Orruk WarclansIronskull’s Boyz
4"
2
4+
6
WARSCROLL

Ironskull’s Boyz

Everyone agrees that Gurzag Ironskull’s Ardboys are the toughest orruks around. Anyone foolish enough to challenge this notion is likely to receive a bone-crushing headbutt from Gurzag, or otherwise be bashed and hacked to pieces by his warriors.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
’Eadbutt
’Eadbutt1"14+3+-D3
Pair of Ardboy Choppas
Pair of Ardboy Choppas1"23+3+-11
Ardboy Big Choppa
Ardboy Big Choppa1"24+3+-12
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 80
Battlefield Role: None
Notes: Unique

DESCRIPTION

Ironskull’s Boyz has 4 models. 3 models are each armed with a Pair of Ardboy Choppas, and 1 model is armed with an Ardboy Big Choppa.

GURZAG IRONSKULL: One of the 3 models armed with a Pair of Ardboy Choppas is Gurzag Ironskull. He is also armed with an ’Eadbutt. In addition, add 1 to the Attacks characteristic of his Pair of Ardboy Choppas.

ABILITIES

Dead ’Ard: Whether through natural hardiness or sheer belligerence, Ironskull and his boys fight on through the most grievous wounds, hollering and cheering as they batter their foes into the ground.
Roll a dice each time you allocate a wound or mortal wound to this unit. On a 6, the wound or mortal wound is negated. Wounds or mortal wounds allocated to Gurzag Ironskull are negated on a 5+ instead of a 6.

Paired Choppas: A pair of choppas can be used to creating a swirling arc of destruction that is almost impossible to avoid.
Add 1 to hit rolls for attacks made with a Pair of Ardboy Choppas.

KEYWORDS
DESTRUCTION, ORRUK, IRONJAWZ, IRONSUNZ, ARDBOYS, IRONSKULL’S BOYZ
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The IRONJAWZ keyword is used in following Orruk Warclans warscrolls:

None
Leader
Leader, Behemoth
Behemoth

The IRONSUNZ keyword is used in following Orruk Warclans warscrolls:

None
Leader
Leader, Behemoth
Behemoth

The ARDBOYS keyword is used in following Orruk Warclans warscrolls:

None
© Vyacheslav Maltsev 2013-2020