Ironjawz – Warscrolls


Infantry Hero


IRONJAWZ WARSCROLL
Ardboy Big Boss
4"
6
3+
2
Most Ardboy mobs fight under the grizzled eye of a Big Boss, a veteran killer with an eye for the battlefield and enough presence to keep their boisterous charges in line. Ironjawz are often said to entirely deny the Morkish aspect of the Great Green God, turning up their noses at such weakling concepts as subtlety or sneakiness. This is true for the most part – but even the rampaging throng of an Ironjawz army needs some direction, even if it’s just whether to go left or right. Ardboy Big Bosses provide this by browbeating the mobs under their command into a semblance of order for as long as it takes them to reach the enemy line and start killing. Of course, at that point, the Big Boss joins in the fun, swept up by the sheer thrill of violence. Usually armed with a boss-hacka for enthusiastic pointing and stabbing, as well as a jagged choppa for close-quarters work, Big Bosses remind their boyz why they are in charge with every act of bone‑shattering brutality.
IRONJAWZ WARSCROLL
Ardboy Big Boss
MELEE WEAPONS
AtkHitWndRndDmg
Boss-hacka and Choppa
Boss-hacka and Choppa74+3+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 40mm
Can be reinforced: No
Regiment Options: Any Infantry
Notes: This HERO can join an eligible regiment as a Headstompa.

Passive
IRON-FISTED COMMANDER: No Ardboy would dare quit the fight with the boss around.

Effect: If a friendly Ardboyz unit wholly within 12" of this unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.

Passive
GET BASHIN’!: Shields are made for krumping in the eyes of a Big Boss, who makes sure their boys are using them the ‘propa way’.

Effect: Add 1 to shield bash rolls for friendly Ardboyz units while they are wholly within 12" of this unit.

KEYWORDS
HERO, INFANTRY
DESTRUCTION, IRONJAWZ


IRONJAWZ WARSCROLL
Megaboss
4"
8
3+
2
Megabosses hold together Ironjawz society through sheer force of will and the liberal dispensation of skull-shattering violence. They ride the tidal wave that is the Waaagh!, crashing into the enemy and sweeping all before them. Swollen to prodigious size on a diet of near-constant carnage, they prefer to fight under the open sky, where they have plenty of space to swing their colossal weapons. As an orruk fights, they gradually become larger and more imposing. With Megabosses, this physiological quirk is even more pronounced – a result of the constant energy thrumming through their heavy frames. Other orruks can sense this, as can the beasts of the wild; once a Megaboss goes on the rampage, they will quickly begin amassing enthusiastic mobs of big, green followers. Megabosses are constantly hammering new armour out of looted gear taken from their foes, for they grow so large and fight so brutally that their original cladding rarely lasts long. On top of that, they affix to themselves bulky trophies of their most imposing kills, blatantly showing off their massive strength and giving them even larger and more fearsome profiles, marking them out unmistakeably as ‘da boss’.
IRONJAWZ WARSCROLL
Megaboss
MELEE WEAPONS
AtkHitWndRndDmg
Boss-choppa
Boss-choppa84+2+12
BATTLE PROFILE

Unit Size: 1      Points: 210
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Headstompa, Any IRONJAWZ

Your Hero Phase
GET STUCK IN, LADZ!: The roared commands issued by a Megaboss encourage the Brutes under their command to fight all the harder.

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

Effect: Roll a dice. On a 2+, add 1 to the Attacks characteristic of the target’s melee weapons until the start of your next turn.

Reaction: You declared a FIGHT ability for this unit
LEAD DA BRUTES: Megabosses stride into battle flanked either side by the toughest and meanest Brutes.

Effect: Roll a dice. On a 3+, for the rest of the turn, add 1 to the Attacks characteristic of melee weapons used by friendly BRUTE units while they are within this unit’s combat range.

End of Any Turn
STRENGTH FROM VICTORY: The more fights a Megaboss wins, the stronger they become.

Effect: If any damage points were allocated to an enemy unit by this unit’s combat attacks this turn and that enemy unit has been destroyed, give this unit a Waaagh! token, to a maximum of 3.

