Ironjawz – Dakkbad Grotkicker

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IRONJAWZ WARSCROLL
Megaboss
on Maw-Krusha
10"
18
3+
5
Dakkbad Grotkicker is the notorious overboss of the Ironsunz warclan. An Ironjaw almost as kunnin’ as he is brutal, his rise from relative runtdom has left him determined to prove himself the toughest boss there is – and so he is rarely seen without a few mobs of the biggest, meanest orruks around in tow. Fighting from atop the vicious Maw-krusha Bossbiter, he has seen off many challenges to his authority, and his eyes remain set on greatness.
IRONJAWZ WARSCROLL
Megaboss
on Maw-Krusha
RANGED WEAPONS
RngAtkHitWndRndDmg
Bossbiter’s Roar [Shoot in Combat, Companion]
Bossbiter’s Roar
Shoot in Combat, Companion
8"42+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Overboss-choppa [Crit (2 Hits), Anti-MONSTER (+1 Rend)]
Overboss-choppa
Crit (2 Hits), Anti-MONSTER (+1 Rend)
64+2+13
Bossbiter’s Fists and Tail [Anti-HERO (+1 Rend), Companion]
Bossbiter’s Fists and Tail
Anti-HERO (+1 Rend), Companion
64+2+23
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 1      Points: 400
Base size: 160mm
Can be reinforced: No
Regiment Options: Any IRONSUNZ units
Notes: Legends Warscroll

Deployment Phase
WUN OF DA BOYZ: Dakkbad has delivered good fight after good fight to his boyz, and thagare therefore extremely loyal to him. For now.

Effect: Pick a friendly Brutes, Brute Ragerz or Weirdbrute Wrekkaz unit within this unit’s combat range to be the cronies.

Effect: While the cronies are within this unit’s combat range,
  • This unit has WARD (5+).
  • Add 1 to hit rolls for the cronies’ attacks.

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Bossbiter’s Fists and Tail is 4.

Once Per Battle (Army), Any Combat Phase
GROTKICKER: Dakkbad’s moniker is well-earned, and his penchanftor kicking is not exclusive to Grots.

Declare: Pick an enemy INFANTRY unit in combat with this unit to be the target.

Effect: Roll 6 dice. For each roll that is higher than the target’s Health characteristic, inflict 1 mortal damage on the target.

Any Combat Phase
SHOW’EM WHO’S DA OVERBOSS: Dakkbad is a canny orruk and knows that any potential threat to his position of power needs to be dealt with swiftly and decisively.

Declare: Pick an enemy HERO or MONSTER in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, this unit has STRIKE-FIRST for the rest of the turn, but it can only pick that enemy unit to be the target of its combat attacks this turn.

KEYWORDS
UNIQUE, HERO, MONSTER, FLY, IRONSUNZ, WARMASTER
DESTRUCTION, IRONJAWZ
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
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.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

The WARMASTER keyword is used in the following Ironjawz warscrolls:

The UNIQUE keyword is used in the following Ironjawz warscrolls:

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

The FLY keyword is used in the following Ironjawz warscrolls:

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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).
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 after any non-FIGHT combat phase abilities have been used, 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.
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.

Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
The IRONSUNZ keywords are used in the following Ironjawz warscrolls:

Infantry
Infantry Hero
• Tyrant
Infantry Hero
Cavalry
Monster Hero
© Vyacheslav Maltsev 2013-2025