue and the Tyrant used his leg as a toothpick. While he was regenerating his descendant Prince Rakaph III decided to get revenge, using an army of 12 Warsphinxes to cause an avalanche that wiped out the tribe of Ogres. Phar on the other hand survived to participate in the defense of Nehekhara during End Times. The only other major king we know about is King Antarhak, who wielded a legendary magic spear that steals the life force of those it kills. &lt;br /&gt;
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The Pyramid of Prince Tutankhanut is the only local pyramid we know about, and we don&#039;t have any details about it. If he&#039;s anything like his namesake, it was hastily constructed but completely untouched and full of literal toys. &lt;br /&gt;
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Inenna The Silent is the Necrotect who first built the city, and despite technically coming from before Settra he somehow survives as a Necrotect (unless the Numas before Settra was just poorly constructed huts that the later Nehekharans were too snooty to call a city). &lt;br /&gt;
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* &#039;&#039;&#039;Quatar&#039;&#039;&#039;&lt;br /&gt;
The western entrance to the Charnel Valley. The post-death nickname is the Palace Of Corpses, with the pre-death city name being the Gateway of Eternity and the palace being the White Palace. It was once the largest Nehekharan city (technically &amp;quot;one of&amp;quot; the largest, but until they actually give us the names and ranking of the others its the largest as far as it matters). The path leading to said palace is lined with pillars and statues carved from the canyon walls. &lt;br /&gt;
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The history of Quatar can be summed up by saying that if the final test for Khemrian kings was controlling Numas, the first steps of one is conquering Quatar; this apparently did nothing to diminish the beauty of the city, indicating it was likely never sacked by them. &lt;br /&gt;
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The kings of Quatar somewhat broke the rules of succession for Nehekhara, giving the firstborn son to the Mortuary Cult like normal but having the secondborn son and hair ALSO be trained as a priest, making Quater ruled exclusively by Priest-kings. The palace was a beautiful place built into a mountain, surrounded by public parks and city squares full of fountains fed by the springs beneath the city, protected by anti-magic magic and carved from gleaming white marble. It was intentionally built to surpass Settra&#039;s great Khemri in beauty and splendor, although they chose not to build greater pyramids than his. Their military force, made up primarily of Tomb Guard, was the best in the land. &lt;br /&gt;
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The current official ruler is unknown. We only know that there is a rumor that a Liche Priest (not a Priest-king) lives in the palace, and knows how to animate the statues surrounding it into a gigantic army of Ushabti and Hierotitans. Said priest is actually Sehenesmet, the Vizier of Quatar who is responsible for much of the statuary as well as their upkeep, not to mention the literal army of Ushabti and Hierotitans in the Valley Of Kings. A second rumor is that he managed to actually entomb himself in a giant statue, and controls it (so magic [[Battletech|Mechwarrior]]) although he did this not for the power and durability, but to make EVEN BIGGER AND BETTER STATUES. A fanmade model of him actually was a finalist for the Golden Demon award, and in Warhammer Chronicles rules were added for playing him. &lt;br /&gt;
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The local major pyramid is the Pyramid of King Phar. This is odd given that of the two Phar characters, neither of them are actually known to be from Quatar; most likely the more important Phar, King Phar of Mahrak, used to rule Quatar until it was taken from him by Settra and after his death Settra allowed him to be entombed there. Or maybe there&#039;s a third Phar, we don&#039;t know. Another noteworthy architectural feature is the Great Stone Guardian Of Quatar, a giant eagle/lion hybrid (so a Necrosphinx without a human face basically) that Sehenesmet brings to life when armies intend on smashing his &amp;lt;strike&amp;gt;fetishes&amp;lt;/strike&amp;gt; statues march on the city. &lt;br /&gt;
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* &#039;&#039;&#039;Springs of Eternal Life&#039;&#039;&#039;&lt;br /&gt;
We don&#039;t know anything about this, but the name is fairly descriptive and according to Total War: WARHAMMER the [[Necrarch]] begin the game with control of it and one of Khalida&#039;s quests involves restoring the shrine of Asaph there. It should be noted that according to a short story about an attempted robbery of Queen Rasut&#039;s tomb by [[The Empire (Warhammer Fantasy)|Empire]] grave robbers, the hieroglyphics for &amp;quot;eternal life&amp;quot; on a fountain meant &amp;quot;immediate death&amp;quot; given it killed the drinker, possibly indicating a mistranslation, an odd quirk of language, or Nehekharan humor.&lt;br /&gt;
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It was revealed that during the event of Nagash the Sorcerer, the spring was once the gift given to the mortals by Asaph and Geheb. It was a beautiful greenish oasis with pools of silvery water in different size, that is until Nagash being an asshole as usual, order his immortal servants to tainted the place with corpses and blood in order to deny his enemies from replenishment. Well even if the well wasn&#039;t tainted, every water source are damned in the end anyway when Nagash had ordered the Skaven to poison a lake, the source of all river water in Nehekhara.&lt;br /&gt;
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===Shifting Sands===&lt;br /&gt;
* &#039;&#039;&#039;Ka-Sabar&#039;&#039;&#039;&lt;br /&gt;
Known as the Temple of Sorrow, formerly the City of Bronze, the city is hidden by the desert and covered in glyphs by beings &amp;quot;older than Nehekhara itself&amp;quot;, meaning its likely an [[Old One]] site where the human race was first created. Ka-Sabarans were known for their great height and strength, coming in at 7 feet tall on average and being expert miners and smiths who wore elaborate armor over their skin which was already hard enough to repel arrows (so these guys are like the prototype for humans and Ogres with some leftover Dwarf mixed in). Their army was known as the Legion Of Bronze, and was lead by iron leonine Ushabti of Geheb. They were the first city to oppose Nagash, and their king Akhmen-hotep was his first great foe. Unable to win by tactics, Nagash resorted to trickery and granted Akhmen-hotep&#039;s brother Memnet immortality and rulership of Ka-Sabar in exchange for Akhmen-hotep&#039;s assassination which enabled Arkhan to destroy the Legion Of Bronze. The city was liberated by the victorious forces of Lahmizzash, but by that point had been rendered a ruin. Whether Ka-Sabar was ever rebuilt is unknown, although in Total War: WARHAMMER it is still the most important city of the Shifting Sands and is controlled by the Necrarchs. &lt;br /&gt;
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The pyramid here belongs to King Khatep according to TW:W, although we don&#039;t know who King Khatep is; the only character we know of with that name is Grand Hierophant Khatep, who is the head of the Mortuary Cult and for sure was never a king. The local Necrotect Hemiunus who built Ka-Sabar un-survived the razing of the city, and given he was notorious for his efficiency via effective applications of the whip he&#039;s probably not going to be too merciful when he gets his bony fingers on Arkhan. &lt;br /&gt;
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* &#039;&#039;&#039;Bhagar&#039;&#039;&#039;&lt;br /&gt;
Known as the Eternal Necropolis after Nagash&#039;s spell. Originally the people of Bhagar were desert raiders and barbarians, although after Settra subjugated them he chose to spare them and civilize them. They retained their devotion to the horseback lifestyle even if they were no longer nomadic, which helped them keep the roads they had once preyed upon secure as they became the only route to the south from Khemri. Khsar, god of the desert winds, was their patron deity. &lt;br /&gt;
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Bhagar refused to bow to Nagash, and as a result Arkhan attacked the city and enslaved half the populace as well as killing almost all of their prized horses. The survivors fled as refugees to the rest of Nehekhara, spreading the word of Nagash&#039;s evil and directly causing the alliance which formed to kill Nagash (the first time). Eventually, those survivors made their way west and became the people of Araby, their surviving horses being the magnificent Arabyan stallions. &lt;br /&gt;
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Alcadizaar never died and became a Tomb King (as far as we know), but his pyramid was located here since he was likely a king of the rebuilt Bhagar before being given rulership of the united Nehekhara. Players can restore it like any pyramid in Total War: WARHAMMER, and given that Settra was specifically said to have respected Alcadizaar upon being informed about what happened while he was dead, he most likely would have in any continuity. &lt;br /&gt;
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The closest we have about information of the current high ruler of Bhagar is that King Setep of Bhagar has raided the [[Border Princes]] in the past. End Times gave us Ramssus, &amp;quot;one of Bhagar&#039;s most famous kings&amp;quot; who&#039;s army is mostly made up of chariots. His own personal one is golden, and he leads the Golden Legion chariot corps. Behind them are the Desert Shrikes and the Al-Dru&#039;dhafarr, the Wind that Bites. Presumably he has more in his army. &lt;br /&gt;
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* &#039;&#039;&#039;Antoch&#039;&#039;&#039;&lt;br /&gt;
Technically not a Nehekharan city, just a city in Nehekhara. After the Bretonnians had finished their first Crusade against the Arabyans they built the fortress of Antoch along the Arabyan Coast (still counts as in the Shifting Sands), which became a resupply point for those wanting to travel to [[Lustria]] from the Old World. Eventually it was destroyed by the [[Lizardmen]] when they required a staff for its secondary function that had been stolen by Bretonnians as a trophy so the Lizzies could literally save the world from [[Chaos]]. Apparently, Antoch and the staff hadn&#039;t registered as important to the Tomb Kings or the Lizardmen prior. The fate of Antoch in most Warhammer timelines is unknown, but in Total War: WARHAMMER it has been conquered by Tomb Kings belonging to the Dune Kingdoms minor faction (which just represents the lesser kings that are not rebelling against Settra but not obeying him either). &lt;br /&gt;
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* &#039;&#039;&#039;Plain of Tuskers &#039;&#039;&#039;&lt;br /&gt;
Very little is known about this area, but is included as part of Nehekhara in Total War: WARHAMMER in the Vortex campaign. Technically part of the Southlands, and home to the Lizardmen who created the Nehekharan culture (possibly intentionally, possibly by mistake). Cold Ones are almost extinct here, with the related species called Horned Ones which are rare in Lustria being common here instead. Only the younger Slann live here, with the low rates of Saurus available ensuring that all become Temple Guard. The Skinks are trained by the Saurus directly instead, making them superior fighters to Lustrian Skinks. The plans of the Old Ones that remain in the hands of the Southlands Lizardmen are nearly intact, giving them highly accurate predictions and making them far more amiable to races of Order, which is shown in their relationship to human explorers like the Arabyan Ibn Jellaba. In TW:W you claim the Plain as rightful Nehekharan clay, because the map says so!&lt;br /&gt;
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===Charnel Valley===&lt;br /&gt;
The first Necrotect to work on the Valley was Pehenna in the First Dynasty.&lt;br /&gt;
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* &#039;&#039;&#039;Mahrak&#039;&#039;&#039;&lt;br /&gt;
It is once known as the &#039;&#039;&#039;City of Hope&#039;&#039;&#039;, now is the &#039;&#039;&#039;City of Decay&#039;&#039;&#039;.&lt;br /&gt;
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According to the Nagash novel, Mahrak was once where the Nehekhara religion was created. It is there the Nehekharan met the gods and signed the ancient treaty with them in order to receive their blessing. The treaty being the Nehekharans must built temples for them as well as offer their eldest son and daughter to the temple.&lt;br /&gt;
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When Nagash was but a high priest of Khemri, Mahrak used to hold the most power for being the Vatican of Nehekhara, as well as their priests&#039; ability to use the gods blessing. Mahrak also has a fuck tons of temples dedicates to 12 gods, with each of these temples houses a bunch of Ushabti (not constructs, but god blessed warriors). At that time, Ushabti were but the priest king&#039;s bodyguards. In Mahrak however, their power is much stronger due to them being the presenters of their own god, with different powers depending on the god they serves. For examples, Geheb&#039;s Ushabti are living Sphinx, half-lion half-man monsters with deadly strength, speed and sharp claws; Djaf&#039;s Ushabti has the face of dark Coyote (like Anubis) with their claw nails leaking out constant coldness of death; Ptra&#039;s Ushabti are golden titan with loud frightening voice and strong bare hand that could break even blades. Not only that, Mahrak&#039;s ground is bounded by holy spirits with the power to create high temperature death field, as well as creates a force field that could block stone thrower shots.  &lt;br /&gt;
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To Nagash, destroying Mahrak is a must to complete his reign, for that place is an important place for the Nehekhara gods and gods it was the gods that deny his throne. However, it is also there Nagash had failed. His army were suffering constant casualty for trying to breach its magical defenses and its divine guardians. His army managed to formed a blockade around the city enough to prevent any resources like foods and medicines from entering the city, forcing its citizens to starve and sick. Nagash finally managed to destroy its divine defenses by killing Neferem, the daughter of Ptra bloodline, which removed every blessing Mahrak holds, and also rendered every priests and Ushabti powerless.&lt;br /&gt;
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In later years after Nagash&#039;s defeat, Mahrak is pretty much a powerless city now that priests are rendered powerless thanks to Nagash. The priests there spending the remaining of their day either being salty, blaming Nagash or just picking their nose and doing nothing. They also reject any form of new hip improvement the cool kids Alcadizzar like the boomer they were, which making them an easy target to Nagash&#039;s second invasion. &lt;br /&gt;
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King Tharruk ruled Mahrak sometime around the time of Neferata. His daughters took a trip to Lahmia but never returned, and he assumed them dead. After joining the other kings in destroying the city and driving out the vampire he found that they had become Handmaidens of Neferata and was forced to kill them himself. In life and death he&#039;s since been sworn enemy to Neferata, running his foes down in his chariot and caving their skulls in with the Flail of Mahrak which he still wields.&lt;br /&gt;
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Before he was retconned to be from Numas, the King Phar who was famous for not bending the knee to Settra was originally from Mahrak.  He also at one point wielded the Flail of Skulls.&lt;br /&gt;
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===Devil&#039;s Backbone===&lt;br /&gt;
* &#039;&#039;&#039;Lahmia&#039;&#039;&#039;&lt;br /&gt;
Also known as The City of the Dawn and later The Cursed City.&lt;br /&gt;
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Not much history of its ancient kings were revealed other than the most recent one like Lamasheptra, Lamashizzar and Neferata, of course.&lt;br /&gt;
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In the Nagash novel, Lahmia was portray as rich as fuck city for trading due to its geographic location with port that allows them to trade with the Cathayan. It is because of their dealing wit the Cathay, they became the first earliest example of weeaboo human in warhammer history, for many of its nobility, priest kings and queens likes to wear Cathayan silk dress. &lt;br /&gt;
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The bloodline of their royal heir are special too since it is said that their bloodline came from Ptra the sun god and the great ancient treaty, the treaty that the Nehekhara had made with their gods to promised them power, sustain on the marriage between the eldest daughter of Lahmia and the Settra&#039;s blood heir...[[grimdark|until Nagash came and ruined everything]]. Neferem, who is suppose to be Thutep&#039;s bride was forcefully taken by Nagash the usurper where he ensure his throne is secure by killing her and Thutep&#039;s son and finally destroy the ancient treaty by killing Neferem after torturing her for uncountable amount of years during his reign.&lt;br /&gt;
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Nagash&#039;s insolence bought forth many key events to Lahmia that results in its destruction.&lt;br /&gt;
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The first is Lamasheptra&#039;s dealing with the Cathayan, which he desperately tried to save his sister Neferem that he signed a risky trade agreement where he would offer many gold per year or his city (if he has no gold) in exchange of Cathayan&#039;s gunpowder weaponry.&lt;br /&gt;
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The second, and the most well known one would be Lamashizzar&#039;s obsession with Nagash&#039;s dark art. One book of Nagash and an immobilized Nagash&#039;s lieutenant: [[Arkhan the Black]] were bought to Lahmia following the battle against Nagash at Mahrak.&lt;br /&gt;
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Long story short: Neferata, Lamashizzar&#039;s sister wife was overwhelmed with Cathayan&#039;s debt and the incompetence of the men around her that she went straight for Arkhan&#039;s help to study magic, which she excel at due to her previous experience with potion making, Arkhan&#039;s sympathy to her as well as having common animosity towards Lamashizzar. Lamashizzar was abandoned after Neferata had won over his cabal and he act like a jealous jackass and tried to kill both Arkhan and Neferata, but ends up with Arkhan killed him then killed by Abhorash in return and Neferata becomes the first vampire after Arkhan&#039;s desperate ritual. With the new found knowledge, Neferata created new vials and gave them to the Cathayan as payment but ended up with Cathayan cancelled trading with them because undead corruption, but then trade again after a new emperor was enthroned. Neferata later was forced to duel her old love Khalida to prove she is not taint by Nagash&#039;s dark art and ended up killing Khalida, left a trauma on her mind that will never fade. The trauma caused her to question Nehekhara&#039;s future under Nagash&#039;s fear that she decided become the queen of Khemri by grooming a future king of Khemri for her. That didn&#039;t went too well of course and it led the the future king Alcadizzar escape and then went back to raze Lahmia afterwards. Since Neferata was too busy finding her fuck boy, Lahmia was poor as fuck with shitty military by the time Alcadizzar invaded and is only barely hanging on in the battle due to the vampire&#039;s inhuman fighting ability and their zombie summons. &lt;br /&gt;
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After Lahmia was razed, it became a bandit infested ruin. The bandits there were then killed by Nagash&#039;s new invasion forces led by Arkhan and W&#039;soran, which it was filled with skeletons for a while until Alcadizzar and many other armies of priest kings kick their asses back to Nagashizzar.&lt;br /&gt;
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After Nagash fucked Nehekhara dry, Lahmia remained untouched as a forgotten ruined and a cursed city, a shadow to its former self. &lt;br /&gt;
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* &#039;&#039;&#039;Lybaras&#039;&#039;&#039;&lt;br /&gt;
Beka is the name of the most famous local Necrotect due to his work on Khalida&#039;s tomb.&lt;br /&gt;
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King Hassep was one of the first rulers of Lybaras, and was a vassal of Settra during the first unification of the First Dynasty. After waking as a Tomb King he swore allegiance to Khalida instead, serving as her top general.&lt;br /&gt;
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===Crater Of The Walking Dead===&lt;br /&gt;
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* &#039;&#039;&#039;Rasetra&#039;&#039;&#039;&lt;br /&gt;
