Ironjawz – Warchanter

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IRONJAWZ WARSCROLL
Warchanter
4"
6
4+
2
Fizzing with the raw energy of the Waaagh!, the Warchanters of the Ironjawz hordes are not true shamans, but the effect they can have on their orruk mates is electric. The pounding drumbeat of war never stops hammering through the thick skulls of these orruks. In battle, they furiously recreate the rhythm of war with anything they have to hand, whether it be by bashing their Gorkstikks and Morkstikks together or by clanging their fists or heads against chunks of iron. Warchanters fight in melee by simply bludgeoning their adversaries over and over. As they bash out their endless cacophony, the sound of primal thumping fills the minds of nearby Ironjawz. The orruks crash their weapons together in time with the beat, their feet stomping along as they close with the enemy. The furnace of Waaagh! energy within the chest of each Ironjaw is stoked to an inferno by a Warchanter’s relentless drumming; whether it sees the orruks run faster into battle or attack in a whirlwind fury, this soul-deep thunder renders the Ironjawz deadlier than ever. Orruks from miles around are drawn to the booming rhythm by instinctive compulsion, swelling the horde’s ranks further as the furious heartbeat of Gorkamorka echoes across the land.
IRONJAWZ WARSCROLL
Warchanter
MELEE WEAPONS
AtkHitWndRndDmg
Gorkstikk and Morkstikk
Gorkstikk and Morkstikk64+3+-D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: Any IRONJAWZ

End of Any Turn
RHYTHM OF DESTRUCTION: With each enemy skull caved in by the Warchanter’s Gorkstikk and Morkstikk, the febrile energy of the Waaagh! begins to build.

Effect: If any enemy models were slain this turn by this unit’s combat attacks, give this unit D3 ritual points.

KEYWORDS
HERO, PRIEST (1), INFANTRY
DESTRUCTION, IRONJAWZ
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.

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The INFANTRY keyword is used in the following Ironjawz warscrolls:

• Ardboyz
• Brutes
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

© Vyacheslav Maltsev 2013-2024