Orruk Warclans – Ironskull’s Boyz
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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: 85
Battlefield Role: None
Base size: 32mm
Notes: Single, 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
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

The IRONJAWZ keyword is used in the following Orruk Warclans warscrolls:

None
Leader
Leader, Behemoth
Behemoth

The IRONSUNZ keyword is used in the following Orruk Warclans warscrolls:

None
Leader
Leader, Behemoth
Behemoth

The ARDBOYS keyword is used in the following Orruk Warclans warscrolls:

None
© Vyacheslav Maltsev 2013-2021