A settlement near Lybaras. Built during the reign of King Rakhash of the second dynasty as a bulwak against the Lizardmens. The city was conquered by King Khetep in the third dynasty, Nagash&#039;s daddy, where it was once again fortified in order to reinforce their Lybaras ally from Lizardmen&#039;s attack. During the war against the Lizardmen, Khetep was caught a high fever, that Nagash ended up taking over the leadership, killed the Lizardmen&#039;s cold-blood leader and ruled the settlement for 2 months until Khetep is cured. Fear the gods&#039;s wrath for desecrate the ancient promise as well as letting other kings from knowing his eldest son had ruled a city like kings (treaty with the gods demands the eldest to be offer to the priests) that he immediately gsent Nagash to the Mortuary Cult, as well as prevent his armies from speaking of Nagash&#039;s ruling of Rasetra in detail, but Nagash was portrayed as a great warrior in the history record none the less. The city was given to one of Khetep&#039;s general, where it became a flourish city while constantly suffering Lizardmen&#039;s attack. During the Nagash&#039;s reign, his declaration of war against the gods reach the ears of every other kings. Rakh-amn-hotep, the priest king of Rasetra at that time allied with Lybaras and attacked Nagash. Due to the constant warfare against the Lizardmens in the jungle climates, the soldiers of Rasetra are known for immune to fatigue while fighting in raining, jungle climates as well as wearing Lizardmen skin armor that provides great defenses and bizarre fashion to its army, but having adapt to only fighting in the Jungles has making them ineffective when fighting in dry, dessert climate, making them easily thirst and tired under high temperature. They are also known for hiring Lizardmen (with the sighting of at least one &#039;&#039;&#039;THUNDER LIZARD&#039;&#039;&#039; is confirmed in the war against Nagash) as mercenaries as well as using cold-ones for their chariots. The alliance was short lived after Nagash&#039;s defeat that the city ended up fight its former comrade while suffering massive poverty due to the massive amount of resources used during the war. King Alkharad eventually conquered the city and then inherited by King Alcadizaar of the sixth dynasty after that. After Nagash&#039;s foul play and evil undead magic to control the entire continent, it turns into a wasteland and awoke the previous rulers just like every other city. The city was eventually conquered by the awoke Settra.&lt;br /&gt;
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===World&#039;s Edge Mountains===&lt;br /&gt;
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===Cobra Pass===&lt;br /&gt;
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===Land Of Assassins===&lt;br /&gt;
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===Atalan Mountains===&lt;br /&gt;
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===The Great Desert Of Araby/The Coast Of Araby/Land Of The Dervishes/Shifting Sands===&lt;br /&gt;
Technically occupied by mortal humans today, the Arabyans are the Warhammer Middle Eastern expies (since [[Orcs &amp;amp; Goblins]] and Dwarfs occupy the actual Warhammer Middle East). They used to be ruled by the Nehekharans and live in continual danger of a king deciding to expand into the area (among the many, MANY other threats such as [[Mahtmasi]] and the Crusades of [[Bretonnia]], to say nothing of the monsters and [[Daemons]]). [[Araby]] has its own page, so only information relevant to Nehekhara will be relayed. &lt;br /&gt;
As stated above the euphemism of &amp;quot;desert tribes&amp;quot; and &amp;quot;desert raiders&amp;quot; used elsewhere originally referred to the ancestors of the Arabyans who were civilized by Nehekhara then fled Nagash&#039;s apocalypse to form their own empire in the west, and in the modern day it refers to the tribes that fight against the modern day Arabyans. &lt;br /&gt;
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* &#039;&#039;&#039;Bel-Aliad&#039;&#039;&#039;&lt;br /&gt;
Known as the City Of Spices during the era of Nehekhara when it was founded, now the City Of Dust. Nagash destroyed it during the war between Nehekhara and his undead, and it was eventually settled by the fledgling Arabyan civilization and became their capital. Arkhan later destroyed it again. Its rumored to be the location of great treasures, but the living have been unable to verify it and so far no Tomb King has risen up to claim the city. The local Necrotect (who survives and can be awakened in Total War: Warhammer) Imhetop was known as the &amp;quot;First Hammer&amp;quot; of the city and all the buildings (that remain) still bear his mark (this is probably the single most accurate reference to the real Imhotep in fiction). &lt;br /&gt;
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===Border Princes/The Badlands===&lt;br /&gt;
Lore from the WFRP campaign [[Lure Of The Liche Lord]] reveals that the king Amenemhetum the Great had intended to conqueor the lands far to the north of Nehekhara. The regions now known as the Badlands and Border Princes were known as the Frontier Principalities to Nehekhara during this time for the eventual goal of establishing new kingdoms. A vicious but successful campaign was launched against human barbarians (ancestors to Sigmar&#039;s people before they were driven north) and the greenskins led by a Khemrian nobleman related distantly to Settra named Karitamen and a priest named Tetrahon who had learned Necromancy secretly. &lt;br /&gt;
Note that while the actual lore of the city is WFRP, its still shown as being the former territory of Nehekhara in Army Books. So even if you only count those as canon, they owned something up here. &lt;br /&gt;
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* &#039;&#039;&#039;The Death Scarab&#039;&#039;&#039;&lt;br /&gt;
The city established by [[Karitamen]], sharing his nickname. Located somewhere in what is now the Border Princes, with its territory covering the western half of the Badlands. Determined to bring honor to his recently diseased parents as well as his famous ancestor, he became a wise king who carefully considered problems from all angles before acting, listening to Tetrahon as well as architects, craftsmen, and even commoners. The city quickly rose in splendor and influence until disasters and famine humbled it, forcing king Karitamen to lead another campaign against invading barbarians and Orcs. He turned his concerns towards the longterm survival of Death Scarab, largely due to his own children dying young and not trusting any of his advisors with the massive responsibility. He and Tetrahon began to advance their knowledge of magic and ritual together, with actual living immortality or at least a better assurance of resurrection with his immortal body both being out of reach. As he aged he obsessed more and more with immortality and began to make rash decisions and neglect his duties, causing unrest which he was quick and harsh to correct. Assassination attempts grew more common, but the advanced magic of the now Priest-King Karitamen had made him almost immortal. Eventually a grand conspiracy was formed by all the nobility of Death Scarab, revolving around a magic dagger created by a rogue Necromancer that would kill any being by piercing magical protection and also binding the soul directly to the body, ensuring there would be no side trip to the afterlife he could return from. After his death the loyal subjects begged to be buried with him, and in recognition of his former greatness he was granted all the same ceremony and riches in his burial chamber. He was the first true Tomb King given he awoke with his mind intact when the then-living Nagash first cast a spell to resurrect the dead while he sat falsely on the throne of Khemri. But he found he was unable to leave his tomb. Returning to his sarcophagus and ignoring the decayed state of his body, he focused his magic on extending his will beyond the walls of his tomb. He manipulated events throughout the history of the Badlands, Nehekhara, and beyond from this state of unmoving concentration. First killing all the descendants of those who had conspired against him before allowing his mind to fade into rest. Awakened by Nagash&#039;s spell that resurrected the rest of the Tomb Kings, he sat up and extended his consciousness again to find that everything had changed; the descendants of the barbarians had left then returned, finding nothing left from the time of the Death Scarab with new cities of the Border Princes built on his former territory. Despite the city itself being gone and having a small population of undead at his command, he has many living followers as he sends visions, thoughts, and dreams to the living as his agents spread throughout the world. &lt;br /&gt;
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The only remaining part of Death Scarab is the tomb of Death Scarab himself, not a proper pyramid but instead a temple built into the mountains. His minions and the local monsters keep the riff raff away, and he lures adventurers to plunder the tomb in hopes they will unseal him. On the inside of the tomb are the runes and images that empowered the dagger which killed him, keeping him contained in his burial chamber although his undead servants could travel beyond it. Later on Border Prince rules had additional runes placed around his tomb, keeping all undead inside. He strongly resents the Border Prince interlopers into his lands, and as with most beings HATES the greenskins, but his actual ire towards the rulers differs; two of them he&#039;s somewhat fond of, so they likely have a future as skeletal servants ahead of them. The actual citizens he sees as his own subjects that he is eager to return to. There is a Chaos cult on the former site of his city that is thriving, which he most seeks to eradicate but is also the most careful about. Long ago a looter entered his tomb and died there, leaving two Chaos-tainted objects. He&#039;s keen to ditch them, and ensure nothing similar happens again. &lt;br /&gt;
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{{Regions and areas of the Old World}}&lt;br /&gt;
{{Tomb Kings}}&lt;br /&gt;
[[Category:Warhammer Fantasy]] [[Category:Tomb Kings]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:E1EB:9895:2303:5D10</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Nehekhara&amp;diff=355553</id>
		<title>Nehekhara</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Nehekhara&amp;diff=355553"/>
		<updated>2020-10-09T01:21:48Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:E1EB:9895:2303:5D10: /* WFB */&lt;/p&gt;
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&lt;div&gt;[[Image:Warhammer_Map_Nehekhara.jpg|right|thumb|400px|Nehekhara and its cities, prior to the destruction of the latter in the End Times.]]&lt;br /&gt;
&#039;&#039;&#039;Nehekhara&#039;&#039;&#039; was the ancient land of the [[Tomb Kings]], analogous to real life [[Egypt]]. It was a cradle of human civilization and prosperous enough to rival High Elves&#039; culture.  Thanks to one &amp;lt;strike&amp;gt;dick&amp;lt;/strike&amp;gt; [[Nagash|boner]], Nehekhara became a bone-filled dry hellhole with majestic cities, [[The End Times|then it later lost even those]].&lt;br /&gt;
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==History==&lt;br /&gt;
===WFB===&lt;br /&gt;
Unlike [[Egypt]], it encompasses most of [[Warhammer Fantasy]] Africa as a giant desert where a whole topographical layer of skeletons sit beneath the sand (many of whom have a predilection to get up and get grumpy when disturbed). Originally a lush land that was rich in gold that developed civilization back when the rest of the humans in the world (other than possible [[Cathay]]) were tribal savages being kept as slaves by [[Wood Elves|High Elf colonists]] or used as target practice by [[Dwarfs]], Nehekhara was a paradise (so, the civilization and fertility of Mesopotamia, the aesthetics of ancient Egypt and the constant warfare of ancient Africa). It was ruled over by supreme rulers leading individual kingdoms which fought against each other constantly. Although there were fair differences between kingdom to kingdom, generally speaking the High Priests and the Kings (and rarely Queens) had supreme power over all. The pantheon of the Nehekharans was numerous and diverse, although death was a central theme in each important deity. Priests had their own magic Lore as a derivative of the Lore of Death due to the Winds of Magic tied to Death being the only one to blow through the land, making Nehekharans the first humans to not only discover but also master a form of magic independent of [[Tzeentch|Daemon assistance]]. &lt;br /&gt;
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Eventually, all of Nehekhara was unified under [[Settra the Imperishable]], although with his death the kingdoms once again became independent. With the rise of [[Nagash]] the magic of the land became unstable, and in two wars all the kingdoms of the land united to wage war on the Undead threat. With the kingdom of Lahmia falling to Vampirism, the kingdom of Khemri (birthplace of both Settra and Khalida) lead the charge. In his (second) death throes Nagash cast a spell which killed all plant, animal, and human life in the land. The spell resurrected everything that had died as an Undead servant. With Nagash&#039;s death from Alcadizaar, who stabbed sleepy necromancer with a blade made of [[Warpstone]], the spell was somewhat broken: the Nehekharans were still &amp;quot;alive&amp;quot; but no more slaves to Nagash&#039;s will.&lt;br /&gt;
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Most Undead were devoid of much intelligence, only retaining enough to perform tasks with a degree of skill unseen in the skeletal servants raised by [[Vampire Counts|common Necromancy]]. But the nobility of the land, well-preserved in their elaborate tombs and burials, awoke with their personalities intact and their souls forever bound to the land that gave them birth and held their corpse in death. &lt;br /&gt;
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Each former ruler sought to retake their throne, only to find a hundred generations of rulers prior and a hundred after also claimed the throne. The land became a giant battle of skeleton against skeleton, a whirling skull-tossing fight that would have made [[Khorne]] jizz himself watching had he known of it, until the former High Priests throughout the ages gathered and conducted a ritual to awaken the most powerful of the Tomb Kings who had not yet arisen. The greatest of them, Settra the Imperishable, immediately slapped the shit of EVERY other Tomb King and demanded them swear fealty to him. Those that did had their thrones and kingdoms divided between the families who all had a claim to them. Some, like Queen Khalida, were not particularly interested in rulership beyond what they saw as fair and became allies of Settra rather than servants. Others saw fit to rebel, and most were given fates worse than death (trapping their spirit in just their skull to be used as catapult ammunition is a popular one).&lt;br /&gt;
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===Modern Warhammer Fantasy History===&lt;br /&gt;
More Tomb Kings continue to awaken, and each gets their shit slapped by Settra. Often, other races seek incursions into the land. [[Dwarfs]] invade seeking gold (which to them is not plunder, as non-Dwarfs are shit in their eyes and the dead have no claim to possessions...unless they&#039;re honored Dwarven dead anyway; good old Dwarven hypocris... honor).  The Empire mounts expeditions for gold, or to seek alliances with the intelligent Undead (despite the heresy of it). &lt;br /&gt;
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[[High Elves]] seek to establish [[Waystone|Waystones]] in the land, sometimes with the aid and permission of the Tomb Kings and others against the will of the Undead. [[Bretonnia|Bretonnians]] and [[Warriors of Chaos]] invade looking for challenges and [[loot]], although this has never once turned out well for the invaders...&lt;br /&gt;
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===End Times===&lt;br /&gt;
Despite being one of GW&#039;s more original ideas, the End Times was hard for Nehekhara.  Nagash and Arkhan conquer Mahrak and Quatar by zerg-rushing them with all the skeletons from Nagashizzar, and Nagash using magic to entice a few of the remaining the Tomb Kings to turn traitor.  After defeating Settra, Nagash used magic and sandstorms to pulverize Khemri, utterly destroying it.  The rest of Nehekhara&#039;s cities only get a single sentence mentioning that Nagash and his armies destroyed them too.  A bad end for an ancient (in-game) and relatively interesting setting.&lt;br /&gt;
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The final nail in the fucking sarcophagus came in Age of Sigmar, [[FAIL|with the Tomb Kings having been revealed to have been squatted]].&lt;br /&gt;
[[File:Warhammer Africa.jpg|thumb|right|400px|Nehekhara and the Southlands as seen in [[Total War: WARHAMMER]].]]&lt;br /&gt;
==Regions==&lt;br /&gt;
Prior to Settra there isn&#039;t much known about Nehekhara, so his (almost) unification of the nation is the start point of history. After his death it fragmented again, and every generation the cities had different histories based on the rise, fall, unification, and fall of empires; we also don&#039;t know much about this, mostly only if it was mentioned in the backstory of a particular TK. We also know little about who&#039;s in charge now, being given lists of names of characters who occupy the same city at times with no indication on if they managed to establish a treaty to share or if they&#039;re waging an active ongoing civil war. As a result, information varies wildly about the different regions, much of which comes from diverse canon sources such as Black Library and video games. &lt;br /&gt;
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Most cities were built around a Necropolis where the pyramids were located, and due to the fact that no life exists in (almost) any Tomb King cities they can be fairly described as giant Necropolis, which is why the word is interchangeably used in some lore. Although technically all Tomb Kings would have a pyramid unless otherwise stated, ones that are specifically mentioned will be noted here as well as what we know about them. &lt;br /&gt;
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===Land Of The Dead===&lt;br /&gt;
The center of Nehekhara, politically and literally. The land where human civilization first arose, where the most powerful rulers in history originated from, and the place worst affected by Nagash&#039;s spell. Most of the Great Vitae River (AKA The Nile) lies in this land, although out of spite Nagash polluted its source high in the World&#039;s Edge Mountains called the Vitae Tarn which turned it red and poisonous, which is why it is currently known as the Great Mortis River. The Mortis Delta is extremely large, with the greatest cities built along its banks. The Swamp Of Terrors is where it turns stagnant, and is the deadliest place in Nehekhara post-poisoning. &lt;br /&gt;
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* &#039;&#039;&#039;Khemri&#039;&#039;&#039;&lt;br /&gt;
Home city of Settra, obviously currently ruled by him, and thus the capital of the Tomb Kings. The architecture is the most elaborate and stunning by far in the world of humanity, rivaling and/or surpassing the lands of the [[Dwarfs (Warhammer Fantasy)|Dwarfs]] and [[High Elves (Warhammer Fantasy)|Elves]]. &lt;br /&gt;
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* Khemrian history begins with Settra, since we don&#039;t know who or when they founded the city (not that it matters, no king before Settra could rise as a Tomb King). The greatest king is of course Settra, but he is far from the only one since we know more Khemrian kings than any of the other cities. &lt;br /&gt;
* Since Settra sacrificed his children to attain immortality he left no heir (and if he&#039;d attained immortality he technically wouldn&#039;t need one), so after his death a nobleman named Ahtaf I took the throne and attempted to build an even greater pyramid as his legacy although he was killed in the Zandri/Numas uprising that happened shortly after. &lt;br /&gt;
* Khutef was far more effective, strengthening Khemri and its remaining territory. &lt;br /&gt;
* Ahtaf II was notable for building the first Nehekharan navy, presumably after retaking Zandri unless it was built at an unknown port, and establishing trade routes which we know from other sources were with Elves and Dwarfs. &lt;br /&gt;
* Utep was not known for anything noteworthy other than living when the Liche Priests discovered how to extend the lives of mortals, ensuring his life was far longer than that of the preceding generations. &lt;br /&gt;
* Wakhaf (hehe, [[/d/|&amp;quot;whack off&amp;quot;]]) was next, who fought desert raiders and did little else of importance. &lt;br /&gt;
* Sekhef followed him, causing a rift between the kings and the (now very decrepit) Liche Priesthood. &lt;br /&gt;
* Nekhesh, noteworthy for being the Tomb King on the cover of the 6th edition Army Book, reigned in a time of great strife where his kingdom was constantly under attack; in response the legendary weapon the Destroyer Of Eternities was created for him, used mostly when he personally executed prisoners due to its power to deny the victim an afterlife by damaging the soul. &lt;br /&gt;
* Rakaph I succeeded Nekhesh and created the Second Dynasties when he ended the civil wars, restored the rights of the Liche Priests, and returned lands to other kings; after rising again as a Tomb King he has lead three wars against desert raiders. &lt;br /&gt;
* Rakhash was next, establishing the city Rasetra (so we&#039;ll talk about him more in that entry) and conquering Mahrak, Lybaras and Lahmia. &lt;br /&gt;
* Rakaph II was known only for demanding higher tribute from the subjugated territory of his predecessor. &lt;br /&gt;
* Pharakh was known for building the Canal Of Abundance, which took ten years for ten thousand workers to complete and lived up to its name. &lt;br /&gt;
* Rakaph III ruled next, going to war against desert raiders three times and ruling so long that he outlived all his heirs and inspired rumors that he was somehow already immortal.  &lt;br /&gt;
* After Rakaph III&#039;s eventual death a noblewoman seized the throne to prevent Zandri and Numas from exerting their influence. Queen Rasut ruled for many years and attempted to establish her son as the future king, but he died at the age of three and when she died he was entombed with her (making her a Nefertiti-expy and her son one of the two King Tutankhamen expies, despite Nefertiti not being his biological mother). &lt;br /&gt;
* She was succeeded by her son&#039;s intended regent Khetep, who managed to establish a golden age of Khemri despite also being extremely selfish and vain, working one million slaves to death over 25 years to build his pyramid.  He had two sons, Nagash (yes, [[Nagash|THAT Nagash]]) and Thutep.  Was killed by sorcery from the king of Numas&#039; Dark Elf allies.&lt;br /&gt;
