Ironjawz – Weirdbrute Wrekkaz

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IRONJAWZ WARSCROLL
Weirdbrute Wrekkaz
4"
3
5+
1
Sometimes an orruk Brute gets so swept up in the anarchic thrum of the Waaagh! that they go – as their fellows put it – ‘propa wonky’. They start yelling nonsense, vomiting green bile and lashing out in an aimless frenzy. Some simply wander off into the wilds and have to be dragged back by their allies. Ironjawz are baffled by anything that cannot be solved through violence, and so they turn to their Weirdnob Shamans for a ‘finky’ solution. These apparently wise orruks possess no greater insight; they resort to hammering bone-and-iron masks deep into the skulls of the afflicted Brutes in an attempt to let out the wonkiness. Ironically enough, the sheer agony and white-hot fury caused by this process actually does fix the victim’s odd behaviour – albeit by transforming them into a maniacal killer. Known as Weirdbrute Wrekkaz, these orruks see the world around them as an inferno of green fire, the clumped masses of enemy troops shining with particular intensity. Wielding oversized flails known as chain-smashas, they throw themselves at these luminous concentrations, whirling their weapons to shatter limbs and smash skulls into blood‑spattered fragments.
IRONJAWZ WARSCROLL
Weirdbrute Wrekkaz
MELEE WEAPONS
AtkHitWndRndDmg
Chain-smasha [Anti-INFANTRY (+1 Rend)]
Chain-smasha
Anti-INFANTRY (+1 Rend)
64+3+11
BATTLE PROFILE

Unit Size: 3      Points: 110
Base size: 40mm
Can be reinforced: Yes

Passive
BERSERKERS: These Brutes forego heavy armour, which means they can get stuck in to the fighting as quickly as possible.

Effect: This unit can use a RUN ability and still use CHARGE abilities later in the turn.

KEYWORDS
INFANTRY, WARD (5+)
DESTRUCTION, IRONJAWZ, BRUTE
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.

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The INFANTRY keyword is used in the following Ironjawz warscrolls:

• Ardboyz
• Brutes
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

The BRUTE keyword is used in the following Ironjawz warscrolls:

• Brutes

The WARD keyword is used in the following Ironjawz warscrolls:

© Vyacheslav Maltsev 2013-2024