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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Maw-krusha’s Roar [Shoot in Combat, Companion] | ||||||||
Maw-krusha’s Roar Shoot in Combat, Companion | 8" | 6 | 2+ | 3+ | - | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Boss-choppa or Boss-hacka [Anti-INFANTRY (+1 Rend)] | ||||||||
Boss-choppa or Boss-hacka Anti-INFANTRY (+1 Rend) | 8 | 4+ | 2+ | 1 | 2 | |||
Maw-krusha’s Fists and Tail [Anti-INFANTRY (+1 Rend), Companion] | ||||||||
Maw-krusha’s Fists and Tail Anti-INFANTRY (+1 Rend), Companion | 8 | 4+ | 2+ | 1 | 3 |
Passive |
Once Per Turn (Army), Any Charge Phase |
KEYWORDS | RAMPAGE |
Passive |
End of Any Turn |
KEYWORDS | HERO, MONSTER, FLY |
DESTRUCTION, IRONJAWZ, MAW-KRUSHA |
The IRONJAWZ keyword is used in the following Ironjawz warscrolls:
The HERO keyword is used in the following Ironjawz warscrolls:
The MONSTER keyword is used in the following Ironjawz warscrolls:
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Passive |
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 DESTRUCTION keyword is used in the following Ironjawz warscrolls:
The IRONJAWZ keyword is used in the following Ironjawz warscrolls:
The MAW-KRUSHA keyword is used in the following Ironjawz warscrolls:
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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. | ||
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