* The reign of Thutep was short, and he was known as a major diplomat and peacemaker.  He married the princess of Lahmia, Neferem, and had a son with her called Sukhet.  Nagash had him kidnapped and sealed in their father&#039;s pyramid to die before declaring himself sole ruler.  &lt;br /&gt;
* Nagash fancies himself a king of Khemri, but he was never acknowledged as such and people only obeyed Nagash out of fear or greed.  Nagash also claimed Neferem for himself, raped her then killed Sukhet and her, which ensured that the royal line of Khetep died as well. &lt;br /&gt;
* Lahmizzar of course was next, waging war on Nagash with an alliance of Zandri, Numas, Mahrak, Lybaras and Rasetra although Nagash personally killed him in battle. &lt;br /&gt;
* Lahmizzash succeeded his father and won the war against Nagash, sacking Khemri and purging the corrupted priesthood before attempting to bury all information about Nagash.  Unfortunately for everyone else, he&#039;d secretly saved Nagash&#039;s nine books and captured Arkhan for information.  In true Ancient [[Egypt]] fashion, Lahmizzash married his sister Neferatem (better known as Neferata; yes, [[Queen Neferata|THAT Neferata]]).  Said sister secretly read the books, formed an alliance with [[Arkhan the Black]], and created vampirism.  A large part of her character and thus the results of her actions stem from her resentment over the fact he was the heir due to sexism, indicating that at least in this era Khemri was far more patriarchal than kingdoms like Lybaras.  Upon learning of Neferata&#039;s actions Lahmizzash had Neferata assassinated, which she only survived by becoming a vampire, and he was assassinated in turn by Arkhan. &lt;br /&gt;
* Lakhashar ruled Khemri next, and nothing is known about him which means he likely was set to the task of rebuilding the city. &lt;br /&gt;
* Lahkashaz followed, but was an ineffective ruler who allowed the alliance against Nagash to lapse into infighting and was killed in a rebellion within Khemri. &lt;br /&gt;
* Setep followed, restoring the Necropolis and Liche Priests as well as being the only king of Khemri&#039;s fifth dynasty. &lt;br /&gt;
* Alkhazzar I, one of Setep&#039;s generals, was made heir and created a massive army of chariots which he used to conquer Numas. &lt;br /&gt;
* Alkhazzar II attempted to conquer Zandri but failed, and waged war on the desert raiders. &lt;br /&gt;
* Alkharad succeeded his father, recieving tribute from the desert tribes and conqueoring Rasetra although failing to take Mahrak and Lybaras; in the modern day as a Tomb King he fought against greenskins. &lt;br /&gt;
* Alcadizaar was the last king of Khemri, and indeed the last Nehekharan left alive given he survived Nagash&#039;s spell (and possibly had a line of descendants in the Old World as far as we know, since he sent some to other lands in the wake of Nagash&#039;s plague), but since he gets covered third only to Settra and Khalida in detail you can read about him everywhere else. &lt;br /&gt;
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End Times also gave us King Behedesh II, who is actually a Zandrian king but guards Khemri. He doesn&#039;t actually live in the city due to his preferred warfare being in the desert where his army waits for invaders. Warhammer Fantasy Roleplay also introduced Amenemhetum the Great, a Khemrian king who intended to colonize the lands north of Nehekhara and ruled some time before Nagash usurped Thutep. &lt;br /&gt;
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It should be noted that in Total War: WARHAMMER many kings can be awoken to serve which indicates they are active, including Wakhaf, Rakhash, Lahmizzash, Setep, Alkhazzar II, and Thutep. In Mortal Empires Thutep is awoken like any other King and leads an army on your behalf, but in the Vortex campaign he is your advisor; it is revealed he survived by becoming a Liche Priest named Priest Nerutep, and has been working directly against Nagash, being rewarded by Settra or Khalida with rulership of the Black Pyramid, which he trolls the ghost of Nagash about.  Apparently outside of Mortal Empires he gets restored to true kingship by whatever character you are playing. &lt;br /&gt;
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The greatest landmark is Settra&#039;s pyramid which suffered no decay during the years between his death and resurrection, made of glowing white stone that is covered inside and out with the most powerful glyphs and surrounded by eternally burning flames, where the largest army in Nehekhara waits at the ready, where the activity of politicians and heralds of all the other kinds move about as if still alive due to the active nature of the political situation, and Settra himself sits on his golden throne covered in the rarest and grandest of gems to ever exist in the setting. &lt;br /&gt;
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Nagash&#039;s Black Pyramid, the only pyramid to ever surpass Settra&#039;s, lies within sight of Settra&#039;s. Made of Warpstone, black marble, and the corpses of slaves, it contains as many glyphs as Settra&#039;s although oriented towards channeling the power of magic rather than of protection and longevity. Due to the power of the Warpstone largely being drained by Nagash&#039;s Great Spell the effectiveness of the Black Pyramid is greatly reduced, and since his original sources have been mined by Skaven over the years the resurrected Nagash cannot replace it (easily) which enabled Settra to drive him out after his resurrection. Modern depictions of the Black Pyramid show it to actually float rather than just be taller than Settra&#039;s. A faction of Tomb Kings dedicated to Nagash called The Sentinels remain in the Black Pyramid, guarding it. &lt;br /&gt;
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Pharakh, Rasut, and Khetep also have pyramids, with Pharakh&#039;s being noteworthy for its splendor. Thutmosa is the Necrotect that built Settra&#039;s throne, and thus is by default one of the most famous Necrotects of the ages. &lt;br /&gt;
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* &#039;&#039;&#039;Zandri&#039;&#039;&#039;&lt;br /&gt;
Zandri is the oldest human city that still remains in the world, first founded by (a pre-Settra and thus non-Tomb King) ruler named King Zakash which makes it the first Nehekharan city and the root of Tomb King civilization. Human writing was first invented here, so the records that exist from this time are largely from oral tradition and mythology. &lt;br /&gt;
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Nehekhara&#039;s main port through which the Great Mortis and the rest of the world are accessed by any king. The seas around the city are surrounded by the ships of those who thought the Tomb Kings would be easy pickings without the World&#039;s Edge protecting them. The fleets are partially kept still afloat with magic, while the crews still man their posts (including whip-wielding taskmasters, because that&#039;s just how its done in Nehekhara), all waiting in the ancient harbors for regal need. Despite being among the worst-affected cities by the ravages of time, looted many times by raiders particularly from Tilea, it remains second only to Khemri in power due to how important it is for any King wanting to reclaim their treasures from the descendants of looters.&lt;br /&gt;
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According to the Nagash novel, the city&#039;s patron god is Qu&#039;aph, one of the least known gods whom is usually represented as a snake, particularly a king cobra and has no relation to Asaph who shares the same snake theme. It specialize in subtlty and ambush. Since Zandri is a port city, it is well known for the slaves it sells, usually coming from the old world like Norscans or Tileans, whom have facial features like blond hair and blue eyes. It is also common to see Zandri employing babarian mercenaries in battle, where they fight in a savage frenzy.  &lt;br /&gt;
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It is also at this city that began a chain reaction of events that lead to Nehekhara&#039;s doom. Why? because [[Dark Elves (Warhammer Fantasy)|Druchii]] fucking shit of course. It is there the Nehekhara enslaved the three Dark Elves (Drutheira, Ashniel and Malchior) that washed ashore. The Zandri King, Nekumet tried to use them to kill his enemy, King Khetep of Khemri (also known as Nagash&#039;s daddy) whom he had a trade war with at that time, only to find out the dark magic they perform is so grotesque and dangerous that it not only killed Khetep, but also blackend his innards (as discovered by Nagash). In an act of fear and cunning, King Nekumet offered the three Druchii as sacrifices at Khetep&#039;s funneral. &lt;br /&gt;
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Additionally he returned all the POW&#039;s, Khemri Nobilities from Khetep&#039;s army without demanding a punishing ransom from the new King of Khemri, Thutep. Why? just so he could show the ambassadors from other cities that Thutep is but a naive fool who can&#039;t threaten him, therefore allowing his city to remain as a dominate political force of Nehekhara. Nekumet&#039;s plan did work, as it allowed all ambassadors to ignore any demands from Khemri and squatted in Zandri to show their support. &lt;br /&gt;
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Unfortunately for Nekumet and other Nehekhara kings, the Druchii he offered survived in a fake death staged by Nagash, and they taught Nagash magic in return. Eventually, Nagash usurped the throne, used his army to sack Zandri and defeated Nekumet&#039;s army in combat with his dark magic. This total defeat was humiliating for Nekumet as it not only removed Zandri&#039;s position from dominance (since ambassadors fled when Nagash&#039;s army attacked), it is also left all of his remaining soldiers and subjects in chains and he was forced to ride home on a donkey. Nothing was heard from Nekumet after that point, but one could say he probably died of disease in his ruined city, but it is also him and his greed that doomed the Nehekhara, talk about karma.&lt;br /&gt;
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The third great pyramid we know about in this region is the Pyramid of [[King Amenemhetum]]. According to old lore his tomb actually lies outside of Nehekhara given he was a naval king that conquered and established colonies thoughout the world, but in Total War: WARHAMMER his apparently non-tomb Pyramid lies in Zandri. According to 6th edition, the inscription on the doors says &amp;quot;And he did smite and destroy his enemies with great vengeance and furious anger...&amp;quot;. Nehekharan, motherfucker, do you speak it?! &lt;br /&gt;
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Technically there &#039;&#039;was&#039;&#039; an additional pyramid, but we&#039;ll get to that. &lt;br /&gt;
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As noted above, Behedesh II was once a king of Zandri but no longer lives in the city. &lt;br /&gt;
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Amenemhetum should be the ruler of the city, but as soon as he awoke he fucked off to Tilea to reclaim all his stolen shit. Although it attempted to rise against Settra after first being conquered alongside its sister city Numas, they failed and so far have accepted his second rulership after he first brought Nehekhara under his control. Despite being an early ally of Nagash during his first attempt at rulership, they joined the rebellion against him and contributed many archers and since then have been an enemy of his.  Alkhazzar II conquered the city after the first defeat of Nagash, with its final ruler being Alcadizaar the Conqueror whom they joined willingly during the second war against Nagash. &lt;br /&gt;
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Amanhotep the Intolerant (of [[Dreadfleet]] fame) is the current ruler of Zandri, and vassal of Settra.  He&#039;s a comedically unlucky Tomb King, with the details of his mortal life unknown other than his legendary spite and bitterness. During the Bretonnian Crusades he was abducted by knights who believed them to be the legendary hero  Duke Cheldric and paraded through Bretonnia carried by Grail Pilgrims until he awoke and rampaged through their lands on his way home. He returned just in time to find that a pirate named Jaego Roth had sacked the city while he was away, using the treasure to purchase the services of mercenaries in a quest for revenge against a pirate. Determined for an epic revenge to match the epic plundering, he had the tombs of the nobility that had been robbed deconstructed and rebuilt on his flagship surrounding his own relocated pyramid, a gigantic barge called the Curse of Zandri, turning the ship into literally a floating fucking pyramid manned by Ushabti, oared by Heirotitans, and with a Necrosphinx as a figurehead and a gigantic holy sword at the front while being powered by a gigantic sapphire that was once the capstone of his pyramid and was given to Nehekhara by the primary god of the pantheon.  He joined the vampire that Roth had been attempting to kill, and failed spectacularly (Roth did die and the vampire returned in the TWW continuity, so he got revenge even if it was inglorious). In the End Times/Age Of Sigmar timeline he managed to return just in time to get his pyramid sunk AGAIN by Nagash&#039;s third rising. In the Total War: WARHAMMER timeline he is nowhere to be found, his city ruled by the fucking [[Strigoi]] vampires of all factions. So he&#039;s a pretty absent ruler, which is fine since Settra is the one that is actually in charge. &lt;br /&gt;
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* &#039;&#039;&#039;The Salt Plain&#039;&#039;&#039;&lt;br /&gt;
Not much info on this. Its a settlement in the Vortex campaign of Total War: WARHAMMER, without any real lore.&lt;br /&gt;
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===The Great Desert===&lt;br /&gt;
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===Ash River===&lt;br /&gt;
Originally known as the Golden River before Nagash poisoned the land. Where the Golden met the Vitae was once the most fertile land known to mankind and the site of Khemri, and afterwards is one of the most deadly places on the planet. &lt;br /&gt;
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* &#039;&#039;&#039;Numas&#039;&#039;&#039;&lt;br /&gt;
The second ever human city, the third in Nehekharan importance, and sister city to Zandri. Known today as the Scarab City. While Zandri is located at the delta of the Mortis, Numas is located at the source near the Tarn where Nagash&#039;s poison was deployed. Despite the death found in the rest of Nehekhara, Nagash&#039;s curse wasn&#039;t enough to kill the life here; the only place in Nehekhara where 100% safe water can be found and food can be grown is located within the city borders. &lt;br /&gt;
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The founder of the city was Zakash&#039;s successor named Khesek, who managed to subjugate the desert tribes and expand Nehekharan rule. Khesek&#039;s own successor Hekesh attempted to expand the rule of Numas by waging war on lesser kings, with unknown success. The subsequent ruler is forgotten, only that they were ineffective and the land became so unsafe that only the cities were safe due to safety in numbers. Settra conquered the city not long after, although it declared independence again after his death. Controlling both Khemri and Numas for a long period of time became the litmus test for wannabe uniter kings, and all failed to do more than attain momentary control for most of history. They sided with their fellow major cities against Nagash and fell into warring with their neighbors after. King Alkhazzar I finally conquered and kept them united with Khemri, which remained until the awakening of the Tomb Kings after Nagash&#039;s spell failed. Numas was the center of the great unending Tomb King civil war, directly resulting in the awakening of Settra. After putting his skeletal foot down and telling the kings of Numas to swear allegiance and play nice (turning the living skulls of those who refused into artillery for his catapults). &lt;br /&gt;
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While we don&#039;t know which royal is actually in charge of the others in Numas, the only currently awake and active royal we know is Prince Tutankhanut, an obvious King Tut expy. The only son of King Akhen (who we know nothing about), he was known for being handsome throughout Nehekhara but was tragically killed at only 15 by a tribesman&#039;s spear through the chest while hunting on his chariot (the fact it was a &amp;quot;northern tribesman&amp;quot; suggests it may have been the ancestors of one of Sigmar&#039;s kin). He was even more horrified than most Tomb Kings when he woke up as a skeleton, but was satisfied when the Liche Priests turned his death mask wearable like Khalida&#039;s, only Tutankhanut&#039;s is a full-body false flesh suit. As soon as he was presentable, he set about administratio to the point of complete and total restoration of the city. &lt;br /&gt;
He&#039;s the only Tomb King with a kingdom of living humans, as Scythan (Scythian expies?) refugees saw him as the avatar of their god and swore allegiance to him. The devotion goes both ways, with the living marching in his armies and sacrificing themselves without thought while Tutankhanut fiercely guards them as his subjects. Scythans wear black robes and have pure white Arabyan horses, and upon death are left outside the city for the Carrion to clean until they&#039;re prepared to join the skeleton soldiers of Numas. The Scythans also actively patrol the deserts, giving Numas more far more active scouting than the other Nehekharan cities. Its interesting to note that Tutankhanut was still only a Prince when he died, but was buried as a king; if like his namesake his father died before him then he likely ruled with a regent and simply wasn&#039;t given the ceremonial advancement from prince to king, but post-death the lore indicates that he himself is the one totally in charge with no mention of what his father is currently up to. &lt;br /&gt;
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Two of the other kings we know about are Phar of Numas (one of 2(+?) Phar characters) and Imrathepis the Crimson King Of Numas. The two absolutely hated each other, and were known for their love of the color red and their wrath. Phar was a Chariot-lover who lead from the front, always dismounting to take part in duels. Imrathepis is more storied, preferring the back of the Warsphinx and participating in wars against Orcs and joining Alcadizaar in the war against the Vampires. When he awoke, Imprathepis immediately went north to drive the Orcs from the Badlands where his kingdom had once controlled, then moving against the [[Ogre Kingdoms]]. He badly underestimated the Thunderfoot Tribe, which unleashed their Rhinoxen which wiped out his army leaving him and his Warsphinx alone where he cut down Ogres until eventually they cracked the statue and the Tyrant used his leg as a toothpick. While he was regenerating his descendant Prince Rakaph III decided to get revenge, using an army of 12 Warsphinxes to cause an avalanche that wiped out the tribe of Ogres. Phar on the other hand survived to participate in the defense of Nehekhara during End Times. The only other major king we know about is King Antarhak, who wielded a legendary magic spear that steals the life force of those it kills. &lt;br /&gt;
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The Pyramid of Prince Tutankhanut is the only local pyramid we know about, and we don&#039;t have any details about it. If he&#039;s anything like his namesake, it was hastily constructed but completely untouched and full of literal toys. &lt;br /&gt;
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Inenna The Silent is the Necrotect who first built the city, and despite technically coming from before Settra he somehow survives as a Necrotect (unless the Numas before Settra was just poorly constructed huts that the later Nehekharans were too snooty to call a city). &lt;br /&gt;
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* &#039;&#039;&#039;Quatar&#039;&#039;&#039;&lt;br /&gt;
The western entrance to the Charnel Valley. The post-death nickname is the Palace Of Corpses, with the pre-death city name being the Gateway of Eternity and the palace being the White Palace. It was once the largest Nehekharan city (technically &amp;quot;one of&amp;quot; the largest, but until they actually give us the names and ranking of the others its the largest as far as it matters). The path leading to said palace is lined with pillars and statues carved from the canyon walls. &lt;br /&gt;
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The history of Quatar can be summed up by saying that if the final test for Khemrian kings was controlling Numas, the first steps of one is conquering Quatar; this apparently did nothing to diminish the beauty of the city, indicating it was likely never sacked by them. &lt;br /&gt;
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The kings of Quatar somewhat broke the rules of succession for Nehekhara, giving the firstborn son to the Mortuary Cult like normal but having the secondborn son and hair ALSO be trained as a priest, making Quater ruled exclusively by Priest-kings. The palace was a beautiful place built into a mountain, surrounded by public parks and city squares full of fountains fed by the springs beneath the city, protected by anti-magic magic and carved from gleaming white marble. It was intentionally built to surpass Settra&#039;s great Khemri in beauty and splendor, although they chose not to build greater pyramids than his. Their military force, made up primarily of Tomb Guard, was the best in the land. &lt;br /&gt;
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The current official ruler is unknown. We only know that there is a rumor that a Liche Priest (not a Priest-king) lives in the palace, and knows how to animate the statues surrounding it into a gigantic army of Ushabti and Hierotitans. Said priest is actually Sehenesmet, the Vizier of Quatar who is responsible for much of the statuary as well as their upkeep, not to mention the literal army of Ushabti and Hierotitans in the Valley Of Kings. A second rumor is that he managed to actually entomb himself in a giant statue, and controls it (so magic [[Battletech|Mechwarrior]]) although he did this not for the power and durability, but to make EVEN BIGGER AND BETTER STATUES. A fanmade model of him actually was a finalist for the Golden Demon award, and in Warhammer Chronicles rules were added for playing him. &lt;br /&gt;
