Ironjawz – Brute Ragerz

This warscroll does not meet the selection criteria (see Settings tab).
IRONJAWZ WARSCROLL
Brute Ragerz
4"
3
5+
1
Ironjawz Brutes are bullies at heart, and like all bullies, they cannot stand any slight to their ego. Often, these swaggering orruks will make impossible boasts, such as claiming they can punch out a Stardrake in a single blow, out-eat an ogor Tyrant or get a Mega-Gargant in a headlock. No one can doubt a Brute’s talent for thuggery, but sometimes even they bite off more than they can chew. Brutes that have suffered some form of stinging defeat often overcompensate by becoming even more unbearably arrogant, discarding their armour and taking up huge, two-handed weapons. With these, they swiftly silence any orruk foolish enough to bring up their past humiliation. These Brute Ragerz take any opportunity to show how ’ard they truly are, hurling themselves into the deadliest battles without a care. This desperation to prove their might makes the Ragerz a terrifying foe to face on the battlefield, and their lack of armour allows them to move with a speed that can catch opponents used to fighting lumbering armoured juggernauts completely off guard.
IRONJAWZ WARSCROLL
Brute Ragerz
MELEE WEAPONS
AtkHitWndRndDmg
Rager Weapons [Anti-MONSTER (+1 Rend)]
Rager Weapons
Anti-MONSTER (+1 Rend)
34+2+12
BATTLE PROFILE

Unit Size: 3      Points: 130
Base size: 40mm
Can be reinforced: Yes

Passive
BERSERKERS: These Brutes forego heavy armour, which means they can get stuck in to the fighting as quickly as possible.

Effect: This unit can use a RUN ability and still use CHARGE abilities later in the turn.

Passive
UNLEASHED RAGE: Brute Ragerz waste no time in venting their pent-up rage when they get within striking distance of the foe.

Effect: This unit has STRIKE-FIRST if it charged in the same turn.

KEYWORDS
INFANTRY
DESTRUCTION, IRONJAWZ, BRUTE
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

The INFANTRY keyword is used in the following Ironjawz warscrolls:

• Ardboyz
• Brutes

The BRUTE keyword is used in the following Ironjawz warscrolls:

• Brutes
© Vyacheslav Maltsev 2013-2024