Until the end of the next turn, add 1 to the Attacks characteristic of this unit’s weapons for each Waaagh! token it has.

KEYWORDS
HERO, INFANTRY
DESTRUCTION, IRONJAWZ


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


IRONJAWZ WARSCROLL
Weirdnob Shaman
4"
6
6+
2
Gibbering, spasming, shuffling forwards on bandy legs, a Weirdnob gripped by the power of the Waaagh! seems rather curious despite their obvious size and muscularity. Yet this is an orruk possessed. When the clash of steel, the din of chanting orruks and the scent of spilt blood is in the air, they are a conduit for the elemental force of Gorkamorka. Their eyes glow, ectoplasm spilling from their mouth as they shudder in the grip of a grand frenzy. Then, with a convulsive roar, they belch forth killing green magic in a vomitous tide of pure Waaagh! energy. Much like the orruks themselves, Waaagh! magic is violent, unpredictable and dangerous to everything in its vicinity. Its essence sits outside the typical ‘laws’ of magic, neither drawn from a particular realmsphere nor corrupted by dark sorcery. The scholars of other races have long had difficulty defining where the primal energy of an orruk horde ends and proper Waaagh! magic begins. In truth, these concepts are one and the same. More than one Tzeentchian sorcerer or Lumineth mystic has entered into a magical duel with a mad-eyed Weirdnob, only to find themselves overwhelmed by a wild power that simply cannot be undone.
IRONJAWZ WARSCROLL
Weirdnob Shaman
RANGED WEAPONS
RngAtkHitWndRndDmg
Green Puke [Shoot in Combat]
Green Puke
Shoot in Combat
10"42+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Waaagh! Staff
Waaagh! Staff34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 40mm
Can be reinforced: No
Regiment Options: Any IRONJAWZ

Passive
BRUTAL POWER: A Weirdnob Shaman channels the Waaagh! energy emitted by nearby orruk mobs.

Effect: Add 1 to this unit’s power level while there are any friendly IRONJAWZ units that have 10 or more models wholly within 12" of it.

KEYWORDS
HERO, WIZARD (1), INFANTRY
DESTRUCTION, IRONJAWZ


IRONJAWZ WARSCROLL
Zoggrok Anvilsmasha
4"
7
3+
2
Only Zoggrok Anvilsmasha has mastered the art of hammering Waaagh! energy into weapons of iron, stone and bone. Exactly how he came by his unique talent is the source of many tall tales. Some say that he was foolish enough to take a swipe at Kragnos, and the mighty blow to the skull he received in return filled his head with raging green fire. Others say that he was swallowed by a great stone idol of Gork, chewed up and spat out with god-given power. Anvilsmasha only makes an appearance when a Waaagh! swells to truly earth-shaking proportions. Striking his smith’s tools together until they glow bright with destructive energy, he sends this magic out across the orruks gathered nearby, whose weapons start to thrum with power. A choppa or basha so blessed by Anvilsmasha can lay low a Chaos Knight or knock a Draconith senseless, for when it hits home, it unleashes a thunderous blast of force. Waddling beside Zoggrok comes his constant companion, a rockbrow squig named Klonk. Born with a splitting headache that causes it constant pain, its suffering can only be temporarily relieved by a repeated bludgeoning of the head – making it the perfect tool on which Anvilsmasha can practise his craft.
IRONJAWZ WARSCROLL
Zoggrok Anvilsmasha
MELEE WEAPONS
AtkHitWndRndDmg
Skull-crushing Basha
Skull-crushing Basha54+2+12
Ward-smashing Choppa
Ward-smashing Choppa24+2+23
Grunta-tongs
Grunta-tongs44+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 180
MODELBASE SIZE
Zoggrok Anvilsmasha50mm
Klonk25mm
Can be reinforced: No
Regiment Options: Any IRONJAWZ

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

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.

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.