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The local major pyramid is the Pyramid of King Phar. This is odd given that of the two Phar characters, neither of them are actually known to be from Quatar; most likely the more important Phar, King Phar of Mahrak, used to rule Quatar until it was taken from him by Settra and after his death Settra allowed him to be entombed there. Or maybe there&#039;s a third Phar, we don&#039;t know. Another noteworthy architectural feature is the Great Stone Guardian Of Quatar, a giant eagle/lion hybrid (so a Necrosphinx without a human face basically) that Sehenesmet brings to life when armies intend on smashing his &amp;lt;strike&amp;gt;fetishes&amp;lt;/strike&amp;gt; statues march on the city. &lt;br /&gt;
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* &#039;&#039;&#039;Springs of Eternal Life&#039;&#039;&#039;&lt;br /&gt;
We don&#039;t know anything about this, but the name is fairly descriptive and according to Total War: WARHAMMER the [[Necrarch]] begin the game with control of it and one of Khalida&#039;s quests involves restoring the shrine of Asaph there. It should be noted that according to a short story about an attempted robbery of Queen Rasut&#039;s tomb by [[The Empire (Warhammer Fantasy)|Empire]] grave robbers, the hieroglyphics for &amp;quot;eternal life&amp;quot; on a fountain meant &amp;quot;immediate death&amp;quot; given it killed the drinker, possibly indicating a mistranslation, an odd quirk of language, or Nehekharan humor.&lt;br /&gt;
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It was revealed that during the event of Nagash the Sorcerer, the spring was once the gift given to the mortals by Asaph and Geheb. It was a beautiful greenish oasis with pools of silvery water in different size, that is until Nagash being an asshole as usual, order his immortal servants to tainted the place with corpses and blood in order to deny his enemies from replenishment. Well even if the well wasn&#039;t tainted, every water source are damned in the end anyway when Nagash had ordered the Skaven to poison a lake, the source of all river water in Nehekhara.&lt;br /&gt;
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===Shifting Sands===&lt;br /&gt;
* &#039;&#039;&#039;Ka-Sabar&#039;&#039;&#039;&lt;br /&gt;
Known as the Temple of Sorrow, formerly the City of Bronze, the city is hidden by the desert and covered in glyphs by beings &amp;quot;older than Nehekhara itself&amp;quot;, meaning its likely an [[Old One]] site where the human race was first created. Ka-Sabarans were known for their great height and strength, coming in at 7 feet tall on average and being expert miners and smiths who wore elaborate armor over their skin which was already hard enough to repel arrows (so these guys are like the prototype for humans and Ogres with some leftover Dwarf mixed in). Their army was known as the Legion Of Bronze, and was lead by iron leonine Ushabti of Geheb. They were the first city to oppose Nagash, and their king Akhmen-hotep was his first great foe. Unable to win by tactics, Nagash resorted to trickery and granted Akhmen-hotep&#039;s brother Memnet immortality and rulership of Ka-Sabar in exchange for Akhmen-hotep&#039;s assassination which enabled Arkhan to destroy the Legion Of Bronze. The city was liberated by the victorious forces of Lahmizzash, but by that point had been rendered a ruin. Whether Ka-Sabar was ever rebuilt is unknown, although in Total War: WARHAMMER it is still the most important city of the Shifting Sands and is controlled by the Necrarchs. &lt;br /&gt;
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The pyramid here belongs to King Khatep according to TW:W, although we don&#039;t know who King Khatep is; the only character we know of with that name is Grand Hierophant Khatep, who is the head of the Mortuary Cult and for sure was never a king. The local Necrotect Hemiunus who built Ka-Sabar un-survived the razing of the city, and given he was notorious for his efficiency via effective applications of the whip he&#039;s probably not going to be too merciful when he gets his bony fingers on Arkhan. &lt;br /&gt;
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* &#039;&#039;&#039;Bhagar&#039;&#039;&#039;&lt;br /&gt;
Known as the Eternal Necropolis after Nagash&#039;s spell. Originally the people of Bhagar were desert raiders and barbarians, although after Settra subjugated them he chose to spare them and civilize them. They retained their devotion to the horseback lifestyle even if they were no longer nomadic, which helped them keep the roads they had once preyed upon secure as they became the only route to the south from Khemri. Khsar, god of the desert winds, was their patron deity. &lt;br /&gt;
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Bhagar refused to bow to Nagash, and as a result Arkhan attacked the city and enslaved half the populace as well as killing almost all of their prized horses. The survivors fled as refugees to the rest of Nehekhara, spreading the word of Nagash&#039;s evil and directly causing the alliance which formed to kill Nagash (the first time). Eventually, those survivors made their way west and became the people of Araby, their surviving horses being the magnificent Arabyan stallions. &lt;br /&gt;
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Alcadizaar never died and became a Tomb King (as far as we know), but his pyramid was located here since he was likely a king of the rebuilt Bhagar before being given rulership of the united Nehekhara. Players can restore it like any pyramid in Total War: WARHAMMER, and given that Settra was specifically said to have respected Alcadizaar upon being informed about what happened while he was dead, he most likely would have in any continuity. &lt;br /&gt;
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The closest we have about information of the current high ruler of Bhagar is that King Setep of Bhagar has raided the [[Border Princes]] in the past. End Times gave us Ramssus, &amp;quot;one of Bhagar&#039;s most famous kings&amp;quot; who&#039;s army is mostly made up of chariots. His own personal one is golden, and he leads the Golden Legion chariot corps. Behind them are the Desert Shrikes and the Al-Dru&#039;dhafarr, the Wind that Bites. Presumably he has more in his army. &lt;br /&gt;
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* &#039;&#039;&#039;Antoch&#039;&#039;&#039;&lt;br /&gt;
Technically not a Nehekharan city, just a city in Nehekhara. After the Bretonnians had finished their first Crusade against the Arabyans they built the fortress of Antoch along the Arabyan Coast (still counts as in the Shifting Sands), which became a resupply point for those wanting to travel to [[Lustria]] from the Old World. Eventually it was destroyed by the [[Lizardmen]] when they required a staff for its secondary function that had been stolen by Bretonnians as a trophy so the Lizzies could literally save the world from [[Chaos]]. Apparently, Antoch and the staff hadn&#039;t registered as important to the Tomb Kings or the Lizardmen prior. The fate of Antoch in most Warhammer timelines is unknown, but in Total War: WARHAMMER it has been conquered by Tomb Kings belonging to the Dune Kingdoms minor faction (which just represents the lesser kings that are not rebelling against Settra but not obeying him either). &lt;br /&gt;
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* &#039;&#039;&#039;Plain of Tuskers &#039;&#039;&#039;&lt;br /&gt;
Very little is known about this area, but is included as part of Nehekhara in Total War: WARHAMMER in the Vortex campaign. Technically part of the Southlands, and home to the Lizardmen who created the Nehekharan culture (possibly intentionally, possibly by mistake). Cold Ones are almost extinct here, with the related species called Horned Ones which are rare in Lustria being common here instead. Only the younger Slann live here, with the low rates of Saurus available ensuring that all become Temple Guard. The Skinks are trained by the Saurus directly instead, making them superior fighters to Lustrian Skinks. The plans of the Old Ones that remain in the hands of the Southlands Lizardmen are nearly intact, giving them highly accurate predictions and making them far more amiable to races of Order, which is shown in their relationship to human explorers like the Arabyan Ibn Jellaba. In TW:W you claim the Plain as rightful Nehekharan clay, because the map says so!&lt;br /&gt;
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===Charnel Valley===&lt;br /&gt;
The first Necrotect to work on the Valley was Pehenna in the First Dynasty.&lt;br /&gt;
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* &#039;&#039;&#039;Mahrak&#039;&#039;&#039;&lt;br /&gt;
It is once known as the &#039;&#039;&#039;City of Hope&#039;&#039;&#039;, now is the &#039;&#039;&#039;City of Decay&#039;&#039;&#039;.&lt;br /&gt;
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According to the Nagash novel, Mahrak was once where the Nehekhara religion was created. It is there the Nehekharan met the gods and signed the ancient treaty with them in order to receive their blessing. The treaty being the Nehekharans must built temples for them as well as offer their eldest son and daughter to the temple.&lt;br /&gt;
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When Nagash was but a high priest of Khemri, Mahrak used to hold the most power for being the Vatican of Nehekhara, as well as their priests&#039; ability to use the gods blessing. Mahrak also has a fuck tons of temples dedicates to 12 gods, with each of these temples houses a bunch of Ushabti (not constructs, but god blessed warriors). At that time, Ushabti were but the priest king&#039;s bodyguards. In Mahrak however, their power is much stronger due to them being the presenters of their own god, with different powers depending on the god they serves. For examples, Geheb&#039;s Ushabti are living Sphinx, half-lion half-man monsters with deadly strength, speed and sharp claws; Djaf&#039;s Ushabti has the face of dark Coyote (like Anubis) with their claw nails leaking out constant coldness of death; Ptra&#039;s Ushabti are golden titan with loud frightening voice and strong bare hand that could break even blades. Not only that, Mahrak&#039;s ground is bounded by holy spirits with the power to create high temperature death field, as well as creates a force field that could block stone thrower shots.  &lt;br /&gt;
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To Nagash, destroying Mahrak is a must to complete his reign, for that place is an important place for the Nehekhara gods and gods it was the gods that deny his throne. However, it is also there Nagash had failed. His army were suffering constant casualty for trying to breach its magical defenses and its divine guardians. His army managed to formed a blockade around the city enough to prevent any resources like foods and medicines from entering the city, forcing its citizens to starve and sick. Nagash finally managed to destroy its divine defenses by killing Neferem, the daughter of Ptra bloodline, which removed every blessing Mahrak holds, and also rendered every priests and Ushabti powerless.&lt;br /&gt;
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In later years after Nagash&#039;s defeat, Mahrak is pretty much a powerless city now that priests are rendered powerless thanks to Nagash. The priests there spending the remaining of their day either being salty, blaming Nagash or just picking their nose and doing nothing. They also reject any form of new hip improvement the cool kids Alcadizzar like the boomer they were, which making them an easy target to Nagash&#039;s second invasion. &lt;br /&gt;
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King Tharruk ruled Mahrak sometime around the time of Neferata. His daughters took a trip to Lahmia but never returned, and he assumed them dead. After joining the other kings in destroying the city and driving out the vampire he found that they had become Handmaidens of Neferata and was forced to kill them himself. In life and death he&#039;s since been sworn enemy to Neferata, running his foes down in his chariot and caving their skulls in with the Flail of Mahrak which he still wields.&lt;br /&gt;
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Before he was retconned to be from Numas, the King Phar who was famous for not bending the knee to Settra was originally from Mahrak.  He also at one point wielded the Flail of Skulls.&lt;br /&gt;
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===Devil&#039;s Backbone===&lt;br /&gt;
* &#039;&#039;&#039;Lahmia&#039;&#039;&#039;&lt;br /&gt;
Also known as The City of the Dawn and later The Cursed City.&lt;br /&gt;
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Not much history of its ancient kings were revealed other than the most recent one like Lamasheptra, Lamashizzar and Neferata, of course.&lt;br /&gt;
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In the Nagash novel, Lahmia was portray as rich as fuck city for trading due to its geographic location with port that allows them to trade with the Cathayan. It is because of their dealing wit the Cathay, they became the first earliest example of weeaboo human in warhammer history, for many of its nobility, priest kings and queens likes to wear Cathayan silk dress. &lt;br /&gt;
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The bloodline of their royal heir are special too since it is said that their bloodline came from Ptra the sun god and the great ancient treaty, the treaty that the Nehekhara had made with their gods to promised them power, sustain on the marriage between the eldest daughter of Lahmia and the Settra&#039;s blood heir...[[grimdark|until Nagash came and ruined everything]]. Neferem, who is suppose to be Thutep&#039;s bride was forcefully taken by Nagash the usurper where he ensure his throne is secure by killing her and Thutep&#039;s son and finally destroy the ancient treaty by killing Neferem after torturing her for uncountable amount of years during his reign.&lt;br /&gt;
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Nagash&#039;s insolence bought forth many key events to Lahmia that results in its destruction.&lt;br /&gt;
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The first is Lamasheptra&#039;s dealing with the Cathayan, which he desperately tried to save his sister Neferem that he signed a risky trade agreement where he would offer many gold per year or his city (if he has no gold) in exchange of Cathayan&#039;s gunpowder weaponry.&lt;br /&gt;
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The second, and the most well known one would be Lamashizzar&#039;s obsession with Nagash&#039;s dark art. One book of Nagash and an immobilized Nagash&#039;s lieutenant: [[Arkhan the Black]] were bought to Lahmia following the battle against Nagash at Mahrak.&lt;br /&gt;
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Long story short: Neferata, Lamashizzar&#039;s sister wife was overwhelmed with Cathayan&#039;s debt and the incompetence of the men around her that she went straight for Arkhan&#039;s help to study magic, which she excel at due to her previous experience with potion making, Arkhan&#039;s sympathy to her as well as having common animosity towards Lamashizzar. Lamashizzar was abandoned after Neferata had won over his cabal and he act like a jealous jackass and tried to kill both Arkhan and Neferata, but ends up with Arkhan killed him then killed by Abhorash in return and Neferata becomes the first vampire after Arkhan&#039;s desperate ritual. With the new found knowledge, Neferata created new vials and gave them to the Cathayan as payment but ended up with Cathayan cancelled trading with them because undead corruption, but then trade again after a new emperor was enthroned. Neferata later was forced to duel her old love Khalida to prove she is not taint by Nagash&#039;s dark art and ended up killing Khalida, left a trauma on her mind that will never fade. The trauma caused her to question Nehekhara&#039;s future under Nagash&#039;s fear that she decided become the queen of Khemri by grooming a future king of Khemri for her. That didn&#039;t went too well of course and it led the the future king Alcadizzar escape and then went back to raze Lahmia afterwards. Since Neferata was too busy finding her fuck boy, Lahmia was poor as fuck with shitty military by the time Alcadizzar invaded and is only barely hanging on in the battle due to the vampire&#039;s inhuman fighting ability and their zombie summons. &lt;br /&gt;
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After Lahmia was razed, it became a bandit infested ruin. The bandits there were then killed by Nagash&#039;s new invasion forces led by Arkhan and W&#039;soran, which it was filled with skeletons for a while until Alcadizzar and many other armies of priest kings kick their asses back to Nagashizzar.&lt;br /&gt;
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After Nagash fucked Nehekhara dry, Lahmia remained untouched as a forgotten ruined and a cursed city, a shadow to its former self. &lt;br /&gt;
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* &#039;&#039;&#039;Lybaras&#039;&#039;&#039;&lt;br /&gt;
Beka is the name of the most famous local Necrotect due to his work on Khalida&#039;s tomb.&lt;br /&gt;
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King Hassep was one of the first rulers of Lybaras, and was a vassal of Settra during the first unification of the First Dynasty. After waking as a Tomb King he swore allegiance to Khalida instead, serving as her top general.&lt;br /&gt;
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===Crater Of The Walking Dead===&lt;br /&gt;
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* &#039;&#039;&#039;Rasetra&#039;&#039;&#039;&lt;br /&gt;
A settlement near Lybaras. Built during the reign of King Rakhash of the second dynasty as a bulwak against the Lizardmens. The city was conquered by King Khetep in the third dynasty, Nagash&#039;s daddy, where it was once again fortified in order to reinforce their Lybaras ally from Lizardmen&#039;s attack. During the war against the Lizardmen, Khetep was caught a high fever, that Nagash ended up taking over the leadership, killed the Lizardmen&#039;s cold-blood leader and ruled the settlement for 2 months until Khetep is cured. Fear the gods&#039;s wrath for desecrate the ancient promise as well as letting other kings from knowing his eldest son had ruled a city like kings (treaty with the gods demands the eldest to be offer to the priests) that he immediately gsent Nagash to the Mortuary Cult, as well as prevent his armies from speaking of Nagash&#039;s ruling of Rasetra in detail, but Nagash was portrayed as a great warrior in the history record none the less. The city was given to one of Khetep&#039;s general, where it became a flourish city while constantly suffering Lizardmen&#039;s attack. During the Nagash&#039;s reign, his declaration of war against the gods reach the ears of every other kings. Rakh-amn-hotep, the priest king of Rasetra at that time allied with Lybaras and attacked Nagash. Due to the constant warfare against the Lizardmens in the jungle climates, the soldiers of Rasetra are known for immune to fatigue while fighting in raining, jungle climates as well as wearing Lizardmen skin armor that provides great defenses and bizarre fashion to its army, but having adapt to only fighting in the Jungles has making them ineffective when fighting in dry, dessert climate, making them easily thirst and tired under high temperature. They are also known for hiring Lizardmen (with the sighting of at least one &#039;&#039;&#039;THUNDER LIZARD&#039;&#039;&#039; is confirmed in the war against Nagash) as mercenaries as well as using cold-ones for their chariots. The alliance was short lived after Nagash&#039;s defeat that the city ended up fight its former comrade while suffering massive poverty due to the massive amount of resources used during the war. King Alkharad eventually conquered the city and then inherited by King Alcadizaar of the sixth dynasty after that. After Nagash&#039;s foul play and evil undead magic to control the entire continent, it turns into a wasteland and awoke the previous rulers just like every other city. The city was eventually conquered by the awoke Settra.&lt;br /&gt;
&lt;br /&gt;
===World&#039;s Edge Mountains===&lt;br /&gt;
&lt;br /&gt;
===Cobra Pass===&lt;br /&gt;
&lt;br /&gt;
===Land Of Assassins===&lt;br /&gt;
&lt;br /&gt;
===Atalan Mountains===&lt;br /&gt;
&lt;br /&gt;
===The Great Desert Of Araby/The Coast Of Araby/Land Of The Dervishes/Shifting Sands===&lt;br /&gt;
Technically occupied by mortal humans today, the Arabyans are the Warhammer Middle Eastern expies (since [[Orcs &amp;amp; Goblins]] and Dwarfs occupy the actual Warhammer Middle East). They used to be ruled by the Nehekharans and live in continual danger of a king deciding to expand into the area (among the many, MANY other threats such as [[Mahtmasi]] and the Crusades of [[Bretonnia]], to say nothing of the monsters and [[Daemons]]). [[Araby]] has its own page, so only information relevant to Nehekhara will be relayed. &lt;br /&gt;
As stated above the euphemism of &amp;quot;desert tribes&amp;quot; and &amp;quot;desert raiders&amp;quot; used elsewhere originally referred to the ancestors of the Arabyans who were civilized by Nehekhara then fled Nagash&#039;s apocalypse to form their own empire in the west, and in the modern day it refers to the tribes that fight against the modern day Arabyans. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bel-Aliad&#039;&#039;&#039;&lt;br /&gt;
Known as the City Of Spices during the era of Nehekhara when it was founded, now the City Of Dust. Nagash destroyed it during the war between Nehekhara and his undead, and it was eventually settled by the fledgling Arabyan civilization and became their capital. Arkhan later destroyed it again. Its rumored to be the location of great treasures, but the living have been unable to verify it and so far no Tomb King has risen up to claim the city. The local Necrotect (who survives and can be awakened in Total War: Warhammer) Imhetop was known as the &amp;quot;First Hammer&amp;quot; of the city and all the buildings (that remain) still bear his mark (this is probably the single most accurate reference to the real Imhotep in fiction). &lt;br /&gt;
