Ironjawz – Megaboss

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IRONJAWZ WARSCROLL
Megaboss
4"
8
3+
2
Megabosses hold together Ironjawz society through sheer force of will and the liberal dispensation of skull-shattering violence. They ride the tidal wave that is the Waaagh!, crashing into the enemy and sweeping all before them. Swollen to prodigious size on a diet of near-constant carnage, they prefer to fight under the open sky, where they have plenty of space to swing their colossal weapons. As an orruk fights, they gradually become larger and more imposing. With Megabosses, this physiological quirk is even more pronounced – a result of the constant energy thrumming through their heavy frames. Other orruks can sense this, as can the beasts of the wild; once a Megaboss goes on the rampage, they will quickly begin amassing enthusiastic mobs of big, green followers. Megabosses are constantly hammering new armour out of looted gear taken from their foes, for they grow so large and fight so brutally that their original cladding rarely lasts long. On top of that, they affix to themselves bulky trophies of their most imposing kills, blatantly showing off their massive strength and giving them even larger and more fearsome profiles, marking them out unmistakeably as ‘da boss’.
IRONJAWZ WARSCROLL
Megaboss
MELEE WEAPONS
AtkHitWndRndDmg
Boss-choppa
Boss-choppa84+2+12
BATTLE PROFILE

Unit Size: 1      Points: 210
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Headstompa, Any IRONJAWZ

Your Hero Phase
GET STUCK IN, LADZ!: The roared commands issued by a Megaboss encourage the Brutes under their command to fight all the harder.

Declare: Pick a friendly BRUTE unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 2+, add 1 to the Attacks characteristic of the target’s melee weapons until the start of your next turn.

Reaction: You declared a FIGHT ability for this unit
LEAD DA BRUTES: Megabosses stride into battle flanked either side by the toughest and meanest Brutes.

Effect: Roll a dice. On a 3+, for the rest of the turn, add 1 to the Attacks characteristic of melee weapons used by friendly BRUTE units while they are within this unit’s combat range.

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
HERO, INFANTRY
DESTRUCTION, IRONJAWZ
This HERO can join an eligible regiment as a Headstompa.

Infantry Hero
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.
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.

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The INFANTRY keyword is used in the following Ironjawz warscrolls:

• Ardboyz
• Brutes

The BRUTE keyword is used in the following Ironjawz warscrolls:

• Brutes
© Vyacheslav Maltsev 2013-2024