KEYWORDS
UNIQUE, HERO, INFANTRY
DESTRUCTION, IRONJAWZ

Monster Hero


IRONJAWZ WARSCROLL
Gordrakk
the Fist of Gork
10"
20
3+
5
The Boss of Bosses, the Big Killa, the Fist of Gork: Gordrakk has many names but only one desire. His sole intent is to unite all of orruk-kind into a single, realm-destroying Waaagh! that will smash down the holdings of his rivals and establish him as a true icon of war. He is indisputably the ’ardest of all the Ironjawz, and his conquests are so extensive even he can’t remember them all. The course of Gordrakk’s trajectory across the Mortal Realms has been meteoric. It was he who united the tribes of Ghur to smash back the conquests of Chaos, he who pummelled the fiercest living Maw-krusha into subservience to take it as his steed, and he who led the Waaagh! that almost reduced Excelsis to rubble. His twin axes – Smasha, forever hungry for the necks of warrior kings, and Kunnin’, thirsting for the blood of sorcerers – have rarely been out of Gordrakk’s gnarled hands for long. With every cloven neck, he rebuilds his ascendancy, and already there are rumours that Kragnos, though undoubtedly the killiest of the two, has the brawn but not the brain, whereas Gordrakk has enough of both to truly change the realms.
IRONJAWZ WARSCROLL
Gordrakk
the Fist of Gork
RANGED WEAPONS
RngAtkHitWndRndDmg
Bigteef’s Roar [Shoot in Combat, Companion]
Bigteef’s Roar
Shoot in Combat, Companion
8"62+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Smasha and Kunnin’ [Anti-HERO (+1 Rend)]
Smasha and Kunnin’
Anti-HERO (+1 Rend)
83+2+12
Bigteef’s Fists and Tail [Anti-MONSTER (+1 Rend), Companion]
Bigteef’s Fists and Tail
Anti-MONSTER (+1 Rend), Companion
84+2+13
BATTLE PROFILE

Unit Size: 1      Points: 430
Base size: 160mm
Can be reinforced: No
Regiment Options: 0-1 Headstompa, Any IRONJAWZ

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Bigteef’s Fists and Tail is 6.

Once Per Turn (Army), Any Combat Phase
MONSTER GRAPPLE: Gordrakk’s Maw-krusha, Bigteef, is strong and mean enough to wrestle even the most gigantic rivals into the dirt.

Declare: Pick an enemy MONSTER in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, pick 1 of the target’s weapons. You must pick a Companion weapon if it has any. Halve the Attacks characteristic of that weapon (rounding up) for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Battle, Reaction: You declared a WAAAGH! ability
VOICE OF GORK: Gordrakk’s bellow carries the elemental force of his god; it inspires Ironjawz to surge toward the enemy, hacking, bludgeoning and stomping with furious abandon.

Effect: Until the start of your next turn, add 1 to hit rolls for combat attacks made by friendly IRONJAWZ units while they are wholly within 18" of this unit.

End of Any Turn
STRENGTH FROM VICTORY: The more fights a Megaboss wins, the stronger they become.

Effect: If any damage points were allocated to an enemy unit by this unit’s combat attacks this turn and that enemy unit has been destroyed, give this unit a Waaagh! token, to a maximum of 3.

Until the end of the next turn, add 1 to the Attacks characteristic of this unit’s weapons for each Waaagh! token it has.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, FLY
DESTRUCTION, IRONJAWZ, MAW-KRUSHA