&lt;br /&gt;
===Border Princes/The Badlands===&lt;br /&gt;
Lore from the WFRP campaign [[Lure Of The Liche Lord]] reveals that the king Amenemhetum the Great had intended to conqueor the lands far to the north of Nehekhara. The regions now known as the Badlands and Border Princes were known as the Frontier Principalities to Nehekhara during this time for the eventual goal of establishing new kingdoms. A vicious but successful campaign was launched against human barbarians (ancestors to Sigmar&#039;s people before they were driven north) and the greenskins led by a Khemrian nobleman related distantly to Settra named Karitamen and a priest named Tetrahon who had learned Necromancy secretly. &lt;br /&gt;
Note that while the actual lore of the city is WFRP, its still shown as being the former territory of Nehekhara in Army Books. So even if you only count those as canon, they owned something up here. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Death Scarab&#039;&#039;&#039;&lt;br /&gt;
The city established by [[Karitamen]], sharing his nickname. Located somewhere in what is now the Border Princes, with its territory covering the western half of the Badlands. Determined to bring honor to his recently diseased parents as well as his famous ancestor, he became a wise king who carefully considered problems from all angles before acting, listening to Tetrahon as well as architects, craftsmen, and even commoners. The city quickly rose in splendor and influence until disasters and famine humbled it, forcing king Karitamen to lead another campaign against invading barbarians and Orcs. He turned his concerns towards the longterm survival of Death Scarab, largely due to his own children dying young and not trusting any of his advisors with the massive responsibility. He and Tetrahon began to advance their knowledge of magic and ritual together, with actual living immortality or at least a better assurance of resurrection with his immortal body both being out of reach. As he aged he obsessed more and more with immortality and began to make rash decisions and neglect his duties, causing unrest which he was quick and harsh to correct. Assassination attempts grew more common, but the advanced magic of the now Priest-King Karitamen had made him almost immortal. Eventually a grand conspiracy was formed by all the nobility of Death Scarab, revolving around a magic dagger created by a rogue Necromancer that would kill any being by piercing magical protection and also binding the soul directly to the body, ensuring there would be no side trip to the afterlife he could return from. After his death the loyal subjects begged to be buried with him, and in recognition of his former greatness he was granted all the same ceremony and riches in his burial chamber. He was the first true Tomb King given he awoke with his mind intact when the then-living Nagash first cast a spell to resurrect the dead while he sat falsely on the throne of Khemri. But he found he was unable to leave his tomb. Returning to his sarcophagus and ignoring the decayed state of his body, he focused his magic on extending his will beyond the walls of his tomb. He manipulated events throughout the history of the Badlands, Nehekhara, and beyond from this state of unmoving concentration. First killing all the descendants of those who had conspired against him before allowing his mind to fade into rest. Awakened by Nagash&#039;s spell that resurrected the rest of the Tomb Kings, he sat up and extended his consciousness again to find that everything had changed; the descendants of the barbarians had left then returned, finding nothing left from the time of the Death Scarab with new cities of the Border Princes built on his former territory. Despite the city itself being gone and having a small population of undead at his command, he has many living followers as he sends visions, thoughts, and dreams to the living as his agents spread throughout the world. &lt;br /&gt;
&lt;br /&gt;
The only remaining part of Death Scarab is the tomb of Death Scarab himself, not a proper pyramid but instead a temple built into the mountains. His minions and the local monsters keep the riff raff away, and he lures adventurers to plunder the tomb in hopes they will unseal him. On the inside of the tomb are the runes and images that empowered the dagger which killed him, keeping him contained in his burial chamber although his undead servants could travel beyond it. Later on Border Prince rules had additional runes placed around his tomb, keeping all undead inside. He strongly resents the Border Prince interlopers into his lands, and as with most beings HATES the greenskins, but his actual ire towards the rulers differs; two of them he&#039;s somewhat fond of, so they likely have a future as skeletal servants ahead of them. The actual citizens he sees as his own subjects that he is eager to return to. There is a Chaos cult on the former site of his city that is thriving, which he most seeks to eradicate but is also the most careful about. Long ago a looter entered his tomb and died there, leaving two Chaos-tainted objects. He&#039;s keen to ditch them, and ensure nothing similar happens again. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Regions and areas of the Old World}}&lt;br /&gt;
{{Tomb Kings}}&lt;br /&gt;
[[Category:Warhammer Fantasy]] [[Category:Tomb Kings]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:E1EB:9895:2303:5D10</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Morghasts/Hammurai&amp;diff=345280</id>
		<title>Morghasts/Hammurai</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Morghasts/Hammurai&amp;diff=345280"/>
		<updated>2020-10-09T01:19:11Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:E1EB:9895:2303:5D10: /* Age of Sigmar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Whfb-stub}}&lt;br /&gt;
Winged skeletal constructs originally servants of the Nehekharan god of death, but turned to servants of [[Nagash]]. They were among the first models to start veering away from Warhammer’s traditional design philosophy of “historical fantasy” and looking much more fantasy than history, though some resemblances can be connected to angelic beings with a few visual cues from gargoyles. &lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
===Warhammer Fantasy===&lt;br /&gt;
After [[Nagash|Nagash&#039;s]] second defeat he sent a plague to wipe out the defenders of [[Nehekhara]], and with 90% of the living populace dead he prepared for another military invasion with even more corpses. The god Ptra, god of immortality, was enraged by the disruption of his cycle and sent his servants, fleshy beings with angel wings carrying blades forged in a star (we don&#039;t have an image of what they looked like alive, just a description of them rotting) called Hammurai to destroy him. For the Moses amount of time (40 days/nights) they battled, but in the morning of the 41st day Nagash somehow killed all of them and caused the non-bone organic material to rot off them and raised them as undead with all their former consciousness but somehow the loyalty to Ptra replaced with loyalty to Nagash (somehow). He felt they were superior to the [[Vampire Counts|Vampires]] who had just previously failed to defend him against the Nehekharan forces thanks to their arrogance and backstabbing, since the Hammurai (now called Morghasts) were already a fighting unit of servants. The polarity of the magic within them reversed from undead-destroying light to undead-raising death, and as they cut down the few remaining humans in their way they left behind even more soldiers to lead. As Nagash prepared the Great Ritual to kill everything in Nehekhara and raise it in undeath he was assassinated by the last living Nehekharan King Alcadizaar using a [[Skaven]] blade. The Morghasts had been split between forces in the north ready to sweep over the rest of the world and the ones of the south who defended their master, who attempted to carry out his will. But the partially completed Great Ritual had succeeded in killing everything in Nehekhara and raising it from the dead, but failed at commanding their spirits; as a result EVERY SINGLE NEHEKHARAN WHO EVER LIVED arose at once, and quickly put down Nagash&#039;s loyal forces (before going to unending war with each other). Unable to overpower Nagash&#039;s enchantments, the Morghasts were trapped in tombs in a resting state (which explains why we never saw them in Warhammer prior to End Times). &lt;br /&gt;
&lt;br /&gt;
Necromancers would discover the remains over the years, but thanks to the creation of the Vortex by the [[High Elves (Warhammer Fantasy)|High Elves]] there was not enough magic left in the world to keep them animated. Even when Nagash returned he himself was unable to awake them. &lt;br /&gt;
&lt;br /&gt;
Nagash was only able to raise them in the beginning of End Times as a side effect of ripping Death magic from the Vortex, and later his consumption of the entire pantheon of Nehekharan gods including Ptra. They went about carrying out his will of turning the whole Warhammer world into a land of the dead, until the forces of Chaos (of all things) put a stop it.  They also joined Nagash and the other Incarnates for the final battle against Archaon, with Nagash putting most of them under Arkhan&#039;s command to hold the line while the Incarnates tried to stop Archaon creating a third Chaos rift.&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
The Morghasts were the first bone constructs of Nagash and prototypes for the [[Ossiarch Bonereapers]] (their models directly influencing how the OBR were designed). They serve both as elite shock troops for the various legions of Nagash and as the eyes and ears of the Great Necromancer. They will report any sign of treachery or failure they see in the undead commanders and will not hesitate to put them down at the slightest command from Nagash.  &lt;br /&gt;
&lt;br /&gt;
Morghasts in AoS are also capable of speech (at least the Archai variant, and only in the novels so far), but its unknown in the WFB versions could too.&lt;br /&gt;
&lt;br /&gt;
==Crunch==&lt;br /&gt;
===Warhammer Fantasy===&lt;br /&gt;
Both could be taken by either the Vampire Counts or the [[Undead Legion]] combined Vampire Counts/Tomb Kings army. Tomb Kings had no access to them, since the army was technically destroyed and made into the Legion at the start of the event while the Vampire Counts were folded in over time later. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harbingers&#039;&#039;&#039;: Special cateogry, 80 point Monstrous Infantry with Hover and Terror. Statline is not bad, ringing in with 5WS, three S5 Killing Blow Attacks, and 4 Wounds at Toughness 5. Their Initiative isn&#039;t too bad either, at 4. It has two Hand Weapons and Heavy Armor, so it&#039;s geared pretty well. This alone however isn&#039;t why you bring them when you could get a Sphinx. They have the special rule &amp;quot;Heralds of the Accursed One&amp;quot; which causes all friendly troops within 12 inches to take 1 less Wound from Combat Resolution damage. IT STACKS, and they&#039;re 2 or more to a Unit. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archai&#039;&#039;&#039;: Rare category, for 90 points you got a solid statline (S5 T5 W5 A3), 4+ and halberds. Rest of rules as Morghast Harbinger, including anti-crumbling aura. All in all, nice support unit to provide resilience to your unstable units, capable of surviving in melee, if need be. Take this if you want to save your Special points but want that buffing.&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
Usable in both Legions of Nagash and Ossiarch Bonereapers, both variants are monstrous combatants, with 6 wounds, 4+ armor, and a bravery debuff on top of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harbingers&#039;&#039;&#039;: The shock trooper with 3D6 charge designed for chopping through hordes like a flying blender.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archai&#039;&#039;&#039;: The bodyguard who can shrug off mortal wounds and made for fighting heroes and other elite units.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Morghast Archai End Times.jpg|The Skelepope&#039;s Swiss Guard &lt;br /&gt;
File:Morghast Harbingers End Times.jpg|Leaping out of the nearest metal album cover to battle&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Tomb Kings]][[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:E1EB:9895:2303:5D10</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Morghasts/Hammurai&amp;diff=345279</id>
		<title>Morghasts/Hammurai</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Morghasts/Hammurai&amp;diff=345279"/>
		<updated>2020-10-09T01:17:00Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:E1EB:9895:2303:5D10: /* Warhammer Fantasy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Whfb-stub}}&lt;br /&gt;
Winged skeletal constructs originally servants of the Nehekharan god of death, but turned to servants of [[Nagash]]. They were among the first models to start veering away from Warhammer’s traditional design philosophy of “historical fantasy” and looking much more fantasy than history, though some resemblances can be connected to angelic beings with a few visual cues from gargoyles. &lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
===Warhammer Fantasy===&lt;br /&gt;
After [[Nagash|Nagash&#039;s]] second defeat he sent a plague to wipe out the defenders of [[Nehekhara]], and with 90% of the living populace dead he prepared for another military invasion with even more corpses. The god Ptra, god of immortality, was enraged by the disruption of his cycle and sent his servants, fleshy beings with angel wings carrying blades forged in a star (we don&#039;t have an image of what they looked like alive, just a description of them rotting) called Hammurai to destroy him. For the Moses amount of time (40 days/nights) they battled, but in the morning of the 41st day Nagash somehow killed all of them and caused the non-bone organic material to rot off them and raised them as undead with all their former consciousness but somehow the loyalty to Ptra replaced with loyalty to Nagash (somehow). He felt they were superior to the [[Vampire Counts|Vampires]] who had just previously failed to defend him against the Nehekharan forces thanks to their arrogance and backstabbing, since the Hammurai (now called Morghasts) were already a fighting unit of servants. The polarity of the magic within them reversed from undead-destroying light to undead-raising death, and as they cut down the few remaining humans in their way they left behind even more soldiers to lead. As Nagash prepared the Great Ritual to kill everything in Nehekhara and raise it in undeath he was assassinated by the last living Nehekharan King Alcadizaar using a [[Skaven]] blade. The Morghasts had been split between forces in the north ready to sweep over the rest of the world and the ones of the south who defended their master, who attempted to carry out his will. But the partially completed Great Ritual had succeeded in killing everything in Nehekhara and raising it from the dead, but failed at commanding their spirits; as a result EVERY SINGLE NEHEKHARAN WHO EVER LIVED arose at once, and quickly put down Nagash&#039;s loyal forces (before going to unending war with each other). Unable to overpower Nagash&#039;s enchantments, the Morghasts were trapped in tombs in a resting state (which explains why we never saw them in Warhammer prior to End Times). &lt;br /&gt;
&lt;br /&gt;
Necromancers would discover the remains over the years, but thanks to the creation of the Vortex by the [[High Elves (Warhammer Fantasy)|High Elves]] there was not enough magic left in the world to keep them animated. Even when Nagash returned he himself was unable to awake them. &lt;br /&gt;
&lt;br /&gt;
Nagash was only able to raise them in the beginning of End Times as a side effect of ripping Death magic from the Vortex, and later his consumption of the entire pantheon of Nehekharan gods including Ptra. They went about carrying out his will of turning the whole Warhammer world into a land of the dead, until the forces of Chaos (of all things) put a stop it.  They also joined Nagash and the other Incarnates for the final battle against Archaon, with Nagash putting most of them under Arkhan&#039;s command to hold the line while the Incarnates tried to stop Archaon creating a third Chaos rift.&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
The Morghasts were the first bone constructs of Nagash and prototypes for the [[Ossiarch Bonereapers]] (their models directly influencing how the OBR were designed). They serve both as elite shock troops for the various legions of Nagash and as the eyes and ears of the Great Necromancer. They will report any sign of treachery or failure they see in the undead commanders and will not hesitate to put them down should Nagash deems it so.&lt;br /&gt;
&lt;br /&gt;
==Crunch==&lt;br /&gt;
===Warhammer Fantasy===&lt;br /&gt;
Both could be taken by either the Vampire Counts or the [[Undead Legion]] combined Vampire Counts/Tomb Kings army. Tomb Kings had no access to them, since the army was technically destroyed and made into the Legion at the start of the event while the Vampire Counts were folded in over time later. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harbingers&#039;&#039;&#039;: Special cateogry, 80 point Monstrous Infantry with Hover and Terror. Statline is not bad, ringing in with 5WS, three S5 Killing Blow Attacks, and 4 Wounds at Toughness 5. Their Initiative isn&#039;t too bad either, at 4. It has two Hand Weapons and Heavy Armor, so it&#039;s geared pretty well. This alone however isn&#039;t why you bring them when you could get a Sphinx. They have the special rule &amp;quot;Heralds of the Accursed One&amp;quot; which causes all friendly troops within 12 inches to take 1 less Wound from Combat Resolution damage. IT STACKS, and they&#039;re 2 or more to a Unit. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archai&#039;&#039;&#039;: Rare category, for 90 points you got a solid statline (S5 T5 W5 A3), 4+ and halberds. Rest of rules as Morghast Harbinger, including anti-crumbling aura. All in all, nice support unit to provide resilience to your unstable units, capable of surviving in melee, if need be. Take this if you want to save your Special points but want that buffing.&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
Usable in both Legions of Nagash and Ossiarch Bonereapers, both variants are monstrous combatants, with 6 wounds, 4+ armor, and a bravery debuff on top of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harbingers&#039;&#039;&#039;: The shock trooper with 3D6 charge designed for chopping through hordes like a flying blender.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archai&#039;&#039;&#039;: The bodyguard who can shrug off mortal wounds and made for fighting heroes and other elite units.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Morghast Archai End Times.jpg|The Skelepope&#039;s Swiss Guard &lt;br /&gt;
File:Morghast Harbingers End Times.jpg|Leaping out of the nearest metal album cover to battle&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Tomb Kings]][[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:E1EB:9895:2303:5D10</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=26919</id>
		<title>Age of Sigmar/Tactics/Destruction/Sons of Behemat</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=26919"/>
		<updated>2020-10-09T01:09:35Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:E1EB:9895:2303:5D10: /* Why Play Sons Of Behemat? */&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;
Up for pre-order &#039;&#039;this weekend&#039;&#039;, more information has been trickling out, and there&#039;s plenty to go with.  &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, 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;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* Getting your army built and painted will be really quick. 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.&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;
&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;
* No wizards makes you vulnerable to debuff spells and unable to stop your opponent buffing their troops.&lt;br /&gt;
* Being ultra elite, you’re almost always bringing single digit models.&lt;br /&gt;
* No battalions means no one drop options.&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;
===Battle Traits===&lt;br /&gt;
;Mightier Makes Rightier: For objectives,{{AOSKeyword|MEGA-GARGANTS}} count as 20 models, {{AOSKeyword|MANCRUSHER GARGANTS}} count as 10.&lt;br /&gt;
&lt;br /&gt;
===Command Abilities===&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;Ability&#039;&#039;:  &#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;
*&#039;&#039;Command Ability&#039;&#039;:  &#039;&#039;&#039;Get a move on, you slackers!&#039;&#039;&#039;: A {{AOSKeyword|MANCRUSHER GARGANT}} within 18&amp;quot; can run 6. At the Double but with greater range.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;:  &#039;&#039;&#039;Grab those rocks and chuck &#039;em at somethin&#039;!&#039;&#039;&#039;: All {{AOSKeyword|MANCRUSHER GARGANT}}s within 18&amp;quot; can chuck rocks (instead of just one)&lt;br /&gt;
*&#039;&#039;Command Traits&#039;&#039;: &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Artefacts&#039;&#039;:&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
&lt;br /&gt;
===Breaker Tribe===&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;: Gatebreaker&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;:  &#039;&#039;&#039;Fierce Loathings&#039;&#039;&#039;: {{AOSKeyword|Gatebreaker mega-garagants}} and {{AOSKeyword|mancrusher garnants}} can roll a D6 or choose one of the following categories.  Add 1 to their hit rolls against enemy units in the chosen category:&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;Command Ability&#039;&#039;: &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Command Traits&#039;&#039;: &#039;&#039;&#039;Breaking Down The Houses&#039;&#039;&#039;: {{AOSKeyword|mancrusher garnants}} gain the Gatebreaker Smash Down ability (+1 hit against enemies on terrain and ability to destroy terrain)&lt;br /&gt;
