Ironjawz – Bossrokk Tower

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IRONJAWZ WARSCROLL
Bossrokk Tower
-
12
4+
0
Filled with the raucous energy of Gork, Bossrokks make excellent vantage points from which an Ironjawz boss can bully magic itself into submission. An orruk who stands upon its platform finds their boisterous yelling and ill-tempered insults carrying far across the battlefield, crashing down on both friend and foe like the fist of the Great Green God. To other Ironjawz, this is a clear sign of their chieftain’s inherent bossiness – while the Waaagh!- fury that emanates from these towers soon gets them in the mood to trample and crush.
IRONJAWZ WARSCROLL
Bossrokk Tower
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):
Cover, Impassable

Passive
MAN DA TOWER!: Orruk bosses know they look dead impressive when lording it up from an idol of their god.

Effect: While this terrain feature has a Shouty Boss:
  • The Shouty Boss cannot use MOVE abilities.
  • Instead of measuring range or visibility to and from the Shouty Boss, measure to and from this terrain feature instead.
  • All attacks that would target the Shouty Boss target this terrain feature instead.
  • If this terrain feature is destroyed, before removing it from the battlefield, inflict D3 mortal damage on the Shouty Boss. Then, set up the Shouty Boss on the battlefield within 3" of this terrain feature and not in combat.That unit is no longer the Shouty Boss. If it is not possible to set up the Shouty Boss, it is slain.

Your Hero Phase
UP WE GO!: The orruk hauls themselves up to the idol’s platform.

Declare: If this terrain feature does not have a Shouty Boss, pick a friendly IRONJAWZ INFANTRY HERO that is not in combat and is within 3" of it to be the target.

Effect: Place the target on this terrain feature. The target is now a Shouty Boss (see ‘Man da Tower!’).

Your Movement Phase
I’M OFF!: The orruk makes a quick exit.

Effect: If this terrain feature has a Shouty Boss that was not placed on it this turn, set up the Shouty Boss on the battlefield wholly within 6" of this terrain feature and not in combat. That unit is no longer a Shouty Boss.

Once Per Turn, Your Hero Phase
AGGRESSIVELY BOSSY: Commands and insults bellowed from around this tower seem to carry extra weight.

Declare: Pick a visible enemy unit within 18" of this terrain feature to be the target.

Effect: Roll a dice. Add 1 to the roll if this terrain feature has a Shouty Boss. On a 4+, pick 1 of the following effects to apply to the target until the start of your next turn:

Dat’s Ours, Ya Git!: Subtract 3 from the target’s control score.

Zog Off Wiv Ya Magic!: Subtract 1 from casting rolls and/or chanting rolls for the target.

Oi! Hold It!: Subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1.

KEYWORDS
FACTION TERRAIN
DESTRUCTION, IRONJAWZ
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).

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17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.

The INFANTRY and HERO keywords are used in the following Ironjawz warscrolls:

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

© Vyacheslav Maltsev 2013-2025