Ironjawz – Zoggrok Anvilsmasha

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IRONJAWZ WARSCROLL
Zoggrok Anvilsmasha
4"
7
3+
2
Accompanied by his rockbrow squig companion, Zoggrok Anvilsmasha commands the power of Gorkamorka. The weapons of nearby orruks are bolstered until they glow green-hot with raging Waaagh! energy, while the choppa he wields in battle can shatter any protective charms or wards.
IRONJAWZ WARSCROLL
Zoggrok Anvilsmasha
MELEE WEAPONS
AtkHitWndRndDmg
Grunta-tongs
Grunta-tongs44+3+-1
Ward-smashing Choppa
Ward-smashing Choppa24+2+23
Skull-crushing Basha
Skull-crushing Basha54+2+12
BATTLE PROFILE

Unit Size: 1      Points: 180
MODELBASE SIZE
Zoggrok Anvilsmasha50mm
Klonk25mm
Can be reinforced: No
Regiment Options: Any IRONJAWZ
Notes: This HERO can join an eligible regiment as a Headstompa.

This unit is armed with a Skull-crushing Basha and 1 of the following options:
  • Ward-smashing Choppa
  • Grunta-tongs

Your Hero Phase
POWER OF DA GREAT GREEN GOD: Channelling the raw energies of the Waaagh! with his ‘bashin’ tools’, Zoggrok can empower the weapons of orruks gathered around him.

Declare: Pick a visible friendly IRONJAWZ INFANTRY unit wholly within 12" of this unit to be the target.

Effect: Make a forgin’ roll of D6. Add 1 to the roll if this unit is armed with Grunta-tongs. On a 4+, the target’s melee weapons have Crit (Mortal) until the start of your next turn.

Passive
KLONK: This rockbrow squig’s headache is only relieved by a bash on the head, making it the perfect portable anvil.

Effect: Klonk is a token. You can re-roll forgin’ rolls for this unit while this unit’s Klonk is on the battlefield.

If you make an unmodified save roll of 1 for this unit, remove this unit’s Klonk from the battlefield after the ATTACK ability has been resolved (the damage point is still inflicted).

Passive
WARD-SMASHING CHOPPA: A strike from this choppa shatters not only skulls but also arcane wards and other mystical forms of protection.

Effect: If an attack made with this unit’s Ward-smashing Choppa scores a hit, the target has the WARD-SMASHED keyword for the rest of the battle. Ward rolls cannot be made for a WARD-SMASHED unit.

KEYWORDS
UNIQUE, HERO, INFANTRY
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).
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.
Those HEROES can join an eligible regiment as a Headstompa.

Infantry Hero

The UNIQUE keyword is used in the following Ironjawz warscrolls:

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The INFANTRY keyword is used in the following Ironjawz warscrolls:

• Ardboyz
• Brutes
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.

The IRONJAWZ and INFANTRY keywords are used in the following Ironjawz warscrolls:

• Ardboyz
• Brutes
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
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.

© Vyacheslav Maltsev 2013-2025