*&#039;&#039;Artefacts&#039;&#039;:&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&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;Ability&#039;&#039;:  &#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. Centre 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;Command Ability&#039;&#039;: &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#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. If your opponent really doesn&#039;t want you gaining 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;
*&#039;&#039;Artefacts&#039;&#039;:&lt;br /&gt;
#&#039;&#039;&#039;Net of the Beast-Reaver&#039;&#039;&#039;: Start of combat, on a 4+ roll, for one enemy monster, they get -1 to hit, you get +1 to hit&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===Leaders===&lt;br /&gt;
&lt;br /&gt;
All Mega-gargants have the following:&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 needs protection against the 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;
*Rend -3 attacks. Whilst not on all attacks, this flat out removes the chance of stopping attacks for anything with a 4+ or worse save. Don&#039;t underestimate it. Meanwhile, everything else has -1 or -2 rend.&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;TIMBERRRR!&#039;&#039;&#039;: When it dies, winner of a roll off choses 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;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warstomper Mega-Gargant&#039;&#039;&#039; (480)&lt;br /&gt;
**For those who just want to hit stuff the hardest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gatebreaker Mega-Gargant&#039;&#039;&#039; (490)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kraken-eater Mega-Gargant&#039;&#039;&#039; (490)&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;Mancrusher Gargants&#039;&#039;&#039; (180/480, min 1, max 3)&lt;br /&gt;
&lt;br /&gt;
===Behemoth===&lt;br /&gt;
*&#039;&#039;&#039;Bonegrinder Gargant&#039;&#039;&#039;? (400pts) (Forgeworld)&lt;br /&gt;
&#039;&#039;Only if {{AOSKeyword|sons of behemat}} keyword gets added to his warscroll&#039;&#039;. Even then he&#039;ll be a difficult option to recommend. At 80 points lower than the poster boys (and he&#039;s not going to get a points change until the December FAQs), you won&#039;t be able to squeeze anything into that gap, except for a CP. Take two and you can get one extra Mancrusher, so &#039;&#039;maybe&#039;&#039; there&#039;s something there. And three Bonegrinders is impossible (as you need at least three Mancrushers for Batteline and a Mega-Gargant for your leader).&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
None.&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. 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;
===Named Leaders===&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 get -1 to hits on previous jump attacks of 6.&lt;br /&gt;
&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;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===List Building===&lt;br /&gt;
With SoB alliance 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;
*This assumes the Bonegrinder isn&#039;t a SoB unit. If we assume it is:&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Points !! #Models !! #Drops || Buy CP?&lt;br /&gt;
|- &lt;br /&gt;
| 1 || 3x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1900 or 1910 || 6 || 6 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 Mancrushers || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1860 or 1870 || 6 || 4 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 3x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1830 || 6 || 6 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 Mancrushers and 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1940 or 1950 || 7 || 5 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 2000 || 7 || 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 6 || colspan=2 | 6x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1960 or 1970 || 8 || 8 || &lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3 Mancrushers || 3x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1900 or 1910 || 8 || 6 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 Mancrushers || 3 Mancrushers || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1840 or 1850 || 8 || 4 || Y&lt;br /&gt;
&lt;br /&gt;
|}&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. Additionally, you can&#039;t take a Bonegrinder, even if it gains the keyword.&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:E1EB:9895:2303:5D10</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=26918</id>
		<title>Age of Sigmar/Tactics/Destruction/Sons of Behemat</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=26918"/>
		<updated>2020-10-09T01:08:21Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:E1EB:9895:2303:5D10: /* Why Play Sons Of Behemat? */&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;
Up for pre-order &#039;&#039;this weekend&#039;&#039;, more information has been trickling out, and there&#039;s plenty to go with.  &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, 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;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* Getting your army built and painted will be really quick. 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.&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;
&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;
* No wizards makes you vulnerable to debuff spells and unable to stop your opponent buffing their troops.&lt;br /&gt;
* Being ultra elite, you’re bringing only single digit models.&lt;br /&gt;
* No battalions means no one drop options.&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;
===Battle Traits===&lt;br /&gt;
;Mightier Makes Rightier: For objectives,{{AOSKeyword|MEGA-GARGANTS}} count as 20 models, {{AOSKeyword|MANCRUSHER GARGANTS}} count as 10.&lt;br /&gt;
&lt;br /&gt;
===Command Abilities===&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;Ability&#039;&#039;:  &#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;
*&#039;&#039;Command Ability&#039;&#039;:  &#039;&#039;&#039;Get a move on, you slackers!&#039;&#039;&#039;: A {{AOSKeyword|MANCRUSHER GARGANT}} within 18&amp;quot; can run 6. At the Double but with greater range.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;:  &#039;&#039;&#039;Grab those rocks and chuck &#039;em at somethin&#039;!&#039;&#039;&#039;: All {{AOSKeyword|MANCRUSHER GARGANT}}s within 18&amp;quot; can chuck rocks (instead of just one)&lt;br /&gt;
*&#039;&#039;Command Traits&#039;&#039;: &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Artefacts&#039;&#039;:&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
&lt;br /&gt;
===Breaker Tribe===&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;: Gatebreaker&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;:  &#039;&#039;&#039;Fierce Loathings&#039;&#039;&#039;: {{AOSKeyword|Gatebreaker mega-garagants}} and {{AOSKeyword|mancrusher garnants}} can roll a D6 or choose one of the following categories.  Add 1 to their hit rolls against enemy units in the chosen category:&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;Command Ability&#039;&#039;: &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Command Traits&#039;&#039;: &#039;&#039;&#039;Breaking Down The Houses&#039;&#039;&#039;: {{AOSKeyword|mancrusher garnants}} gain the Gatebreaker Smash Down ability (+1 hit against enemies on terrain and ability to destroy terrain)&lt;br /&gt;
*&#039;&#039;Artefacts&#039;&#039;:&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&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;Ability&#039;&#039;:  &#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. Centre 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;Command Ability&#039;&#039;: &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#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. If your opponent really doesn&#039;t want you gaining 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;
*&#039;&#039;Artefacts&#039;&#039;:&lt;br /&gt;
#&#039;&#039;&#039;Net of the Beast-Reaver&#039;&#039;&#039;: Start of combat, on a 4+ roll, for one enemy monster, they get -1 to hit, you get +1 to hit&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===Leaders===&lt;br /&gt;
&lt;br /&gt;
All Mega-gargants have the following:&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 needs protection against the 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;
*Rend -3 attacks. Whilst not on all attacks, this flat out removes the chance of stopping attacks for anything with a 4+ or worse save. Don&#039;t underestimate it. Meanwhile, everything else has -1 or -2 rend.&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;TIMBERRRR!&#039;&#039;&#039;: When it dies, winner of a roll off choses 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;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warstomper Mega-Gargant&#039;&#039;&#039; (480)&lt;br /&gt;
**For those who just want to hit stuff the hardest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gatebreaker Mega-Gargant&#039;&#039;&#039; (490)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kraken-eater Mega-Gargant&#039;&#039;&#039; (490)&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;Mancrusher Gargants&#039;&#039;&#039; (180/480, min 1, max 3)&lt;br /&gt;
&lt;br /&gt;
===Behemoth===&lt;br /&gt;
*&#039;&#039;&#039;Bonegrinder Gargant&#039;&#039;&#039;? (400pts) (Forgeworld)&lt;br /&gt;
&#039;&#039;Only if {{AOSKeyword|sons of behemat}} keyword gets added to his warscroll&#039;&#039;. Even then he&#039;ll be a difficult option to recommend. At 80 points lower than the poster boys (and he&#039;s not going to get a points change until the December FAQs), you won&#039;t be able to squeeze anything into that gap, except for a CP. Take two and you can get one extra Mancrusher, so &#039;&#039;maybe&#039;&#039; there&#039;s something there. And three Bonegrinders is impossible (as you need at least three Mancrushers for Batteline and a Mega-Gargant for your leader).&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
None.&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. 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;
===Named Leaders===&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 get -1 to hits on previous jump attacks of 6.&lt;br /&gt;
&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;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===List Building===&lt;br /&gt;
With SoB alliance 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;
*This assumes the Bonegrinder isn&#039;t a SoB unit. If we assume it is:&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Points !! #Models !! #Drops || Buy CP?&lt;br /&gt;
|- &lt;br /&gt;
| 1 || 3x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1900 or 1910 || 6 || 6 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 Mancrushers || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1860 or 1870 || 6 || 4 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 3x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1830 || 6 || 6 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 Mancrushers and 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1940 or 1950 || 7 || 5 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 2000 || 7 || 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 6 || colspan=2 | 6x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1960 or 1970 || 8 || 8 || &lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3 Mancrushers || 3x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1900 or 1910 || 8 || 6 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 Mancrushers || 3 Mancrushers || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1840 or 1850 || 8 || 4 || Y&lt;br /&gt;
&lt;br /&gt;
|}&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. Additionally, you can&#039;t take a Bonegrinder, even if it gains the keyword.&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:E1EB:9895:2303:5D10</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=26917</id>
		<title>Age of Sigmar/Tactics/Destruction/Sons of Behemat</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=26917"/>
		<updated>2020-10-09T01:05:49Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:E1EB:9895:2303:5D10: /* Why Play Sons Of Behemat? */&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;
Up for pre-order &#039;&#039;this weekend&#039;&#039;, more information has been trickling out, and there&#039;s plenty to go with.  &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, 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;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* Getting your army built and painted will be really quick. Given they are basically oversized [[fa/tg/uys]], they are ripe for customization too.&lt;br /&gt;
* Rending attacks everywhere.&lt;br /&gt;
* Every model in this army has a shooting attack (or two in Drogg&#039;s case).&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.&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;
&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;
* No wizards makes you vulnerable to debuff spells and unable to stop your opponent buffing their troops.&lt;br /&gt;
* Being ultra elite, you’re bringing only single digit models.&lt;br /&gt;
* No battalions means no one drop options.&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;
===Battle Traits===&lt;br /&gt;
;Mightier Makes Rightier: For objectives,{{AOSKeyword|MEGA-GARGANTS}} count as 20 models, {{AOSKeyword|MANCRUSHER GARGANTS}} count as 10.&lt;br /&gt;
&lt;br /&gt;
===Command Abilities===&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;Ability&#039;&#039;:  &#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;
*&#039;&#039;Command Ability&#039;&#039;:  &#039;&#039;&#039;Get a move on, you slackers!&#039;&#039;&#039;: A {{AOSKeyword|MANCRUSHER GARGANT}} within 18&amp;quot; can run 6. At the Double but with greater range.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;:  &#039;&#039;&#039;Grab those rocks and chuck &#039;em at somethin&#039;!&#039;&#039;&#039;: All {{AOSKeyword|MANCRUSHER GARGANT}}s within 18&amp;quot; can chuck rocks (instead of just one)&lt;br /&gt;
*&#039;&#039;Command Traits&#039;&#039;: &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Artefacts&#039;&#039;:&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
&lt;br /&gt;
===Breaker Tribe===&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;: Gatebreaker&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;:  &#039;&#039;&#039;Fierce Loathings&#039;&#039;&#039;: {{AOSKeyword|Gatebreaker mega-garagants}} and {{AOSKeyword|mancrusher garnants}} can roll a D6 or choose one of the following categories.  Add 1 to their hit rolls against enemy units in the chosen category:&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;Command Ability&#039;&#039;: &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Command Traits&#039;&#039;: &#039;&#039;&#039;Breaking Down The Houses&#039;&#039;&#039;: {{AOSKeyword|mancrusher garnants}} gain the Gatebreaker Smash Down ability (+1 hit against enemies on terrain and ability to destroy terrain)&lt;br /&gt;
*&#039;&#039;Artefacts&#039;&#039;:&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&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;Ability&#039;&#039;:  &#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. Centre 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;Command Ability&#039;&#039;: &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#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. If your opponent really doesn&#039;t want you gaining 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;
*&#039;&#039;Artefacts&#039;&#039;:&lt;br /&gt;
#&#039;&#039;&#039;Net of the Beast-Reaver&#039;&#039;&#039;: Start of combat, on a 4+ roll, for one enemy monster, they get -1 to hit, you get +1 to hit&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===Leaders===&lt;br /&gt;
&lt;br /&gt;
All Mega-gargants have the following:&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 needs protection against the 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;
*Rend -3 attacks. Whilst not on all attacks, this flat out removes the chance of stopping attacks for anything with a 4+ or worse save. Don&#039;t underestimate it. Meanwhile, everything else has -1 or -2 rend.&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;TIMBERRRR!&#039;&#039;&#039;: When it dies, winner of a roll off choses 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;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warstomper Mega-Gargant&#039;&#039;&#039; (480)&lt;br /&gt;
**For those who just want to hit stuff the hardest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gatebreaker Mega-Gargant&#039;&#039;&#039; (490)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kraken-eater Mega-Gargant&#039;&#039;&#039; (490)&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;Mancrusher Gargants&#039;&#039;&#039; (180/480, min 1, max 3)&lt;br /&gt;
&lt;br /&gt;
===Behemoth===&lt;br /&gt;
*&#039;&#039;&#039;Bonegrinder Gargant&#039;&#039;&#039;? (400pts) (Forgeworld)&lt;br /&gt;
&#039;&#039;Only if {{AOSKeyword|sons of behemat}} keyword gets added to his warscroll&#039;&#039;. Even then he&#039;ll be a difficult option to recommend. At 80 points lower than the poster boys (and he&#039;s not going to get a points change until the December FAQs), you won&#039;t be able to squeeze anything into that gap, except for a CP. Take two and you can get one extra Mancrusher, so &#039;&#039;maybe&#039;&#039; there&#039;s something there. And three Bonegrinders is impossible (as you need at least three Mancrushers for Batteline and a Mega-Gargant for your leader).&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
None.&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. 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;
===Named Leaders===&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 get -1 to hits on previous jump attacks of 6.&lt;br /&gt;
&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;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===List Building===&lt;br /&gt;
With SoB alliance 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;
*This assumes the Bonegrinder isn&#039;t a SoB unit. If we assume it is:&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Points !! #Models !! #Drops || Buy CP?&lt;br /&gt;
|- &lt;br /&gt;
| 1 || 3x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1900 or 1910 || 6 || 6 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 Mancrushers || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1860 or 1870 || 6 || 4 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 3x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1830 || 6 || 6 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 Mancrushers and 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1940 or 1950 || 7 || 5 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 2000 || 7 || 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 6 || colspan=2 | 6x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1960 or 1970 || 8 || 8 || &lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3 Mancrushers || 3x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1900 or 1910 || 8 || 6 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 Mancrushers || 3 Mancrushers || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1840 or 1850 || 8 || 4 || Y&lt;br /&gt;
&lt;br /&gt;
|}&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. Additionally, you can&#039;t take a Bonegrinder, even if it gains the keyword.&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:E1EB:9895:2303:5D10</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=26916</id>
		<title>Age of Sigmar/Tactics/Destruction/Sons of Behemat</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=26916"/>
		<updated>2020-10-09T01:05:26Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:E1EB:9895:2303:5D10: /* Why Play Sons Of Behemat? */&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;
Up for pre-order &#039;&#039;this weekend&#039;&#039;, more information has been trickling out, and there&#039;s plenty to go with.  &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, 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;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* Getting your army built and painted will be really quick. Given they are basically oversized [[fa/tg/uys]], they are ripe for customization too.&lt;br /&gt;
* Rending attacks everywhere.&lt;br /&gt;
* Every model in this army has a shooting attack (or two in &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.&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;
&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;
* No wizards makes you vulnerable to debuff spells and unable to stop your opponent buffing their troops.&lt;br /&gt;
* Being ultra elite, you’re bringing only single digit models.&lt;br /&gt;
* No battalions means no one drop options.&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;
===Battle Traits===&lt;br /&gt;
;Mightier Makes Rightier: For objectives,{{AOSKeyword|MEGA-GARGANTS}} count as 20 models, {{AOSKeyword|MANCRUSHER GARGANTS}} count as 10.&lt;br /&gt;
&lt;br /&gt;
===Command Abilities===&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;Ability&#039;&#039;:  &#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;
*&#039;&#039;Command Ability&#039;&#039;:  &#039;&#039;&#039;Get a move on, you slackers!&#039;&#039;&#039;: A {{AOSKeyword|MANCRUSHER GARGANT}} within 18&amp;quot; can run 6. At the Double but with greater range.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;:  &#039;&#039;&#039;Grab those rocks and chuck &#039;em at somethin&#039;!&#039;&#039;&#039;: All {{AOSKeyword|MANCRUSHER GARGANT}}s within 18&amp;quot; can chuck rocks (instead of just one)&lt;br /&gt;
*&#039;&#039;Command Traits&#039;&#039;: &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Artefacts&#039;&#039;:&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
&lt;br /&gt;