IRONJAWZ WARSCROLL
Kragnos, the End of Empires
10"
18
4+
15
One of the most destructive races to have ever lived, the Drogrukh were centauroid warriors who built a great nation in the Realm of Beasts. From their number rose a champion so powerful that he ascended to godhood: Kragnos, the End of Empires. Having led his people in warfare against a draconic empire that left the Drogrukh all but extinct, Kragnos was sealed away for the protection of the realms – only to be freed centuries later. Though he currently wages a protracted war in the Realm of Life, Kragnos can still be drawn to battle by the most ferocious fighting, his arrival announced by the smashing of enemy lines and the crushing of foes under his thunderous hooves. Already a natural disaster made manifest, Kragnos’s rampages are further augmented by his legendary armaments. The shield Tuskbreaker is said to have been cast aside by Gorkamorka himself, deity of the orruks and other brutish beings. The spells of enemy mages break instantly upon its surface, supposedly due to the residual divine essence that suffuses it. The Dread Mace, Kragnos’s massive studded club, is powerful enough to shatter walls of solid rock. Legends say that Kragnos retrieved the weapon’s head from an ancient geomantic nexus, and that it is infused with Ghur’s own destructive animus.
IRONJAWZ WARSCROLL
Kragnos, the End of Empires
MELEE WEAPONS
AtkHitWndRndDmg
The Dread Mace
The Dread Mace63+2+34
Tuskbreaker [Crit (2 Hits)]
Tuskbreaker
Crit (2 Hits)
34+2+2D3
Hooves of Wrack and Ruin
Hooves of Wrack and Ruin63+2+12
BATTLE PROFILE

Unit Size: 1      Points: 580
Base size: 130mm
Can be reinforced: No
Regiment Options: Any IRONJAWZ

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of The Dread Mace is 4 and this unit has a Control characteristic of 10.

Reaction: Opponent declared a SPELL ability
THE SHIELD INVIOLATE: Tuskbreaker has the power to guard Kragnos against even the most potent magical force.

Effect: If this unit was picked to be the target of that spell, roll a dice. On a 3+, ignore the effect of that spell on this unit. This unit can use this ability more than once per phase but only once per SPELL ability.

Passive
AVATAR OF DESTRUCTION: Kragnos is the embodiment of Ghur’s relentless ferocity. No single strike can lay him low.

Effect: If this unit would be automatically destroyed, it is not automatically destroyed. Instead, allocate 6 damage points to it (ward rolls cannot be made for those damage points).

Once Per Turn (Army), Any Charge Phase
RAMPAGING DESTRUCTION: Kragnos rampages through the press of his foes, his hooves flattening all in his path.

Effect: If this unit charged this phase, pick 1 of the following effects:
  • Roll a dice for each enemy unit within 1" of this unit. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.
  • Pick an enemy MONSTER in combat with this unit and roll 2D6. On a 7, this ability has no effect. Otherwise, inflict an amount of mortal damage on that unit equal to the results on the dice used for the 2D6 roll multiplied together. For example, a 2D6 roll of 2 and 6 would inflict 12 mortal damage (2 × 6).
KEYWORDSRAMPAGE

Your Charge Phase
THE END OF EMPIRES: Where Kragnos goes, the hordes of Destruction follow.

Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for friendly DESTRUCTION units while they are wholly within 12" of this unit, to a maximum of 3.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WARD (5+)
DESTRUCTION, IRONJAWZ, KRULEBOYZ


IRONJAWZ WARSCROLL
Megaboss
on Maw-Krusha
10"
18
3+
5
Megabosses hold together Ironjawz society through sheer force of will and the liberal dispensation of skull-shattering violence. They ride the tidal wave that is the Waaagh!, crashing into the enemy and sweeping all before them. Swollen to prodigious size on a diet of near-constant carnage, they prefer to fight under the open sky, where they have plenty of space to swing their colossal weapons. Some amongst the Megabosses rule from atop the gnarled, muscular super-beasts known as Maw-krushas, creatures so deafeningly loud that even their roars can rupture a foe’s organs within their torso. Maw-krushas take on the Carnosaurs of the deep jungle and the Magmadroths of the volcanoes without a second thought, and they often sport scales dented by the jaws of some monstrous predator as a result. It is said that their ability to fly has more to do with the fact that gravity is scared to mess with them than with any aerodynamic prowess; those who see this beast sailing through the air towards them like a thrown brick are crushed before they can investigate further. Though a Maw-krusha will turn on its rider if given half a chance, the combination of hulking orruk and grumpy scalebeast can take down even a drake at close quarters, so it is usually judged well worth the risk.
IRONJAWZ WARSCROLL
Megaboss
on Maw-Krusha
RANGED WEAPONS
RngAtkHitWndRndDmg
Maw-krusha’s Roar [Shoot in Combat, Companion]
Maw-krusha’s Roar
Shoot in Combat, Companion
8"62+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Boss-choppa or Boss-hacka [Anti-INFANTRY (+1 Rend)]
Boss-choppa or Boss-hacka
Anti-INFANTRY (+1 Rend)
84+2+12
Maw-krusha’s Fists and Tail [Anti-INFANTRY (+1 Rend), Companion]
Maw-krusha’s Fists and Tail
Anti-INFANTRY (+1 Rend), Companion
84+2+13
BATTLE PROFILE

