Ironjawz – Megaboss on Maw-Krusha

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IRONJAWZ WARSCROLL
Megaboss
on Maw-Krusha
10"
18
3+
5
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. Some amongst the Megabosses rule from atop the gnarled, muscular super-beasts known as Maw-krushas, creatures so deafeningly loud that even their roars can rupture a foe’s organs within their torso. Maw-krushas take on the Carnosaurs of the deep jungle and the Magmadroths of the volcanoes without a second thought, and they often sport scales dented by the jaws of some monstrous predator as a result. It is said that their ability to fly has more to do with the fact that gravity is scared to mess with them than with any aerodynamic prowess; those who see this beast sailing through the air towards them like a thrown brick are crushed before they can investigate further. Though a Maw-krusha will turn on its rider if given half a chance, the combination of hulking orruk and grumpy scalebeast can take down even a drake at close quarters, so it is usually judged well worth the risk.
IRONJAWZ WARSCROLL
Megaboss
on Maw-Krusha
RANGED WEAPONS
RngAtkHitWndRndDmg
Maw-krusha’s Roar [Shoot in Combat, Companion]
Maw-krusha’s Roar
Shoot in Combat, Companion
8"62+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Boss-choppa or Boss-hacka [Anti-INFANTRY (+1 Rend)]
Boss-choppa or Boss-hacka
Anti-INFANTRY (+1 Rend)
84+2+12
Maw-krusha’s Fists and Tail [Anti-INFANTRY (+1 Rend), Companion]
Maw-krusha’s Fists and Tail
Anti-INFANTRY (+1 Rend), Companion
84+2+13
BATTLE PROFILE

Unit Size: 1      Points: 400
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 its Maw-krusha’s Fists and Tail is 5.

Once Per Turn (Army), Any Charge Phase
DESTRUCTIVE BULK: A Maw-krusha is an unstoppable avalanche of ill-tempered muscle that turns all in its path into pulverised meat.

Declare: If this unit charged this phase, pick a visible enemy unit within 1" of it to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If the target is INFANTRY, double the mortal damage inflicted.
KEYWORDSRAMPAGE

Passive
SMASH THROUGH: The impact of a charging Maw-krusha often leaves the enemy’s first line of defence trampled into the dirt.

Effect: When this unit makes a pile-in move, if it charged in the same turn, it can move 2D6" instead of 3".

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, 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.
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.
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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6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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).
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.
© Vyacheslav Maltsev 2013-2024