===Breaker Tribe===&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;: Gatebreaker&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;:  &#039;&#039;&#039;Fierce Loathings&#039;&#039;&#039;: {{AOSKeyword|Gatebreaker mega-garagants}} and {{AOSKeyword|mancrusher garnants}} can roll a D6 or choose one of the following categories.  Add 1 to their hit rolls against enemy units in the chosen category:&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;Command Ability&#039;&#039;: &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Command Traits&#039;&#039;: &#039;&#039;&#039;Breaking Down The Houses&#039;&#039;&#039;: {{AOSKeyword|mancrusher garnants}} gain the Gatebreaker Smash Down ability (+1 hit against enemies on terrain and ability to destroy terrain)&lt;br /&gt;
*&#039;&#039;Artefacts&#039;&#039;:&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&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;Ability&#039;&#039;:  &#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. Centre 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;Command Ability&#039;&#039;: &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#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. If your opponent really doesn&#039;t want you gaining 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;
*&#039;&#039;Artefacts&#039;&#039;:&lt;br /&gt;
#&#039;&#039;&#039;Net of the Beast-Reaver&#039;&#039;&#039;: Start of combat, on a 4+ roll, for one enemy monster, they get -1 to hit, you get +1 to hit&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===Leaders===&lt;br /&gt;
&lt;br /&gt;
All Mega-gargants have the following:&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 needs protection against the 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;
*Rend -3 attacks. Whilst not on all attacks, this flat out removes the chance of stopping attacks for anything with a 4+ or worse save. Don&#039;t underestimate it. Meanwhile, everything else has -1 or -2 rend.&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;TIMBERRRR!&#039;&#039;&#039;: When it dies, winner of a roll off choses 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;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warstomper Mega-Gargant&#039;&#039;&#039; (480)&lt;br /&gt;
**For those who just want to hit stuff the hardest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gatebreaker Mega-Gargant&#039;&#039;&#039; (490)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kraken-eater Mega-Gargant&#039;&#039;&#039; (490)&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;Mancrusher Gargants&#039;&#039;&#039; (180/480, min 1, max 3)&lt;br /&gt;
&lt;br /&gt;
===Behemoth===&lt;br /&gt;
*&#039;&#039;&#039;Bonegrinder Gargant&#039;&#039;&#039;? (400pts) (Forgeworld)&lt;br /&gt;
&#039;&#039;Only if {{AOSKeyword|sons of behemat}} keyword gets added to his warscroll&#039;&#039;. Even then he&#039;ll be a difficult option to recommend. At 80 points lower than the poster boys (and he&#039;s not going to get a points change until the December FAQs), you won&#039;t be able to squeeze anything into that gap, except for a CP. Take two and you can get one extra Mancrusher, so &#039;&#039;maybe&#039;&#039; there&#039;s something there. And three Bonegrinders is impossible (as you need at least three Mancrushers for Batteline and a Mega-Gargant for your leader).&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
None.&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. 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;
===Named Leaders===&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 get -1 to hits on previous jump attacks of 6.&lt;br /&gt;
&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;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===List Building===&lt;br /&gt;
With SoB alliance 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;
*This assumes the Bonegrinder isn&#039;t a SoB unit. If we assume it is:&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Points !! #Models !! #Drops || Buy CP?&lt;br /&gt;
|- &lt;br /&gt;
| 1 || 3x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1900 or 1910 || 6 || 6 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 Mancrushers || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1860 or 1870 || 6 || 4 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 3x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1830 || 6 || 6 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 Mancrushers and 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1940 or 1950 || 7 || 5 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 2000 || 7 || 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 6 || colspan=2 | 6x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1960 or 1970 || 8 || 8 || &lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3 Mancrushers || 3x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1900 or 1910 || 8 || 6 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 Mancrushers || 3 Mancrushers || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1840 or 1850 || 8 || 4 || Y&lt;br /&gt;
&lt;br /&gt;
|}&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. Additionally, you can&#039;t take a Bonegrinder, even if it gains the keyword.&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:E1EB:9895:2303:5D10</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=26915</id>
		<title>Age of Sigmar/Tactics/Destruction/Sons of Behemat</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=26915"/>
		<updated>2020-10-09T01:04:33Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:E1EB:9895:2303:5D10: /* Why Play Sons Of Behemat? */&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;
Up for pre-order &#039;&#039;this weekend&#039;&#039;, more information has been trickling out, and there&#039;s plenty to go with.  &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, 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;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* Getting your army built and painted will be really quick. Given they are basically oversized [[fa/tg/uys]], they are ripe for customization too.&lt;br /&gt;
* Rending attacks everywhere.&lt;br /&gt;
* The lowest wound count any model in this army has is 12.  &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.&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;
&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;
* No wizards makes you vulnerable to debuff spells and unable to stop your opponent buffing their troops.&lt;br /&gt;
* Being ultra elite, you’re bringing only single digit models.&lt;br /&gt;
* No battalions means no one drop options.&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;
===Battle Traits===&lt;br /&gt;
;Mightier Makes Rightier: For objectives,{{AOSKeyword|MEGA-GARGANTS}} count as 20 models, {{AOSKeyword|MANCRUSHER GARGANTS}} count as 10.&lt;br /&gt;
&lt;br /&gt;
===Command Abilities===&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;Ability&#039;&#039;:  &#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;
*&#039;&#039;Command Ability&#039;&#039;:  &#039;&#039;&#039;Get a move on, you slackers!&#039;&#039;&#039;: A {{AOSKeyword|MANCRUSHER GARGANT}} within 18&amp;quot; can run 6. At the Double but with greater range.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;:  &#039;&#039;&#039;Grab those rocks and chuck &#039;em at somethin&#039;!&#039;&#039;&#039;: All {{AOSKeyword|MANCRUSHER GARGANT}}s within 18&amp;quot; can chuck rocks (instead of just one)&lt;br /&gt;
*&#039;&#039;Command Traits&#039;&#039;: &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Artefacts&#039;&#039;:&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
&lt;br /&gt;
===Breaker Tribe===&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;: Gatebreaker&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;:  &#039;&#039;&#039;Fierce Loathings&#039;&#039;&#039;: {{AOSKeyword|Gatebreaker mega-garagants}} and {{AOSKeyword|mancrusher garnants}} can roll a D6 or choose one of the following categories.  Add 1 to their hit rolls against enemy units in the chosen category:&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;Command Ability&#039;&#039;: &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Command Traits&#039;&#039;: &#039;&#039;&#039;Breaking Down The Houses&#039;&#039;&#039;: {{AOSKeyword|mancrusher garnants}} gain the Gatebreaker Smash Down ability (+1 hit against enemies on terrain and ability to destroy terrain)&lt;br /&gt;
*&#039;&#039;Artefacts&#039;&#039;:&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&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;Ability&#039;&#039;:  &#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. Centre 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;Command Ability&#039;&#039;: &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#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. If your opponent really doesn&#039;t want you gaining 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;
*&#039;&#039;Artefacts&#039;&#039;:&lt;br /&gt;
#&#039;&#039;&#039;Net of the Beast-Reaver&#039;&#039;&#039;: Start of combat, on a 4+ roll, for one enemy monster, they get -1 to hit, you get +1 to hit&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===Leaders===&lt;br /&gt;
&lt;br /&gt;
All Mega-gargants have the following:&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 needs protection against the 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;
*Rend -3 attacks. Whilst not on all attacks, this flat out removes the chance of stopping attacks for anything with a 4+ or worse save. Don&#039;t underestimate it. Meanwhile, everything else has -1 or -2 rend.&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;TIMBERRRR!&#039;&#039;&#039;: When it dies, winner of a roll off choses 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;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warstomper Mega-Gargant&#039;&#039;&#039; (480)&lt;br /&gt;
**For those who just want to hit stuff the hardest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gatebreaker Mega-Gargant&#039;&#039;&#039; (490)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kraken-eater Mega-Gargant&#039;&#039;&#039; (490)&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;Mancrusher Gargants&#039;&#039;&#039; (180/480, min 1, max 3)&lt;br /&gt;
&lt;br /&gt;
===Behemoth===&lt;br /&gt;
*&#039;&#039;&#039;Bonegrinder Gargant&#039;&#039;&#039;? (400pts) (Forgeworld)&lt;br /&gt;
&#039;&#039;Only if {{AOSKeyword|sons of behemat}} keyword gets added to his warscroll&#039;&#039;. Even then he&#039;ll be a difficult option to recommend. At 80 points lower than the poster boys (and he&#039;s not going to get a points change until the December FAQs), you won&#039;t be able to squeeze anything into that gap, except for a CP. Take two and you can get one extra Mancrusher, so &#039;&#039;maybe&#039;&#039; there&#039;s something there. And three Bonegrinders is impossible (as you need at least three Mancrushers for Batteline and a Mega-Gargant for your leader).&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
None.&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. 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;
===Named Leaders===&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 get -1 to hits on previous jump attacks of 6.&lt;br /&gt;
&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;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===List Building===&lt;br /&gt;
With SoB alliance 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;
*This assumes the Bonegrinder isn&#039;t a SoB unit. If we assume it is:&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Points !! #Models !! #Drops || Buy CP?&lt;br /&gt;
|- &lt;br /&gt;
| 1 || 3x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1900 or 1910 || 6 || 6 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 Mancrushers || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1860 or 1870 || 6 || 4 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 3x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1830 || 6 || 6 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 Mancrushers and 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1940 or 1950 || 7 || 5 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 2000 || 7 || 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 6 || colspan=2 | 6x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1960 or 1970 || 8 || 8 || &lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3 Mancrushers || 3x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1900 or 1910 || 8 || 6 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 Mancrushers || 3 Mancrushers || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1840 or 1850 || 8 || 4 || Y&lt;br /&gt;
&lt;br /&gt;
|}&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. Additionally, you can&#039;t take a Bonegrinder, even if it gains the keyword.&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:E1EB:9895:2303:5D10</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sons_of_Behemat&amp;diff=436833</id>
		<title>Sons of Behemat</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sons_of_Behemat&amp;diff=436833"/>
		<updated>2020-10-09T00:58:49Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:E1EB:9895:2303:5D10: /* Named Gargants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AoS-Stub}}&lt;br /&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;
{{Topquote|Be good, Little One. Or the Gargants will come to get you. Little girls who steal get chomped by the Kraken-eater. Little boys who shout and cry get stomped on by the Warstomper. And those who try to hide from the Gargants get smashed by the Gatebreaker. Be good, Little One. Not that it would help.|Sons of Behemat teaser}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|Freedom is being in charge of your own destruction.|Lindsay Lohan’s Last Fan}}&lt;br /&gt;
The &#039;&#039;&#039;Sons of Behemat&#039;&#039;&#039; are the offspring of the titular [[Godbeast]] Behemat; forces of nature that terrify foes and (their few) friends alike. They are driven by their wanton need for inflicting mass carnage and proving themselves as the true champions of Gorkamorka. Despite this, other factions will often hire the services of the Sons of Behemat as living siege weapons.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=x4RyrcmRUNM&amp;amp;feature=share This is likely what a gargant invasion would look like.]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Behemat teaser.jpg|300px|thumb|right|Note that the [[Stormcast Eternals|Stormcast]] are literally immortal, yet they&#039;re still scared shitless by this absolute unit.  Then again, Warham’s giants tend to stuff smaller foes in their trousers, so it&#039;s understandable]]&lt;br /&gt;
&lt;br /&gt;
While the full story of the Sons of Behemat will presumably be revealed in their battletome, one can gather a crude understanding of their history from their minor appearances in previous books.&lt;br /&gt;
&lt;br /&gt;
In the beginning, there was a titanic godbeast known as Ymnog, Grandfather of Gargants. Inside his stomach was born Behemat, who brewed a lake of moonshine in his father&#039;s guts, causing him to retch him into his mouth, where Behemat then broke his father’s teeth to escape. Behemat landed in Ghyran and became the progenitor of the gargant race. Countless deeds are attributed to Behemat by other Gargants, such as “creating“ the stunted duardin race by stomping on mankind, or eating all the meat off of the denizens of Shyish, causing their gaunt and ghastly appearance. It is said the gargants were created from his vomit after he went on a binge-eating spree that caused the extinction of several species of cattle. Exhausted by this act, he lied down and took a millenia-long nap in the region known as the Harmonis Veldt. While he was asleep, his body would become covered by earth; his skull becoming the mountain of Tor Crania, his mouth becoming the Titansmawr (from which more gargants would occasionally crawl out), the Sweatswamp forming around the location of his left armpit, and so on. This pretty much makes him the [[Mythology#Norse_Mythology|Ymir]] of the Mortal Realms.  &lt;br /&gt;
&lt;br /&gt;
For a long time the Sons of Behemat reigned over the Harmonis Veldt. Although primitive, they were ultimately a race of noble savages who were allied to the cause of Order, even helping Sigmar himself build massive defenses and bastions. This would not last, as with every single Age of Sigmar backstory you eventually reach the point where the Age of Chaos happens and everything gets ruined. The Harmonis Veldt was invaded by the forces of Nurgle, who corrupted it into what is now known as the Scabrous Sprawl. Unable to defend their homeland, the gargants were forced into hiding, where they quickly evolved to become violent, territorial creatures to protect their lands from invaders. These new degenerated gargants eventually found they had much in common with the followers of Gorkamorka, resulting in them often forming alliances, especially with the Gloomspite Gitz who can offer them barrels of fungus beer and nice dark and damp places to recover from their hangovers.&lt;br /&gt;
Being as massive as they are, as well as the result of generations of inbreeding, they are very likely in constant pain and suffering from a number of other defects, physical and mental. So it makes sense for them to seek out a substance to dampen/drown out the pain.&lt;br /&gt;
&lt;br /&gt;
As an aside, in the [[Ogor Mawtribes]] battletome mention is made of the Sky Titans, a race of intelligent giants whose flying castles were destroyed by Gorkamorka for the crime of using their cannons to shoot down a school of megalofin (giant sky-sharks) he wanted to hunt. The ruins of these sky-castles were said to have landed in the Scabrous Sprawl. The implication is that just like in Warhammer Fantasy, the gargants are nothing but the descendants of the Sky Titans who have devolved into a primitive state. Which is pretty fucked up if true, because that means these guys pretty much had their civillization destroyed and degenerated into savages twice over.&lt;br /&gt;
&lt;br /&gt;
During the Realmgate Wars, as part of Archaon&#039;s plan to corrupt the godbeasts to Chaos, he sent the forces of Nurgle and the Skaven to corrupt Behemat. The plan was for the Skaven to drill into his bones to awaken him, the Maggotkin to corrupt him with Nurgle&#039;s taint, and for him to be persuaded to join Archaon&#039;s side by being told half-truths about Sigmar killing his father Ymnog. Although the Stormcast Eternals attempted to stop this, they were too late and were forced to invoke the power of the Great Bolts, the same weapon Sigmar used to kill Ymnog, to slay Behemat. According to the Sylvaneth battletome, many of the gargants, feeling lost after witnessing the death of their god-progenitor, were taken in as allies by the Oakenbrow Sylvaneth.&lt;br /&gt;
&lt;br /&gt;
Since the death of Behemat, his Sons have been noted to have been getting bigger, more violent and more intelligent, leading to the evolution of so-called &amp;quot;Mega-Gargants&amp;quot;. It seems likely that one day, a new world-titan will emerge...&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Yes, even these guys have some form of faith.&lt;br /&gt;
&lt;br /&gt;
Like all Destruction factions, the Sons of Behemat worship [[Gorkamorka (Deity)|Gorkamorka]], whom they believe is a massive foot that crushes cities with ease. They also believe that Behemat was the Champion of Gorkamorka and now strive to fill the gap left by their forefather’s death.&lt;br /&gt;
&lt;br /&gt;
==Types of Gargants==&lt;br /&gt;
Each “species” of Gargant has a very fairy tale like name, likely given to them by the terrified victims of their rampages.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mancrusher&#039;&#039;&#039;: The same model as the Aleguzzler/Chaos Gargant, but treated as its own thing. The OG Giant is now the most commonly seen species of the giant race, as well as the shortest (keep in mind that a ‘short’ Gargant can still punt a Sigmarine like a football). When in the presence of a Mega-Gargant, Mancrushers become eager (if a little clumsy) followers, ready to take orders and do whatever their bigger boss(es) want. This tiny level of “discipline” arguably makes them more dangerous as they can now make unified charges with their fellow Gargants and throw boulders at enemies in a crude firing line.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kraken-eater&#039;&#039;&#039;: A sea faring variety known for their greed and territorial natures. They like lugging around ship cannons as to use blunt instruments as well as colossal fishing nets stuffed full of hapless victims and fish. Lots of fish. They lead pseudo crime-syndicates called &#039;&#039;Taker Tribes&#039;&#039;, where they boss around Mancrushers to steal all the loot they can find and fight against anyone who comes onto their turf.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warstomper&#039;&#039;&#039;: More like a bigger Mancrusher, but with greater emphasis on fighting and causing mass destruction. Above any other sub-species, Warstompers love collecting trophies and trinkets from their flattened foes, using them to decorate their grotesque forms. Gargants led by a Warstomper are referred to as a &#039;&#039;Stomper Tribe&#039;&#039; and act as walking natural disasters who live only for the thrill of active combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gatebreaker&#039;&#039;&#039;: These big boys have an obsession with tearing down strongholds, and then using the wreckage as armor and weapons. This obsession originates from a [[Beasts Of Chaos|loathing of all civilized life]], seeing them as the reason why Behemat is dead. They lead the aptly named &#039;&#039;Breaker Tribes&#039;&#039;, cults of personality where the Mancrushers seek to emulate their boss’ loathing of civilization and specialize in tearing down fortifications and other symbols of order.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bonegrinder&#039;&#039;&#039;: Forge World model not outright confirmed to be part of the allegiance, but likely going to be. The biggest and rarest kind, easily twice the height of a common Mancrusher and still head-and-shoulders above the newer Mega-Gargants. Possessed of a simple bully mentality, they enjoy intimidating those smaller than them (meaning everyone) into serving them hand and foot. It can’t be understated just how HUGE these things are, a casual stroll for a Bonegrinder can level towns, and they’ll wrestle with dragons when they’re bored. Their size and proclivity towards bossing others makes them perfect leaders for Gargant tribes...if it weren’t for their rarity and supreme levels of clumsiness.&lt;br /&gt;