Unit Size: 1      Points: 400
Base size: 160mm
Can be reinforced: No
Regiment Options: 0-1 Headstompa, Any IRONJAWZ

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Maw-krusha’s Fists and Tail is 5.

Once Per Turn (Army), Any Charge Phase
DESTRUCTIVE BULK: A Maw-krusha is an unstoppable avalanche of ill-tempered muscle that turns all in its path into pulverised meat.

Declare: If this unit charged this phase, pick a visible enemy unit within 1" of it to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If the target is INFANTRY, double the mortal damage inflicted.
KEYWORDSRAMPAGE

Passive
SMASH THROUGH: The impact of a charging Maw-krusha often leaves the enemy’s first line of defence trampled into the dirt.

Effect: When this unit makes a pile-in move, if it charged in the same turn, it can move 2D6" instead of 3".

End of Any Turn
STRENGTH FROM VICTORY: The more fights a Megaboss wins, the stronger they become.

Effect: If any damage points were allocated to an enemy unit by this unit’s combat attacks this turn and that enemy unit has been destroyed, give this unit a Waaagh! token, to a maximum of 3.

Until the end of the next turn, add 1 to the Attacks characteristic of this unit’s weapons for each Waaagh! token it has.

KEYWORDS
HERO, MONSTER, FLY
DESTRUCTION, IRONJAWZ, MAW-KRUSHA


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. Maw-gruntas are omnivorous in the extreme, lowering their massive, tusked maws and gobbling up anything in their path. Metal, stone, wood and meat: all are digested in the beast’s three stomachs, which are filled with extremely potent acids. Segmented plates of iron are strapped to the Maw-grunta’s flanks, turning one of nature’s most ferocious killing machines into a living tank almost impervious to musketry and spears. The more speed the Maw‑grunta builds up, the more devastating the impact, and a skilled Tuskboss knows how to bring their charge home with bone‑shattering results.
IRONJAWZ WARSCROLL
Tuskboss
on Maw-grunta
MELEE WEAPONS
AtkHitWndRndDmg
Pig-hacka
Pig-hacka74+2+12
Kill-choppas
Kill-choppas44+3+11
Maw-grunta’s Tusks [Companion]
Maw-grunta’s Tusks
Companion
54+2+22
Maw-grunta’s Trotters [Companion]
Maw-grunta’s Trotters
Companion
45+2+-D3
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 120 × 92mm
Can be reinforced: No

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

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.

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

KEYWORDS
HERO, MONSTER
DESTRUCTION, IRONJAWZ, MAW‑GRUNTA

Cavalry


IRONJAWZ WARSCROLL
Gore-gruntas
9"
5
3+
2
The Brute cavalry of the Ironjawz are mounted upon massive porcine beasts called gruntas. Each of these creatures weighs a ton or more, and they become even heavier when the orruks armour them in their signature slabs of iron plate. When a grunta gets the scent of blood in its snout, it will go into a ravenous frenzy – and much the same can be said about its rider. There is a lot in common between the two, including a thuggish temperament, a hunger for meat and even jutting tusks perfect for mauling the foe. The Gore-gruntas, as the riders of these beasts call themselves, break battlelines by simply crashing into them at full speed. Enemies that somehow survive the horrendous impact are usually hacked down or decapitated by the bellowing orruk riders as they lay about themselves with their weighty choppas and hackas. Some Megabosses have come up with ‘taktikz’ for these assaults, such as the flank-crushing ‘Hoof Puncher’ or the twofold assault known as the ‘Tusks of Gork’. Regardless of their exact approach, all of these methods involve assembling Gore‑gruntas into a big stampede and sending them straight at the enemy’s lines.
IRONJAWZ WARSCROLL
Gore-gruntas
MELEE WEAPONS
AtkHitWndRndDmg
Choppa or Hacka [Anti-Cavalry (+1 Rend)]
Choppa or Hacka
Anti-Cavalry (+1 Rend)
34+3+11
Grunta’s Tusks [Charge (+1 Damage), Companion]
Grunta’s Tusks
Charge (+1 Damage), Companion
44+2+-1
BATTLE PROFILE

