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Khador Logo.jpg Behemoth

Khador Character Heavy Warjack

Hailed as the ultimate Khadoran warjack, Behemoth exemplifies the best qualities of Khadoran design: extremely heavy armor, a devastating array of weaponry, and immense strength. This peerless warjack is as much a symbol of Khador’s power to the Khadoran people as it is a force of destruction to any who would stand against it.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
STR 12
M.A. N/A
DEF 10
ARM 20
ESSENCE {{{essence}}}
HP 36 (★)
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
(★) Has 2 Sub-Cortex hitboxes
Warcaster 1
the Statblock


  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click the link for a full run-down.
  • Construct - This model is a construct and is not a living model.
  • Sub-Cortex - The S boxes of this warjack's damage grid represent its Sub-Cortex system. While this warjack's Sub-Cortex system is functional, its ranged weapons gain Powerful Attack. (Powerful Attack - When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.)


  • Bombard (x2) - 14" range, 4" AOE, POW 14 ranged attacks
    • Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
  • Open Fist (x2) - 1" reach, POW 0, P+S 12 melee attacks

Theme Forces

Thoughts on Behemoth

Classic sculpt

Behemoth in a nutshell

The Behemoth is just an incredibly solid warjack. It hits hard and accurately at range, and hits even harder when it starts punching. It is incredibly focus-efficient and is viable against pretty much every potential opponent. As such, it tends to find its way into almost any Jaws of the Wolf lists, even while being the most expensive heavy in the game. Want to have super accurate, high-damage AOE firepower? Take the Behemoth. Want to punch any undamaged heavy out of the game in a single round? Take the Behemoth. The Behemoth is an extremely focus efficient jack, capable of operating with full power at range with only 1 extra focus thanks to Powerful Attack and Power Up. Up-close it is bit more focus-hungry, as even with its above-average MAT you may often want to boost against elusive targets. Its seemingly low P+S blows are deceptively devastating thanks to Armor Piercing: For example, take a strong melee Warjack such as a Juggernaut and pit it's Melee weapon against the tremendously high (23) ARM of say, a Devastator. Even the mighty P+S 19 Ice Axe will be rolling dice/minus 4 on the damage roll, but a Behemoth's fists will be dealing straight damage (12 P+S vs 12 ARM (23/2= 11.5, rounded up to 12)), effectively making them P+S 23. Against say, an ARM 20 opponent, Big B will be rolling +2 for damage, assuming he had not also been buffed or boosted, which may still be welcome either from charging, focus or spell.

Combos & Synergies

There's hardly any caster who cannot put the Behemoth to good use. However, spells, feats and support solos who can lower the enemy's DEF (optimally due to knockdown or by making them stationary), will boost its effectiveness even more. Ironically, Behemoth tends to perform worse for Khador's Jack-focused casters, who in general gain more from multiple cheaper jacks.

  • Kommander Sorscha - Frozen targets makes all of Behemoth's attacks autohit, plus boundless charge for faster Behemoth smashing.
  • Sorscha2 - Behemoth does a stupid amount of melee damage on Sorscha2's feat turn, with boundless charge to get him there quicker.
  • The Butcher of Khardov - Butcher's feat averages slightly less damage than Sorscha2, but he can add Full Throttle and Fury as well.
  • Irusk1 and Kommander Oleg Strakhov - Superiority helps the Behemoth to deliver death even further away.
  • Vlad1 - Most people don't expect Behemoth to charge over a foot to punch them in the face. Signs and Portents also makes Behemoth super accurate. With Boundless Charge and Forced March the Behemoth can charge something from 12".
  • Malakov1 - Journeyman Malakov can fill up Behemoth on focus and buff him up with Redline, and also allows you to combine with a main caster's tricks. Bear in mind, though that betting your 25 points warjack against the survivability of a squishy 4 points model might not be a good idea.
  • Battle Mechaniks (or anyone else with the Repair skill) - with such a huge point investment you'll want Big B to be up and running all the time. Don't forget that a crippled weapon system will reduce the effectiveness of both the Open Fist and the Bombard Cannon, so a single point of repair on them will restore 2 weapons at once.
  • Greylord Adjunct - Behemoth is a spectacular target for Guidance thanks to Arching Fire, as it will make it ignore interviening models as well as many defensive buffs.
  • Greylord Forge Seer - A high risk, high reward combo, but the Seer's drive makes it usually worth it. The ability to have Behemoth take on targets under incorporeal, Arcane Shield or Hymn of Shielding'd is extremely powerful and thanks to the sub cortex, armour piercing and the appropriate marshal orders, one focus from empower is usually enough.
  • Sorscha0 - Behemoth is usually not taken under her, which doesn't matter however, as she can still put Boundless Charge on it, which is always good, especially so if Big B is being marshaled. A Free charge means he can recieve Crush! and use his Empower focus for buying or boosting.