&lt;br /&gt;
==Named Gargants==&lt;br /&gt;
*&#039;&#039;&#039;King Brodd&#039;&#039;&#039;: Introduced in the Godbeasts book as the “Last True Son of Behemat”, he is the absurdly strong and decently intelligent master of the Gargant tribes native to the Scabrous Sprawl. He claims to have crawled out of the Titansmawr fully grown and declared himself leader. After pulverizing all belligerent challengers, he has cemented his rule and stated his ambition to reclaim his ancestral home of Tor Crania from the vile Cygors and other [[Beasts of Chaos]] that toppled it. Brodd never goes anywhere without two things; a crown made from the skull of a mouldragon he killed bare-handed, and a massive granite pillar that serves as his personal weapon and symbol of his right to lead the Sons of Behemat. During the Realmgate Wars, Brodd was caught up in a massive explosion which slew Stormcast, Gargants, and Beastmen, for miles. Though it wasn’t clear if he actually died or not.&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: Mercenary Kraken-eater who can ally with the forces of Order. The Aelven artifact that hangs from his ear increases his intellect to where he can use ancient strategies like “patience” (and is rumored to be able to read), making him deceptively cunning, for a Gargant.&lt;br /&gt;
*&#039;&#039;&#039;One-Eyed Grunnock&#039;&#039;&#039;: Mercenary Warstomper who can ally with the hordes of Chaos, who in turn highly seek after him to aid them in battle. Grunnock has a crude understanding of how important regiments and formations are in combat, so he specializes in disrupting said ranks with earth shaking stomps and jumps.  &lt;br /&gt;
*&#039;&#039;&#039;Big Drogg Fort-Kicka&#039;&#039;&#039;: Mercenary Gatebreaker who can ally with the processions of Death.  His main reason for allying with Death armies is because they often leave the best spoils to the Mega-Gargants like himself.  His oral hygiene is so atrocious that his rotten breath has become its own form of attack, wiping out hordes of enemies that dare to stray too close to him.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:BoL0PjL5oXMduBJl.jpg|The Kraken-eater Mega-Gargant, or Bundo Whalebiter, the first confirmed Gargant special-character.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Playable Factions in Warhammer: Age of Sigmar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:E1EB:9895:2303:5D10</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sons_of_Behemat&amp;diff=436832</id>
		<title>Sons of Behemat</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sons_of_Behemat&amp;diff=436832"/>
		<updated>2020-10-09T00:57:10Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:E1EB:9895:2303:5D10: /* Named Gargants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AoS-Stub}}&lt;br /&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;
{{Topquote|Be good, Little One. Or the Gargants will come to get you. Little girls who steal get chomped by the Kraken-eater. Little boys who shout and cry get stomped on by the Warstomper. And those who try to hide from the Gargants get smashed by the Gatebreaker. Be good, Little One. Not that it would help.|Sons of Behemat teaser}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|Freedom is being in charge of your own destruction.|Lindsay Lohan’s Last Fan}}&lt;br /&gt;
The &#039;&#039;&#039;Sons of Behemat&#039;&#039;&#039; are the offspring of the titular [[Godbeast]] Behemat; forces of nature that terrify foes and (their few) friends alike. They are driven by their wanton need for inflicting mass carnage and proving themselves as the true champions of Gorkamorka. Despite this, other factions will often hire the services of the Sons of Behemat as living siege weapons.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=x4RyrcmRUNM&amp;amp;feature=share This is likely what a gargant invasion would look like.]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Behemat teaser.jpg|300px|thumb|right|Note that the [[Stormcast Eternals|Stormcast]] are literally immortal, yet they&#039;re still scared shitless by this absolute unit.  Then again, Warham’s giants tend to stuff smaller foes in their trousers, so it&#039;s understandable]]&lt;br /&gt;
&lt;br /&gt;
While the full story of the Sons of Behemat will presumably be revealed in their battletome, one can gather a crude understanding of their history from their minor appearances in previous books.&lt;br /&gt;
&lt;br /&gt;
In the beginning, there was a titanic godbeast known as Ymnog, Grandfather of Gargants. Inside his stomach was born Behemat, who brewed a lake of moonshine in his father&#039;s guts, causing him to retch him into his mouth, where Behemat then broke his father’s teeth to escape. Behemat landed in Ghyran and became the progenitor of the gargant race. Countless deeds are attributed to Behemat by other Gargants, such as “creating“ the stunted duardin race by stomping on mankind, or eating all the meat off of the denizens of Shyish, causing their gaunt and ghastly appearance. It is said the gargants were created from his vomit after he went on a binge-eating spree that caused the extinction of several species of cattle. Exhausted by this act, he lied down and took a millenia-long nap in the region known as the Harmonis Veldt. While he was asleep, his body would become covered by earth; his skull becoming the mountain of Tor Crania, his mouth becoming the Titansmawr (from which more gargants would occasionally crawl out), the Sweatswamp forming around the location of his left armpit, and so on. This pretty much makes him the [[Mythology#Norse_Mythology|Ymir]] of the Mortal Realms.  &lt;br /&gt;
&lt;br /&gt;
For a long time the Sons of Behemat reigned over the Harmonis Veldt. Although primitive, they were ultimately a race of noble savages who were allied to the cause of Order, even helping Sigmar himself build massive defenses and bastions. This would not last, as with every single Age of Sigmar backstory you eventually reach the point where the Age of Chaos happens and everything gets ruined. The Harmonis Veldt was invaded by the forces of Nurgle, who corrupted it into what is now known as the Scabrous Sprawl. Unable to defend their homeland, the gargants were forced into hiding, where they quickly evolved to become violent, territorial creatures to protect their lands from invaders. These new degenerated gargants eventually found they had much in common with the followers of Gorkamorka, resulting in them often forming alliances, especially with the Gloomspite Gitz who can offer them barrels of fungus beer and nice dark and damp places to recover from their hangovers.&lt;br /&gt;
Being as massive as they are, as well as the result of generations of inbreeding, they are very likely in constant pain and suffering from a number of other defects, physical and mental. So it makes sense for them to seek out a substance to dampen/drown out the pain.&lt;br /&gt;
&lt;br /&gt;
As an aside, in the [[Ogor Mawtribes]] battletome mention is made of the Sky Titans, a race of intelligent giants whose flying castles were destroyed by Gorkamorka for the crime of using their cannons to shoot down a school of megalofin (giant sky-sharks) he wanted to hunt. The ruins of these sky-castles were said to have landed in the Scabrous Sprawl. The implication is that just like in Warhammer Fantasy, the gargants are nothing but the descendants of the Sky Titans who have devolved into a primitive state. Which is pretty fucked up if true, because that means these guys pretty much had their civillization destroyed and degenerated into savages twice over.&lt;br /&gt;
&lt;br /&gt;
During the Realmgate Wars, as part of Archaon&#039;s plan to corrupt the godbeasts to Chaos, he sent the forces of Nurgle and the Skaven to corrupt Behemat. The plan was for the Skaven to drill into his bones to awaken him, the Maggotkin to corrupt him with Nurgle&#039;s taint, and for him to be persuaded to join Archaon&#039;s side by being told half-truths about Sigmar killing his father Ymnog. Although the Stormcast Eternals attempted to stop this, they were too late and were forced to invoke the power of the Great Bolts, the same weapon Sigmar used to kill Ymnog, to slay Behemat. According to the Sylvaneth battletome, many of the gargants, feeling lost after witnessing the death of their god-progenitor, were taken in as allies by the Oakenbrow Sylvaneth.&lt;br /&gt;
&lt;br /&gt;
Since the death of Behemat, his Sons have been noted to have been getting bigger, more violent and more intelligent, leading to the evolution of so-called &amp;quot;Mega-Gargants&amp;quot;. It seems likely that one day, a new world-titan will emerge...&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Yes, even these guys have some form of faith.&lt;br /&gt;
&lt;br /&gt;
Like all Destruction factions, the Sons of Behemat worship [[Gorkamorka (Deity)|Gorkamorka]], whom they believe is a massive foot that crushes cities with ease. They also believe that Behemat was the Champion of Gorkamorka and now strive to fill the gap left by their forefather’s death.&lt;br /&gt;
&lt;br /&gt;
==Types of Gargants==&lt;br /&gt;
Each “species” of Gargant has a very fairy tale like name, likely given to them by the terrified victims of their rampages.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mancrusher&#039;&#039;&#039;: The same model as the Aleguzzler/Chaos Gargant, but treated as its own thing. The OG Giant is now the most commonly seen species of the giant race, as well as the shortest (keep in mind that a ‘short’ Gargant can still punt a Sigmarine like a football). When in the presence of a Mega-Gargant, Mancrushers become eager (if a little clumsy) followers, ready to take orders and do whatever their bigger boss(es) want. This tiny level of “discipline” arguably makes them more dangerous as they can now make unified charges with their fellow Gargants and throw boulders at enemies in a crude firing line.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kraken-eater&#039;&#039;&#039;: A sea faring variety known for their greed and territorial natures. They like lugging around ship cannons as to use blunt instruments as well as colossal fishing nets stuffed full of hapless victims and fish. Lots of fish. They lead pseudo crime-syndicates called &#039;&#039;Taker Tribes&#039;&#039;, where they boss around Mancrushers to steal all the loot they can find and fight against anyone who comes onto their turf.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warstomper&#039;&#039;&#039;: More like a bigger Mancrusher, but with greater emphasis on fighting and causing mass destruction. Above any other sub-species, Warstompers love collecting trophies and trinkets from their flattened foes, using them to decorate their grotesque forms. Gargants led by a Warstomper are referred to as a &#039;&#039;Stomper Tribe&#039;&#039; and act as walking natural disasters who live only for the thrill of active combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gatebreaker&#039;&#039;&#039;: These big boys have an obsession with tearing down strongholds, and then using the wreckage as armor and weapons. This obsession originates from a [[Beasts Of Chaos|loathing of all civilized life]], seeing them as the reason why Behemat is dead. They lead the aptly named &#039;&#039;Breaker Tribes&#039;&#039;, cults of personality where the Mancrushers seek to emulate their boss’ loathing of civilization and specialize in tearing down fortifications and other symbols of order.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bonegrinder&#039;&#039;&#039;: Forge World model not outright confirmed to be part of the allegiance, but likely going to be. The biggest and rarest kind, easily twice the height of a common Mancrusher and still head-and-shoulders above the newer Mega-Gargants. Possessed of a simple bully mentality, they enjoy intimidating those smaller than them (meaning everyone) into serving them hand and foot. It can’t be understated just how HUGE these things are, a casual stroll for a Bonegrinder can level towns, and they’ll wrestle with dragons when they’re bored. Their size and proclivity towards bossing others makes them perfect leaders for Gargant tribes...if it weren’t for their rarity and supreme levels of clumsiness.&lt;br /&gt;
&lt;br /&gt;
==Named Gargants==&lt;br /&gt;
*&#039;&#039;&#039;King Brodd&#039;&#039;&#039;: Introduced in the Godbeasts book as the “Last True Son of Behemat”, he is the absurdly strong and decently intelligent master of the Gargant tribes native to the Scabrous Sprawl. He claims to have crawled out of the Titansmawr fully grown and declared himself leader. After pulverizing all belligerent challengers, he has cemented his rule and stated his ambition to reclaim his ancestral home of Tor Crania from the vile Cygors and other [[Beasts of Chaos]] that toppled it. Brodd never goes anywhere without two things; a crown made from the skull of a mouldragon he killed bare-handed, and a massive granite pillar that serves as his personal weapon and symbol of his right to lead the Sons of Behemat. During the Realmgate Wars, Brodd was caught up in a massive explosion which slew Stormcast, Gargants, and Beastmen, for miles. Though it wasn’t clear if he actually died or not.&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: Mercenary Kraken-eater who can ally with the forces of Order. The Aelven artifact that hangs from his ear increases his intellect to where he can use ancient strategies like “patience” (and is rumored to be able to read), making him deceptively cunning, for a Gargant.&lt;br /&gt;
*&#039;&#039;&#039;One-Eyed Grunnok&#039;&#039;&#039;: Mercenary Warstomper who can ally with the hordes of Chaos. Grunnok has a crude understanding of how important regiments and formations are in combat, so he specializes in disrupting said ranks with earth shaking stomps and jumps.&lt;br /&gt;
*&#039;&#039;&#039;Big Drogg Fort-Kicka&#039;&#039;&#039;: Mercenary Gatebreaker who can ally with the processions of Death.  His main reason for allying with Death armies is because they often leave the best spoils to the Mega-Gargants like himself.  His oral hygiene is so atrocious that his rotten breath has become its own form of attack, wiping out hordes of enemies that dare to stray too close to him.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:BoL0PjL5oXMduBJl.jpg|The Kraken-eater Mega-Gargant, or Bundo Whalebiter, the first confirmed Gargant special-character.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Playable Factions in Warhammer: Age of Sigmar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:E1EB:9895:2303:5D10</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=26914</id>
		<title>Age of Sigmar/Tactics/Destruction/Sons of Behemat</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=26914"/>
		<updated>2020-10-09T00:53:10Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:E1EB:9895:2303:5D10: /* Breaker Tribe */&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;
Up for pre-order &#039;&#039;this weekend&#039;&#039;, more information has been trickling out, and there&#039;s plenty to go with.  &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, 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;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* Getting your army built and painted will be really quick. Given they are basically oversized [[fa/tg/uys]], they are ripe for customization too.&lt;br /&gt;
* Rending attacks everywhere.&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.&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;
&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 and Beastclaw Raiders, will be your bane.&lt;br /&gt;
* Being ultra elite, you’re bringing only single digit models.&lt;br /&gt;
* No battalions means no one drop options.&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;
===Battle Traits===&lt;br /&gt;
;Mightier Makes Rightier: For objectives,{{AOSKeyword|MEGA-GARGANTS}} count as 20 models, {{AOSKeyword|MANCRUSHER GARGANTS}} count as 10.&lt;br /&gt;
&lt;br /&gt;
===Command Abilities===&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;Ability&#039;&#039;:  &#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;
*&#039;&#039;Command Ability&#039;&#039;:  &#039;&#039;&#039;Get a move on, you slackers!&#039;&#039;&#039;: A {{AOSKeyword|MANCRUSHER GARGANT}} within 18&amp;quot; can run 6. At the Double but with greater range.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;:  &#039;&#039;&#039;Grab those rocks and chuck &#039;em at somethin&#039;!&#039;&#039;&#039;: All {{AOSKeyword|MANCRUSHER GARGANT}}s within 18&amp;quot; can chuck rocks (instead of just one)&lt;br /&gt;
*&#039;&#039;Command Traits&#039;&#039;: &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Artefacts&#039;&#039;:&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
&lt;br /&gt;
===Breaker Tribe===&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;: Gatebreaker&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;:  &#039;&#039;&#039;Fierce Loathings&#039;&#039;&#039;: {{AOSKeyword|Gatebreaker mega-garagants}} and {{AOSKeyword|mancrusher garnants}} can roll a D6 or choose one of the following categories.  Add 1 to their hit rolls against enemy units in the chosen category:&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;Command Ability&#039;&#039;: &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Command Traits&#039;&#039;: &#039;&#039;&#039;Breaking Down The Houses&#039;&#039;&#039;: {{AOSKeyword|mancrusher garnants}} gain the Gatebreaker Smash Down ability (+1 hit against enemies on terrain and ability to destroy terrain)&lt;br /&gt;
*&#039;&#039;Artefacts&#039;&#039;:&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&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;Ability&#039;&#039;:  &#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. Centre 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;Command Ability&#039;&#039;: &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#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. If your opponent really doesn&#039;t want you gaining 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;
*&#039;&#039;Artefacts&#039;&#039;:&lt;br /&gt;
#&#039;&#039;&#039;Net of the Beast-Reaver&#039;&#039;&#039;: Start of combat, on a 4+ roll, for one enemy monster, they get -1 to hit, you get +1 to hit&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
#?&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===Leaders===&lt;br /&gt;
&lt;br /&gt;
All Mega-gargants have the following:&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 needs protection against the 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;
*Rend -3 attacks. Whilst not on all attacks, this flat out removes the chance of stopping attacks for anything with a 4+ or worse save. Don&#039;t underestimate it. Meanwhile, everything else has -1 or -2 rend.&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;TIMBERRRR!&#039;&#039;&#039;: When it dies, winner of a roll off choses 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;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warstomper Mega-Gargant&#039;&#039;&#039; (480)&lt;br /&gt;
**For those who just want to hit stuff the hardest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gatebreaker Mega-Gargant&#039;&#039;&#039; (490)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kraken-eater Mega-Gargant&#039;&#039;&#039; (490)&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;Mancrusher Gargants&#039;&#039;&#039; (180/480, min 1, max 3)&lt;br /&gt;
&lt;br /&gt;
===Behemoth===&lt;br /&gt;
*&#039;&#039;&#039;Bonegrinder Gargant&#039;&#039;&#039;? (400pts) (Forgeworld)&lt;br /&gt;
&#039;&#039;Only if {{AOSKeyword|sons of behemat}} keyword gets added to his warscroll&#039;&#039;. Even then he&#039;ll be a difficult option to recommend. At 80 points lower than the poster boys (and he&#039;s not going to get a points change until the December FAQs), you won&#039;t be able to squeeze anything into that gap, except for a CP. Take two and you can get one extra Mancrusher, so &#039;&#039;maybe&#039;&#039; there&#039;s something there. And three Bonegrinders is impossible (as you need at least three Mancrushers for Batteline and a Mega-Gargant for your leader).&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
None.&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. 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;
===Named Leaders===&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 get -1 to hits on previous jump attacks of 6.&lt;br /&gt;
&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;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===List Building===&lt;br /&gt;
With SoB alliance 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;
*This assumes the Bonegrinder isn&#039;t a SoB unit. If we assume it is:&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Points !! #Models !! #Drops || Buy CP?&lt;br /&gt;
|- &lt;br /&gt;
| 1 || 3x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1900 or 1910 || 6 || 6 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 Mancrushers || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1860 or 1870 || 6 || 4 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 3x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1830 || 6 || 6 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 Mancrushers and 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1940 or 1950 || 7 || 5 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 2000 || 7 || 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 6 || colspan=2 | 6x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1960 or 1970 || 8 || 8 || &lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3 Mancrushers || 3x 1 Mancrusher || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1900 or 1910 || 8 || 6 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 Mancrushers || 3 Mancrushers || &#039;&#039;&#039;Bonegrinder&#039;&#039;&#039; || {{color|saddlebrown|Mega-Gargant}} || 1840 or 1850 || 8 || 4 || Y&lt;br /&gt;
&lt;br /&gt;
|}&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. Additionally, you can&#039;t take a Bonegrinder, even if it gains the keyword.&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:E1EB:9895:2303:5D10</name></author>
	</entry>
</feed>