Ironjawz – Scourge of Ghyran Gore-gruntas

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IRONJAWZ WARSCROLL
Scourge of Ghyran Gore-gruntas
9"
5
3+
2
Thundering and smashing their way through the trees of the Swathe without regard for caution or self-preservation, the metal-clad cavalry known as Gore-gruntas are an unstoppable menace. Clinging on to their porcine mounts and guffawing oafishly, Ironjawz riders swing wildly at their foes with oversized cleavers, each strike sending severed limbs and heads flying through the air.
IRONJAWZ WARSCROLL
Scourge of Ghyran Gore-gruntas
MELEE WEAPONS
AtkHitWndRndDmg
Choppa or Hacka [Charge (+1 Damage)]
Choppa or Hacka
Charge (+1 Damage)
34+3+11
Grunta’s Tusks [Charge (+1 Damage), Companion]
Grunta’s Tusks
Charge (+1 Damage), Companion
34+2+11
BATTLE PROFILE

Unit Size: 3      Points: 200
Base size: 90 × 52mm
Can be reinforced: Yes
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
BARGE THROUGH: Infantry who do not have the common sense to move out of the way of an armoured grunta ridden by an Ironjaw orruk are easily barrelled aside by these hefty cavalry.

Effect: When this unit moves, it can pass through models in enemy INFANTRY units and can pass through the combat ranges of enemy INFANTRY units, but it cannot end the move in combat unless specified in the ability used.

KEYWORDS
CAVALRY, CHAMPION
DESTRUCTION, IRONJAWZ
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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1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

The CHAMPION keyword is used in the following Ironjawz warscrolls:

• Ardboyz
• Brutes
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.

The CAVALRY keyword is used in the following Ironjawz warscrolls:

© Vyacheslav Maltsev 2013-2025