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. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Bossbiter’s Roar [Shoot in Combat, Companion] | ||||||||
| Bossbiter’s Roar Shoot in Combat, Companion | 8" | 4 | 2+ | 3+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Overboss-choppa [Crit (2 Hits), Anti-MONSTER (+1 Rend)] | ||||||||
| Overboss-choppa Crit (2 Hits), Anti-MONSTER (+1 Rend) | 6 | 4+ | 2+ | 1 | 3 | |||
Bossbiter’s Fists and Tail [Anti-HERO (+1 Rend), Companion] | ||||||||
Bossbiter’s Fists and TailAnti-HERO (+1 Rend), Companion | 6 | 4+ | 2+ | 2 | 3 | |||
Deployment Phase |
Passive |
Once Per Battle (Army), Any Combat Phase |
Any Combat Phase |
KEYWORDS | UNIQUE, HERO, MONSTER, FLY, IRONSUNZ, WARMASTER |
| DESTRUCTION, IRONJAWZ |
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
The WARMASTER keyword is used in the following Ironjawz warscrolls:
The UNIQUE keyword is used in the following Ironjawz warscrolls:
The HERO keyword is used in the following Ironjawz warscrolls:
The MONSTER keyword is used in the following Ironjawz warscrolls:
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
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| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Passive |
Passive |
| 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! | ||
| Q: | If an ability that allows a unit to move states that the unit cannot move into combat (e.g. Normal Move), does FLY allow that unit to move across an enemy unit’s combat range? |
| A: | Yes. |
The FLY keyword is used in the following Ironjawz warscrolls:
The DESTRUCTION keyword is used in the following Ironjawz warscrolls:
The IRONJAWZ keyword is used in the following Ironjawz warscrolls:
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| 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. | ||
| Q: | Can I use an ability that allows a friendly unit that does not have STRIKE-FIRST to fight immediately after a friendly unit that has STRIKE-FIRST if there are one or more enemy units with STRIKE-FIRST that have not yet been picked to fight? |
| A: | No. As mentioned in the sidebar next to 19.0, abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST constraints, so you cannot pick a unit that does not have STRIKE-FIRST to fight until all other units that have STRIKE-FIRST have fought. |
| Q: | If a friendly unit is the only unit that has STRIKE-FIRST on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight? |
| A: | If you are the active player, the unit that has STRIKE-FIRST would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i.e. three friendly units would fight back to back). If your opponent is the active player, the unit that has STRIKE-FIRST would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight. |
| Q: | In the combat phase, if all eligible non-STRIKE‑LAST units have used a FIGHT ability, which player gets to pick the first STRIKE-LAST unit to fight? |
| A: | The alternating sequence of picking units to use a FIGHT ability would continue and so the player who did not pick the last non-STRIKE-LAST unit would get to pick the first eligible STRIKE-LAST unit in their army to use a FIGHT ability. |
Passive |