Orruk Warclans – Orruk Megaboss
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4"
7
3+
8
WARSCROLL

Orruk Megaboss

Clad in layers of thick iron and wielding massive weapons, Megabosses lead the charge of the Ironjaw warclans. The very act of fighting empowers these barbarous warlords. Once in the midst of combat, they are almost impossible to slay.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boss Choppa and Rip-toof Fist
Boss Choppa and Rip-toof Fist1"63+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 60mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Brawl
 • Da Bossfist
 • Moggorz’s Rekrootin’ Krew

DESCRIPTION

An Orruk Megaboss is a single model armed with a Boss Choppa and Rip-toof Fist.

ABILITIES

Rip-toof Fist: Orruks armed with one of the jagged gauntlets of heavy pig iron known as a rip-toof fist can block an enemy’s blow before launching a deadly counter-attack with the weapon’s fearsome twin-pronged spikes.
If the unmodified save roll for an attack made with a melee weapon that targets a model with a Riptoof-fist is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

Strength from Victory: Themore fights a Megaboss wins, the stronger they become.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, add 1 to this model’s Wounds characteristic and add 1 to the Attacks characteristic of this model’s Boss Choppa and Rip-toof Fist.

COMMAND ABILITIES

Go on Ladz, Get Stuck In!: With a well-timed punch or ear-splitting bellow, a Megaboss inspires the Ironjawz under their command to fight all the harder.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly IRONJAWZ unit wholly within 12" of a friendly model with this command ability, or wholly within 18" of a friendly model with this command ability that is a MONSTER. Until the end of that phase, add 1 to hit rolls for attacks made by that unit. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
DESTRUCTION, ORRUK, IRONJAWZ, HERO, MEGABOSS
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
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.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

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

None
Leader
Leader, Behemoth
Behemoth
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 MEGABOSS keyword is used in the following Orruk Warclans warscrolls:

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021