Unit Size: 3      Points: 180
Base size: 90 × 52mm
Can be reinforced: Yes

Any Charge Phase
GORE-GRUNTA CHARGE: Even by the destructive standards of the Ironjawz, the carnage caused by a Gore-grunta charge is horrific to behold.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. Add 1 to the mortal damage inflicted (if any) if the target is CAVALRY.

KEYWORDS
CAVALRY, CHAMPION
DESTRUCTION, IRONJAWZ

Infantry


IRONJAWZ WARSCROLL
Ardboyz
4"
2
3+
1
Huge, bellowing bullies covered head to toe in thick iron plate and wielding a variety of bashing and hacking implements, Ardboyz look every inch the elite shock troops. In fact, they comprise the lowest rank within the Ironjawz hordes, for even their impressive bulk cannot compare to that of the Brutes – the apex destroyers who all Ardboyz aspire to become. This difference in station, of course, is significant only among the Ironjawz orruks themselves; to the other races, Ardboyz are nothing less than terrifying, heavily armoured killing machines. The scores of defeated armies left hacked apart on the battlefield attest to their ferocity, and all are hardened veterans toughened by a diet of non-stop violence. Ardboyz maintain an air of discipline until the moment they make contact with the foe, at which point they start bellowing madly, swinging their choppas with wild abandon and kicking and punching with primal gusto. Some Ardboyz wield heavy spears called stikkas. These were first employed during the Era of the Beast to make it easier to stab holes in rampaging monsters from afar and to provide a bluntly effective response to foes likewise equipped with polearms. Whatever weapon they wield, Ardboyz usually carry a hefty slab of spiked iron that functions as both shield and skull-crushing close-combat weapon.
IRONJAWZ WARSCROLL
Ardboyz
MELEE WEAPONS
AtkHitWndRndDmg
Choppa or Stikka [Anti-charge (+1 Rend)]
Choppa or Stikka
Anti-charge (+1 Rend)
24+3+11
BATTLE PROFILE

Unit Size: 10      Points: 180
Base size: 32mm
Can be reinforced: Yes

Any Combat Phase
SHIELD BASH: The shields carried by Ardboyz are great slabs of iron festooned with spikes and metal teeth, making them deadly weapons in their own right.

Declare: Pick an enemy unit in combat with this unit and that charged this turn to be the target.

Effect: Make a shield bash roll of D6 for each model in this unit. For each 6+, inflict 1 mortal damage on the target.

KEYWORDS
INFANTRY, CHAMPION, STANDARD BEARER (1/10)
DESTRUCTION, IRONJAWZ


IRONJAWZ WARSCROLL
Brute Ragerz
4"
3
5+
1
Ironjawz Brutes are bullies at heart, and like all bullies, they cannot stand any slight to their ego. Often, these swaggering orruks will make impossible boasts, such as claiming they can punch out a Stardrake in a single blow, out-eat an ogor Tyrant or get a Mega-Gargant in a headlock. No one can doubt a Brute’s talent for thuggery, but sometimes even they bite off more than they can chew. Brutes that have suffered some form of stinging defeat often overcompensate by becoming even more unbearably arrogant, discarding their armour and taking up huge, two-handed weapons. With these, they swiftly silence any orruk foolish enough to bring up their past humiliation. These Brute Ragerz take any opportunity to show how ’ard they truly are, hurling themselves into the deadliest battles without a care. This desperation to prove their might makes the Ragerz a terrifying foe to face on the battlefield, and their lack of armour allows them to move with a speed that can catch opponents used to fighting lumbering armoured juggernauts completely off guard.
IRONJAWZ WARSCROLL
Brute Ragerz
MELEE WEAPONS
AtkHitWndRndDmg
Rager Weapons [Anti-MONSTER (+1 Rend)]
Rager Weapons
Anti-MONSTER (+1 Rend)
34+2+12
BATTLE PROFILE

Unit Size: 3      Points: 130
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.

