Ironjawz – Scourge of Aqshy Megaboss

This warscroll does not meet the selection criteria (see Settings tab).
IRONJAWZ WARSCROLL
Scourge of Aqshy Megaboss
4"
8
3+
2
Ironjawz respect strength and aggression, and the Megabosses have those qualities in abundance. Echoing across the Great Parch come bellows of ‘Waaagh!’ as these belligerent warlords lead their warclans into the fray
IRONJAWZ WARSCROLL
Scourge of Aqshy Megaboss
MELEE WEAPONS
AtkHitWndRndDmg
Boss-choppa
Boss-choppa84+2+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Headstompa, Any IRONJAWZ
Notes: This HERO can join an eligible regiment as a Headstompa.
This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

Once Per Battle Round (Army), Any Hero Phase
GET IN THERE AND WALLOP ’EM!: This Megaboss takes it as a personal affront if any of their ladz are not well and truly stuck in to the fighting

Declare: Pick a friendly IRONJAWZ unit wholly within 12" of this unit and that was not set up this turn to be the target.

Effect: For the rest of the turn, when you use the ‘Mighty Destroyers’ ability, you can pick that friendly unit to be a second target.

Once Per Turn (Army), End of Any Turn
YOU AIN’T GONNA SHOW ME UP: Should the first hit fail to lay the enemy low, the Megaboss will make sure the second does. And the third, and the fourth...

Effect: If this unit used a FIGHT ability this turn, spend 1 rage dice. If your opponent’s fury level is lower than yours, they must increase their fury level by 1, to a maximum of 7.

Then, add 1 to the Damage characteristic of this unit’s Boss-choppa for the rest of the battle. This unit can be affected by this ability multiple times and the effects are cumulative.

KEYWORDS
HERO, INFANTRY
DESTRUCTION, IRONJAWZ
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.

Those HEROES can join an eligible regiment as a Headstompa.

Infantry Hero

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
Once Per Turn (Army), Any Hero Phase
MIGHTY DESTROYERS: The Ironjawz won’t let anything get between them and a good scrap.

Declare: Pick a friendly IRONJAWZ unit that was not set up this turn to be the target.

Effect: The target can move up to 3". It can move into combat. If it was in combat at the start of the move, it must end that move in combat.
© Vyacheslav Maltsev 2013-2026