Ironjawz – Maw-grunta with Hakkin’ Krew

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IRONJAWZ WARSCROLL
Maw-grunta
with Hakkin’ Krew
10"
12
3+
5
With eager crews of Ardboyz precariously chained to their flanks, these fearsome Maw-gruntas are one of the most devastating engines of war in the Ironjawz’ arsenal. As the porcine beasts careen headlong into the foe, they leave carnage and destruction in their wake.
IRONJAWZ WARSCROLL
Maw-grunta
with Hakkin’ Krew
MELEE WEAPONS
AtkHitWndRndDmg
Maw-grunta’s Tusks [Companion]
Maw-grunta’s Tusks
Companion
54+2+22
Kill-choppas
Kill-choppas44+3+11
Choppas
Choppas44+3+12
Maw-grunta’s Trotters [Companion]
Maw-grunta’s Trotters
Companion
45+2+-D3
BATTLE PROFILE

Unit Size: 1      Points: 250
Base size: 120 × 92mm
Can be reinforced: No

Once Per Turn (Army), Your Movement Phase
CARVE A PATH: The job of the hakkin’ krew is to clear a path through packed enemies to ensure the Maw-grunta maintains its momentum.

Effect: If this unit is in combat, it can move a distance up to its Move characteristic. It can pass through models and the combat ranges of enemy units, but it cannot end that move in combat.

Then, pick each enemy unit that this unit passed across during that move to be the targets. Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll. Then, this unit gains 2 momentum points.
KEYWORDSCORE, MOVE, RAMPAGE

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.

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’).
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.

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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).

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

© Vyacheslav Maltsev 2013-2025