Passive
UNLEASHED RAGE: Brute Ragerz waste no time in venting their pent-up rage when they get within striking distance of the foe.

Effect: This unit has STRIKE-FIRST if it charged in the same turn.

KEYWORDS
INFANTRY
DESTRUCTION, IRONJAWZ, BRUTE


IRONJAWZ WARSCROLL
Brutes
4"
3
3+
1
The clanking, stomping masses of metal and bulging muscle at the heart of each Ironjawz warclan are known as Brutes. These are true warriors amongst a race made for fighting, each a veteran killer of their warclan. Their accrued Waaagh! energy over the course of many battles has caused them to swell impossibly in size. Nearing eight feet in height and with strength enough to wrestle a Ghurish steelhorn to the ground, they are aptly named, for there are few problems these Ironjawz cannot solve with brute force. When they charge, they do so as an armoured scrum that hits home with the force of a battering ram – even the Kruleboyz who witness such a display find it hard to dispute that the Brutes deserve their place at the front of each Waaagh!. A Brute’s wargear is beaten into shape from lumps of scrap metal. Their weapons are similarly direct. Weighty choppas and long-hafted hackas are abundant, each a crude but devastatingly effective tool of destruction. Some Brutes instead wield the gigantic, jag-spiked blades known as gore-choppas, enormous weapons capable of decapitating an ogor in a ragged explosion of blood and flesh.
IRONJAWZ WARSCROLL
Brutes
MELEE WEAPONS
AtkHitWndRndDmg
Brute Weapons [Anti-INFANTRY (+1 Rend)]
Brute Weapons
Anti-INFANTRY (+1 Rend)
34+3+12
Gore-choppa
Gore-choppa34+3+23
BATTLE PROFILE

Unit Size: 5      Points: 200
Base size: 40mm
Can be reinforced: Yes

Each model in this unit is armed with Brute Weapons.
  • 1/5 models can replace their Brute Weapons with a Gore-choppa.
  • The champion cannot replace their weapons.

Passive
YOU MESSIN’?: Most beings with half an ounce of common sense swiftly wither under the furious gaze of an orruk Brute who has marked their territory.

Effect: Enemy models with a Health characteristic of 1 or 2 cannot contest objectives while they are in combat with this unit.

KEYWORDS
INFANTRY, CHAMPION
DESTRUCTION, IRONJAWZ, BRUTE


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

Monster


IRONJAWZ WARSCROLL
Maw-grunta Gougers
10"
12
4+
5
Many of those orruks who dream of capturing their own Maw-grunta already ride one of the beast’s smaller grunta cousins. An orruk rider will charge their mount directly into a stampeding Maw-grunta, and with a skull-crunching smash, the two monstrous hogs crash together. Inevitably, the lesser of the pair is left shattered in the dust and the orruk rider is launched into the air. The heavily concussed warrior has scant moments to grab hold of a fistful of matted fur in order to bring themselves down atop the Maw-grunta’s back; if they don’t, they crash to the ground and are left wide open to a lethal goring from the beast. Needless to say, this manoeuvre does not have a particularly high success rate. Those one in a hundred orruks who survive this deranged practice, however, can smugly boast of having dominated one of the most formidable beasts in Ghur. These Maw-grunta riders gather into charging mobs, delighting in the unstoppable force of their porcine mounts as they smash through the enemy like an avalanche of leathery flesh and stinking bristles. When they are not clinging on for dear life, these burly champions wield a pair of choppas with reckless abandon, swiping out at the blurred shapes of the enemy as their Maw-grunta goes barrelling past.
IRONJAWZ WARSCROLL
Maw-grunta Gougers
MELEE WEAPONS
AtkHitWndRndDmg
Choppas
Choppas44+3+12
Maw-grunta’s Tusks [Companion]
Maw-grunta’s Tusks
Companion
54+2+22
Maw-grunta’s Trotters [Companion]
Maw-grunta’s Trotters
Companion
45+2+-D3
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 120 × 92mm
Can be reinforced: No

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.

