Ironjawz – Gordrakk, the Fist of Gork

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IRONJAWZ WARSCROLL
Gordrakk
the Fist of Gork
10"
20
3+
5
The Boss of Bosses, the Big Killa, the Fist of Gork: Gordrakk has many names but only one desire. His sole intent is to unite all of orruk-kind into a single, realm-destroying Waaagh! that will smash down the holdings of his rivals and establish him as a true icon of war. He is indisputably the ’ardest of all the Ironjawz, and his conquests are so extensive even he can’t remember them all. The course of Gordrakk’s trajectory across the Mortal Realms has been meteoric. It was he who united the tribes of Ghur to smash back the conquests of Chaos, he who pummelled the fiercest living Maw-krusha into subservience to take it as his steed, and he who led the Waaagh! that almost reduced Excelsis to rubble. His twin axes – Smasha, forever hungry for the necks of warrior kings, and Kunnin’, thirsting for the blood of sorcerers – have rarely been out of Gordrakk’s gnarled hands for long. With every cloven neck, he rebuilds his ascendancy, and already there are rumours that Kragnos, though undoubtedly the killiest of the two, has the brawn but not the brain, whereas Gordrakk has enough of both to truly change the realms.
IRONJAWZ WARSCROLL
Gordrakk
the Fist of Gork
RANGED WEAPONS
RngAtkHitWndRndDmg
Bigteef’s Roar [Shoot in Combat, Companion]
Bigteef’s Roar
Shoot in Combat, Companion
8"62+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Smasha and Kunnin’ [Anti-HERO (+1 Rend)]
Smasha and Kunnin’
Anti-HERO (+1 Rend)
83+2+12
Bigteef’s Fists and Tail [Anti-MONSTER (+1 Rend), Companion]
Bigteef’s Fists and Tail
Anti-MONSTER (+1 Rend), Companion
84+2+13
BATTLE PROFILE

Unit Size: 1      Points: 430
Base size: 160mm
Can be reinforced: No
Regiment Options: 0-1 Headstompa, Any IRONJAWZ

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Bigteef’s Fists and Tail is 6.

Once Per Turn (Army), Any Combat Phase
MONSTER GRAPPLE: Gordrakk’s Maw-krusha, Bigteef, is strong and mean enough to wrestle even the most gigantic rivals into the dirt.

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

Effect: Roll a dice. On a 3+, pick 1 of the target’s weapons. You must pick a Companion weapon if it has any. Halve the Attacks characteristic of that weapon (rounding up) for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Battle, Reaction: You declared a WAAAGH! ability
VOICE OF GORK: Gordrakk’s bellow carries the elemental force of his god; it inspires Ironjawz to surge toward the enemy, hacking, bludgeoning and stomping with furious abandon.

Effect: Until the start of your next turn, add 1 to hit rolls for combat attacks made by friendly IRONJAWZ units while they are wholly within 18" of this unit.

End of Any Turn
STRENGTH FROM VICTORY: The more fights a Megaboss wins, the stronger they become.

Effect: If any damage points were allocated to an enemy unit by this unit’s combat attacks this turn and that enemy unit has been destroyed, give this unit a Waaagh! token, to a maximum of 3.

Until the end of the next turn, add 1 to the Attacks characteristic of this unit’s weapons for each Waaagh! token it has.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, FLY
DESTRUCTION, IRONJAWZ, MAW-KRUSHA
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.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (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.
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.
This HERO can join an eligible regiment as a Headstompa.

Infantry Hero
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).
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 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:

The MAW-KRUSHA keyword is used in the following Ironjawz warscrolls:

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