Ironjawz – Maw-grunta Gougers

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IRONJAWZ WARSCROLL
Maw-grunta Gougers
10"
12
4+
5
Many of those orruks who dream of capturing their own Maw-grunta already ride one of the beast’s smaller grunta cousins. An orruk rider will charge their mount directly into a stampeding Maw-grunta, and with a skull-crunching smash, the two monstrous hogs crash together. Inevitably, the lesser of the pair is left shattered in the dust and the orruk rider is launched into the air. The heavily concussed warrior has scant moments to grab hold of a fistful of matted fur in order to bring themselves down atop the Maw-grunta’s back; if they don’t, they crash to the ground and are left wide open to a lethal goring from the beast. Needless to say, this manoeuvre does not have a particularly high success rate. Those one in a hundred orruks who survive this deranged practice, however, can smugly boast of having dominated one of the most formidable beasts in Ghur. These Maw-grunta riders gather into charging mobs, delighting in the unstoppable force of their porcine mounts as they smash through the enemy like an avalanche of leathery flesh and stinking bristles. When they are not clinging on for dear life, these burly champions wield a pair of choppas with reckless abandon, swiping out at the blurred shapes of the enemy as their Maw-grunta goes barrelling past.
IRONJAWZ WARSCROLL
Maw-grunta Gougers
MELEE WEAPONS
AtkHitWndRndDmg
Choppas
Choppas44+3+12
Maw-grunta’s Tusks [Companion]
Maw-grunta’s Tusks
Companion
54+2+22
Maw-grunta’s Trotters [Companion]
Maw-grunta’s Trotters
Companion
45+2+-D3
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 120 × 92mm
Can be reinforced: No

Passive
UNSTOPPABLE MOMENTUM: Once a Maw-grunta begins its charge, it can only stop by crashing into something, and it becomes ever more deadly as its speed increases.

Effect: Each time this unit uses a CHARGE ability, it gains 1 momentum point. Each time it uses a RUN ability, it gains 2 momentum points.

It can have a maximum of 3 momentum points at once.

Add the number of momentum points this unit has to the Damage characteristic of its Maw-grunta’s Tusks. At the end of each battle round, subtract 1 from its momentum points, to a minimum of 0.

Once Per Turn (Army), Any Combat Phase
FLATTENED INTO THE MUD: Should a foe miraculously survive the impact of a charging Maw-grunta, it will take some time for them to regather their wits!

Declare: If this unit charged this turn, pick an enemy unit within 1" of it to be the target.

Effect: Roll a dice and add the number of momentum points this unit has to the roll. On a 5+, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
DESTRUCTION, IRONJAWZ, MAW‑GRUNTA
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’).

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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 MAW‑GRUNTA keyword is used in the following Ironjawz warscrolls:

© Vyacheslav Maltsev 2013-2024