Behemoth – Khador Character Heavy Warjack

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Basic Info


Due to IP restrictions Battle College can not give out exact stat values
Very Slow
Very Low
Very Expensive
Behemoth is a unique warjack, almost the prototype Khadoran Colossal. Half again as expensive as most Khadoran heavies (and more than twice as expensive as a Berserker) it has more armour than even most of its rivals.


  • Bombards (x2) – Each of these is the main gun of a Destroyer.
    • Arcing Fire - This model can ignore intervening models when making attacks, except for those within 1" of the target.
  • Blast Fists – The Blast Fists are low-powered, but this is deceptive, thanks to armor piercing.
    • Armor Piercing - Attacks made with this weapon against a medium-or-larger model halve the target's base ARM. Attacks against small-based models gain +2 POW.
    • Open Fist – This grants access to more Power Attacks.

Special Abilities

  • Warjack – All warjacks come with a stack of standard special rules—most notably being big and stompy.
  • Sub Cortex – Behemoth has two cortexes, with the Sub Cortex being in charge of the Bombards and just the Bombards. The sub cortex can hold up to three focus points (so Behemoth can carry six in total), but can only use it to boost the bombard shots. Focus on the normal cortex can't be used to boost the bombard shots, and if the sub cortex is crippled you can't fire the guns at all. The sub cortex can also fire the guns even if the Behemoth is in melee, but suffers some attack penalties when it does so.

Thoughts on the Behemoth

The Behemoth in a Nutshell

The Behemoth is enormous in both actual size and combat capacity. Both at range and in melee, "Big B" is a terrible thing for your opponent to face. Despite its high point cost, the Behemoth is often seen earning its points back and more, smashing enemy models by the dozens.

With twice the firepower of a Destroyer but being only 50% more expensive, the Behemoth is a scary ranged jack. With two armour piercing fists, the Behemoth is a scary melee jack, able to punch out Colossals. With its sub cortex it can fire after a trample for a very large threat range - or in melee more readily than almost anything else. Despite being the most expensive heavy warjacks in the entire game, it's also one of the most popular. You pay for what you get - but what you get is a lot.

Combos & Synergies

The Behemoth is an incredible model who works well with a number of warcasters, and the other factions should be grateful we can field only one:
  • Irusk1 or Strakhov can boost its movement and melee attack rolls with Superiority, which makes hitting stuff like the Deathjack no problem.
  • Butcher2's Conferred Rage pretty much does the same.
  • Sorscha1's feat (or anything else that renders a target stationary or knocked down) will allow the Behemoth to save its focus for damage roll boosts. Four focus on Sorscha1, two on the Behemoth and a conveniently placed speed bump unit can kill many warcasters from a startling distance of 23" away.
  • The Old Witch's Augury makes it extremely difficult for the opponent to avoid getting shelled by warjacks with Arcing Fire, and the Behemoth can provide two shots even while in melee.
  • Vlad1's feat let's Behemoth charge 11" for free (13" with Boundless Charge). Combined with Signs & Portents, this allows the Behemoth to scrap Colossals who may have thought they were safe.
  • Sorscha2's feat takes the damage output of the Behemoth to crazy levels. Against a Stormwall, the Behemoth will do 18 damage after ARM on an average roll and 25 on the charge!
  • Malakov giving this guy Redline and charging him on Sorcha1 or 2's feat turn has some great caster and Heavy kill opportunitys.
  • Field Mechaniks help keep it going.

Drawbacks and Downsides

  • It's a huge target - a lot of points tied up in one model.
    • It's only slightly more durable than a regular Khadoran heavy, but a lot more expensive
  • It's become slightly less popular since the Colossal came out:
    • It doesn't have any Colossal immunities to things like stationary or knocked down.
    • Its points cost sits halfway between the Conquest and the Juggernaut - if you're looking to "just spend warjack points" you'll go for the cheaper Juggernaut, and if you're looking to "spend a lot on one powerful jack" you'll go for the more expensive colossal.
    • Two small AOEs cover little more area than a medium one - and people position themselves to avoid small AoEs.
  • As with most Khador jacks, it is slow and this really crimps its charge threat range.

Tricks & Tactics

  • Bombard blast damage is best against cannon fodder like Bile Thralls
  • Blast Fists are great against heavy hitters like the Centurion, Colossals, and even do only dice-1 against a closed Devastator
  • Thanks to the subcortex rules, you can make ranged attacks after trampling - this can give you +3" range (if you're willing to spend the focus)
  • You can use it to spearhead a counter-charge; keep it in the back right behind your sponge infantry for the first few turns. Walk this 'jack 4" or trample it 7" and take potshots at soft targets with ARM 13 or lower.
  • Max out the Sub Cortex then boost damage against anything with higher ARM or multiple damage boxes.
  • If your opponent dedicates any larger-based models to killing off your small-based infantry, they should be lingering right within B's threat range and he should have no problem turning that threat into scrap/mush.




Theme Forces this is a member of

Khador Mercenary Index
Captain Bart - - Captain Damiano - - Drake MacBain - - Durgen Madhammer - - Gorten Grundback - - Fiona the Black - - Magnus 1 - - Magnus 2 - - General Ossrum
Note: To field a mercenary warcaster with Khador, you need to be playing a game which allows 2 (or more) warcasters.
Different types of Mercenary warjacks can only be taken by specific Mercenary models ... which means there's too many permutations to list here (in any sort of meaningful way).

However, note that the following Khador mercenary models can control warjacks/warbeasts (in addition to the Mercenary Warcasters listed above):
Dirty Meg - - Raluk Moorclaw - - Rutger Shaw - - Thor Steinhammer

Hammerfall High Shield Gun Corps & UA - - Press Gangers - - Sea Dog Deck Gun - - Sea Dog Boarding Crew & UA & WA - - Steelhead Halberdiers - - Steelhead Heavy Cavalry - - Steelhead Riflemen - - Tactical Arcanist Corps
Alexia1 - - Croe’s Cutthroats - - Nyss Hunters - - Blythe & Bull - - Boomhowlers - - Herne & Jonne - - Hutchuck, Ogrun Bounty Hunter - -Aiyana & Holt
Gobber Tinker - - Ogrun Bokur
Alexia2 - - Alten Ashley - - Bloody Bradigan - - Bosun Grogspar - - Dirty Meg - - Doc Killingsworth - - Eiryss1 - - Eiryss2 - - First Mate Hawk - - Gorman - - Gudrun the Wanderer - - Harlan Versh - - Kell Bailoch - - Lord Rockbottom - - Madelyn Corbeau - - Dougal MacNaile - - Orin Midwinter - - Ragman - - Raluk Moorclaw - - Reinholdt - - Rutger Shaw - - Saxon Orrik - - Sergeant Verendrye - - Stannis Brocker - - Thor Steinhammer - - Rorsh & Brine

Warcaster Attachment: Sylys Wyshnalyrr
Battle Engines
Hammerfall Siege Crawler

Rules Clarifications

Sub Cortex
  • You can't fire the guns after running, because your activation immediately ends.

Armor Piercing
  • The correct maths is:
    1. First halve the target's base ARM (what's printed on their card).
    2. Then round up.
    3. Then apply any +/- ARM modifiers (Shield, spiny growth, dark shroud, etc).
  • There are examples of how to do maths on the armor piercing page.

Arcing Fire
  • Arcing Fire doesn't allow you to ignore clouds, forests or buildings.