Ironjawz – Maw-grunta Gougers

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IRONJAWZ WARSCROLL
Maw-grunta Gougers
10"
12
4+
5
Having managed against the odds to acquire a Maw-grunta mount, Maw-grunta Gougers gather together into stampeding mobs, the monstrous hogs trampling enemies into the mud and crushing them to a bloody pulp beneath their cloven hooves.
IRONJAWZ WARSCROLL
Maw-grunta Gougers
MELEE WEAPONS
AtkHitWndRndDmg
Maw-grunta’s Trotters [Companion]
Maw-grunta’s Trotters
Companion
45+2+-D3
Maw-grunta’s Tusks [Companion]
Maw-grunta’s Tusks
Companion
54+2+22
Choppas
Choppas44+3+12
BATTLE PROFILE

Unit Size: 1      Points: 210
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
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’).

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Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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 2013-2025