Ironjawz – Ardboy Big Boss

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IRONJAWZ WARSCROLL
Ardboy Big Boss
4"
6
3+
2
Most Ardboy mobs fight under the grizzled eye of a Big Boss, a veteran killer with an eye for the battlefield and enough presence to keep their boisterous charges in line. Ironjawz are often said to entirely deny the Morkish aspect of the Great Green God, turning up their noses at such weakling concepts as subtlety or sneakiness. This is true for the most part – but even the rampaging throng of an Ironjawz army needs some direction, even if it’s just whether to go left or right. Ardboy Big Bosses provide this by browbeating the mobs under their command into a semblance of order for as long as it takes them to reach the enemy line and start killing. Of course, at that point, the Big Boss joins in the fun, swept up by the sheer thrill of violence. Usually armed with a boss-hacka for enthusiastic pointing and stabbing, as well as a jagged choppa for close-quarters work, Big Bosses remind their boyz why they are in charge with every act of bone‑shattering brutality.
IRONJAWZ WARSCROLL
Ardboy Big Boss
MELEE WEAPONS
AtkHitWndRndDmg
Boss-hacka and Choppa
Boss-hacka and Choppa74+3+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 40mm
Can be reinforced: No
Regiment Options: Any Infantry
Notes: This HERO can join an eligible regiment as a Headstompa.

Passive
IRON-FISTED COMMANDER: No Ardboy would dare quit the fight with the boss around.

Effect: If a friendly Ardboyz unit wholly within 12" of this unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.

Passive
GET BASHIN’!: Shields are made for krumping in the eyes of a Big Boss, who makes sure their boys are using them the ‘propa way’.

Effect: Add 1 to shield bash rolls for friendly Ardboyz units while they are wholly within 12" of this unit.

KEYWORDS
HERO, INFANTRY
DESTRUCTION, IRONJAWZ
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.

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21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.

The INFANTRY keyword is used in the following Ironjawz warscrolls:

• Ardboyz
• Brutes
© Vyacheslav Maltsev 2013-2024