Ironguts are the meanest ogors around, the elite warriors of their warglutt. Protected by metal armour plates and carrying immense two-handed weapons, they wade into the thick of the fighting, hacking and bashing their foes to bloody chunks.
NoneBase size: 40mmNotes:
Battleline if general
Each model in an Ironguts unit is armed with a Mighty Bashing Weapon. CHAMPION:
1 model in this unit can be a Gutlord. Add 1 to the Attacks characteristic of that model’s Mighty Bashing Weapon.
1 in every 4 models in this unit can be a Rune Maw Bearer. If this unit includes any Rune Maw Bearers, each time this unit is affected by a spell
or the abilities of an endless spell
, you can roll a dice. On a 6, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit.
1 in every 4 models in this unit can be a Bellower. Add 1 to charge rolls
for this unit if it includes any Bellowers.
Down to the Ironguts: It is not often that a mawtribe’s battle line falters, but if it does so, the Tyrant will call upon their Ironguts to turn the battle back in their favour.
Once per battle, in the combat phase
, after this unit has fought for the first time in that phase, you can say that they will unleash their ferocity. If you do so, this unit can fight for a second time in that phase. The strike-last effect
applies to this unit when they fight for that second time.
Gutguard: A Tyrant may assemble a retinue of their most fearsome Ironguts to serve as their Gutguard. The main role of these warriors is to put their imposing bulk in the path of any of attacks directed at their Tyrant.
Before you allocate a wound
or mortal wound
to a friendly TYRANT
, or instead of making a ward roll
for a wound or mortal wound that would be allocated to a friendly TYRANT
, if that friendly TYRANT
is within 3" of this unit, you can roll a dice. On a 1-2, that wound or mortal wound is allocated to that TYRANT
as normal. On a 3+, that wound or mortal wound is allocated to this unit instead of that TYRANT