Drawbacks & Downsides

  • Incredibly expensive, but for a reason.
  • Despite having the cost of 2 Khador heavies, it is not much harder to kill than one.
  • Enemies know it and fear it, making it a priority target on par with the Deathjack

Tricks & Tips

  • Remember that Powerful Attack boosts the attack roll and *all* damage rolls, so the blast damage from the AOE is boosted as well as the direct hit. Even on a miss, boosted AOEs that deviate into enemy troops still have a fairly good chance of killing all but the heaviest of infantry.
  • With Powerful Attack you have to declare it at the first opportunity. You can't roll the attack and then powerful attack just the damage, however if you shoot a stealth target then you can powerful attack the damage because you haven't rolled any dice yet.
  • Don't commit your army to protecting the Behemoth at all costs. Sacrificing it in order to draw you opponents' army into the effective range of the rest of your army might win you the game, even if you lose the Behemoth on the way.
  • Due to Arcing Fire only a huge-based model can screen a target from your cannons - in every other situation you'll clip it, either with the blast damage, or with a direct hit via arcing fire (a medium AoE has a 50,8 mm radius, 0,4 mm larger than a large base's radius plus the max 1" distance where arcing fire won't trigger). Don't forget that other targeting restrictions still apply.



Other Khador models

Khador Logo.jpg       Khador Index       (Edit)            
Battlegroup & Similar

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2

Warcaster attachments

Khador: War Dog - Greylord Adjunct
Mercenary: Madelyn Corbeau - Reinholdt - Wyshnalyrr

Other Warjack Controllers

"Junior" Warcasters: Malakov1 - Sorscha0
'Jack Marshals: Man-o-War Kovnik - Greylord Forge Seer

Heavy Warjacks Berserker - Decimator - Demolisher - Destroyer - Devastator - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Spriggan
Beast-09 - Behemoth - Black Ivan - Drago - Ruin - Torch
Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Great Bears of the Gallowswood - MOW Atanas & Standard
Ranking Officer CA : Koldun Kapitan Valachev

Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Sofya - Sorscha0 - Yuri

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Corps - Flame in the Darkness - Jaws of the Wolf - Legion of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2019.04

Rules Clarifications

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Rules Clarification : Arcing Fire      (Edit)

  • Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.
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Rules Clarification : Open Fist (aka, Power Attack Throw)     (Edit)

  • Throw - General ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Throw - Power Attack
    • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws.
    • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
    • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
    • Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
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Rules Clarification : Armor-Piercing and/or Case Cracker     (Edit)

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Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Inert warjacks

  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification : Sub-Cortex      (Edit)

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Rules Clarification : Powerful Attack      (Edit)

  • You must declare whether you're using Powerful Attack before making any attack rolls. You can't try and mix-and-match it to avoid friendly models. (Infernal Ruling)
  • It has to be declared at the attack stage. If you choose not to use it on attack rolls, you can't trigger it on damage rolls. (Infernal Ruling)
    • Exception: If your attack auto-misses, such as an AOE vs Stealth, then you can declare it after deviation but before making damage rolls. (Infernal Ruling)
  • The Powerful Attack bonus doesn't apply to "secondary" damage such as Magic Bullet or Electro Leap.