Ironjawz – Tuskboss on Maw-grunta

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IRONJAWZ WARSCROLL
Tuskboss
on Maw-grunta
10"
14
3+
5
To claim the title of Tuskboss, an orruk must display an almost unbelievable lack of concern for their own life. Not only do these orruk warlords have to somehow dominate a slobbering, foul- tempered Maw-grunta without being impaled, stomped on or hurled into a rocky wall with back-breaking force, they must also corral an entire herd of the beasts – as well as the rambunctious orruks who ride them into battle. Never stopping for a moment longer than it takes to rip a foe’s guts out with a swipe of their trusty pig-hacka, a Tuskboss rampages across the realms in an endless stampede, trampling all before them into gory paste.
IRONJAWZ WARSCROLL
Tuskboss
on Maw-grunta
MELEE WEAPONS
AtkHitWndRndDmg
Maw-grunta’s Trotters [Companion]
Maw-grunta’s Trotters
Companion
45+2+-D3
Kill-choppas
Kill-choppas44+3+11
Pig-hacka
Pig-hacka74+3+12
Maw-grunta’s Tusks [Companion]
Maw-grunta’s Tusks
Companion
54+2+22
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 120 × 92mm
Can be reinforced: No
Notes: This HERO can join an eligible regiment as a Tusk Wrangler.

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Maw-grunta’s Tusks is 3.

Once Per Turn (Army), Any Charge Phase
HEAD OF THE STAMPEDE: At the forefront of a grunta stampede rides the Tuskboss, racing to be the first to the fray.

Declare: If this unit charged this phase, pick up to 3 friendly MAW-GRUNTA units wholly within 12" of this unit that charged this turn to be the targets.

Effect: Add 1 momentum point to each target.
KEYWORDSRAMPAGE

Passive
UNSTOPPABLE MOMENTUM: Once a Maw-grunta begins its charge, it can only stop by crashing into something, and it becomes ever more deadly as its speed increases.

Effect: Each time this unit uses a CHARGE ability, it gains 1 momentum point.

Each time it uses a RUN ability, it gains 2 momentum points. It can have a maximum of 3 momentum points at once.

Add the number of momentum points this unit has to the Damage characteristic of its Maw-grunta’s Tusks. At the end of each battle round, subtract 1 from its momentum points, to a minimum of 0.

KEYWORDS
HERO, MONSTER
DESTRUCTION, IRONJAWZ, MAW‑GRUNTA
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’).
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 (such as named characters) may say that they can be added to the regiment of another HERO.
This HERO can join an eligible regiment as a Tusk Wrangler.

Monster Hero

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Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

The MAW‑GRUNTA keyword is used in the following Ironjawz warscrolls:

© Vyacheslav Maltsev 2013-2025