Once Per Turn (Army), Any Combat Phase
FLATTENED INTO THE MUD: Should a foe miraculously survive the impact of a charging Maw-grunta, it will take some time for them to regather their wits!

Declare: If this unit charged this turn, pick an enemy unit within 1" of it to be the target.

Effect: Roll a dice and add the number of momentum points this unit has to the roll. On a 5+, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
DESTRUCTION, IRONJAWZ, MAW‑GRUNTA


IRONJAWZ WARSCROLL
Maw-grunta
with Hakkin’ Krew
10"
12
3+
5
Every now and then, a particularly powerful orruk warband manages to halt a Maw-grunta, often by hurling themselves from the ridge of a canyon as one of the beasts hurtles past below. Even as the creature thrashes and gores many orruks, others rush forward to loop heavy chains around its flanks and drop a jawbone harness into position. The biggest and toughest warrior present claims the best position on the Maw-grunta’s back, while others chain themselves atop iron platforms on each side of the harness. Through such brutal means is a Maw-grunta joined with a ‘hakkin’ krew’, giving rise to one of the most fearsome engines of war in the Ironjawz arsenal. Any Megaboss understands the value of having one or two of these monstrosities in their army, using them to smash down a fortress wall or topple a shield line. Once the Ardboy on top has yanked the Maw-grunta’s chains and aimed their mount at the nearest enemy warriors, little can be done to adjust its headlong rampage, and so they concentrate instead on hacking and slashing away with a pair of choppas. Their krew, meanwhile, need to do little more than swipe with their kill-choppas as the charge hits home.
IRONJAWZ WARSCROLL
Maw-grunta
with Hakkin’ Krew
MELEE WEAPONS
AtkHitWndRndDmg
Choppas
Choppas44+3+12
Kill-choppas
Kill-choppas44+3+11
Maw-grunta’s Tusks [Companion]
Maw-grunta’s Tusks
Companion
54+2+22
Maw-grunta’s Trotters [Companion]
Maw-grunta’s Trotters
Companion
45+2+-D3
BATTLE PROFILE

Unit Size: 1      Points: 270
Base size: 120 × 92mm
Can be reinforced: No

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.

Once Per Turn (Army),¶Your Movement Phase
CARVE A PATH: The job of the hakkin’ krew is to clear a path through packed enemies to ensure the Maw-grunta maintains its momentum.

Effect: If this unit is in combat, it can move a distance up to its Move characteristic. It can pass through models and the combat ranges of enemy units, but it cannot end that move in combat.

Then, pick each enemy unit that this unit passed across during that move to be the targets. Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll. Then, this unit gains 2 momentum points.
KEYWORDSCORE, RAMPAGE, MOVE

KEYWORDS
MONSTER
DESTRUCTION, IRONJAWZ, MAW‑GRUNTA
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.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.

The INFANTRY keyword is used in the following Ironjawz warscrolls:

• Ardboyz
• Brutes
This HERO can join an eligible regiment as a Headstompa.

Infantry Hero

The BRUTE keyword is used in the following Ironjawz warscrolls:

• Brutes
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 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.
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.
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 a 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

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.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.
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.

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
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).
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.

The UNIQUE keyword is used in the following Ironjawz warscrolls:

Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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.

The WARMASTER keyword is used in the following Ironjawz warscrolls:

15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

The FLY keyword is used in the following Ironjawz warscrolls:

The MAW-KRUSHA keyword is used in the following Ironjawz warscrolls:

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.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
14.3 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 WARD keyword is used in the following Ironjawz warscrolls:

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.

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

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

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

The BRUTE keyword is used in the following Ironjawz warscrolls:

• Brutes
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.

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