Contents Monster Hero Cavalry | ||
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Boss-hacka and Choppa | |||||||
Boss-hacka and Choppa | 7 | 4+ | 3+ | 1 | 2 |
Passive |
Passive |
KEYWORDS | HERO, INFANTRY |
DESTRUCTION, IRONJAWZ |
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’. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Boss-choppa | |||||||
Boss-choppa | 8 | 4+ | 2+ | 1 | 2 |
Your Hero Phase |
Reaction: You declared a FIGHT ability for this unit |
End of Any Turn |
KEYWORDS | HERO, INFANTRY |
DESTRUCTION, IRONJAWZ |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Gorkstikk and Morkstikk | |||||||
Gorkstikk and Morkstikk | 6 | 4+ | 3+ | - | D3 |
End of Any Turn |
KEYWORDS | HERO, PRIEST (1), INFANTRY |
DESTRUCTION, IRONJAWZ |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Green Puke [Shoot in Combat] | ||||||||
Green Puke Shoot in Combat | 10" | 4 | 2+ | 4+ | - | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Waaagh! Staff | ||||||||
Waaagh! Staff | 3 | 4+ | 3+ | 1 | D3 |
Passive |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
DESTRUCTION, IRONJAWZ |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Skull-crushing Basha | |||||||
Skull-crushing Basha | 5 | 4+ | 2+ | 1 | 2 | ||
Ward-smashing Choppa | |||||||
Ward-smashing Choppa | 2 | 4+ | 2+ | 2 | 3 | ||
Grunta-tongs | |||||||
Grunta-tongs | 4 | 4+ | 3+ | - | 1 |
MODEL | BASE SIZE |
Zoggrok Anvilsmasha | 50mm |
Klonk | 25mm |
Passive |
Passive |
Your Hero Phase |
KEYWORDS | UNIQUE, HERO, INFANTRY |
DESTRUCTION, IRONJAWZ |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Bigteef’s Roar [Shoot in Combat, Companion] | ||||||||
Bigteef’s Roar Shoot in Combat, Companion | 8" | 6 | 2+ | 3+ | - | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Smasha and Kunnin’ [Anti-HERO (+1 Rend)] | ||||||||
Smasha and Kunnin’ Anti-HERO (+1 Rend) | 8 | 3+ | 2+ | 1 | 2 | |||
Bigteef’s Fists and Tail [Anti-MONSTER (+1 Rend), Companion] | ||||||||
Bigteef’s Fists and Tail Anti-MONSTER (+1 Rend), Companion | 8 | 4+ | 2+ | 1 | 3 |
Passive |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Once Per Battle, Reaction: You declared a WAAAGH! ability |
End of Any Turn |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, FLY |
DESTRUCTION, IRONJAWZ, MAW-KRUSHA |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
The Dread Mace | |||||||
The Dread Mace | 6 | 3+ | 2+ | 3 | 4 | ||
Tuskbreaker [Crit (2 Hits)] | |||||||
Tuskbreaker Crit (2 Hits) | 3 | 4+ | 2+ | 2 | D3 | ||
Hooves of Wrack and Ruin | |||||||
Hooves of Wrack and Ruin | 6 | 3+ | 2+ | 1 | 2 |
Passive |
Reaction: Opponent declared a SPELL ability |
Passive |
Once Per Turn (Army), Any Charge Phase |
KEYWORDS | RAMPAGE |
Your Charge Phase |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WARD (5+) |
DESTRUCTION, IRONJAWZ, KRULEBOYZ |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Maw-krusha’s Roar [Shoot in Combat, Companion] | ||||||||
Maw-krusha’s Roar Shoot in Combat, Companion | 8" | 6 | 2+ | 3+ | - | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Boss-choppa or Boss-hacka [Anti-INFANTRY (+1 Rend)] | ||||||||
Boss-choppa or Boss-hacka Anti-INFANTRY (+1 Rend) | 8 | 4+ | 2+ | 1 | 2 | |||
Maw-krusha’s Fists and Tail [Anti-INFANTRY (+1 Rend), Companion] | ||||||||
Maw-krusha’s Fists and Tail Anti-INFANTRY (+1 Rend), Companion | 8 | 4+ | 2+ | 1 | 3 |
Passive |
Once Per Turn (Army), Any Charge Phase |
KEYWORDS | RAMPAGE |
Passive |
End of Any Turn |
KEYWORDS | HERO, MONSTER, FLY |
DESTRUCTION, IRONJAWZ, MAW-KRUSHA |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Pig-hacka | |||||||
Pig-hacka | 7 | 4+ | 2+ | 1 | 2 | ||
Kill-choppas | |||||||
Kill-choppas | 4 | 4+ | 3+ | 1 | 1 | ||
Maw-grunta’s Tusks [Companion] | |||||||
Maw-grunta’s Tusks Companion | 5 | 4+ | 2+ | 2 | 2 | ||
Maw-grunta’s Trotters [Companion] | |||||||
Maw-grunta’s Trotters Companion | 4 | 5+ | 2+ | - | D3 |
Passive |
Passive |
Once Per Turn (Army), Any Charge Phase |
KEYWORDS | RAMPAGE |
KEYWORDS | HERO, MONSTER |
DESTRUCTION, IRONJAWZ, MAW‑GRUNTA |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Choppa or Hacka [Anti-Cavalry (+1 Rend)] | |||||||
Choppa or Hacka Anti-Cavalry (+1 Rend) | 3 | 4+ | 3+ | 1 | 1 | ||
Grunta’s Tusks [Charge (+1 Damage), Companion] | |||||||
Grunta’s Tusks Charge (+1 Damage), Companion | 4 | 4+ | 2+ | - | 1 |
Any Charge Phase |
KEYWORDS | CAVALRY, CHAMPION |
DESTRUCTION, IRONJAWZ |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Choppa or Stikka [Anti-charge (+1 Rend)] | |||||||
Choppa or Stikka Anti-charge (+1 Rend) | 2 | 4+ | 3+ | 1 | 1 |
Any Combat Phase |
KEYWORDS | INFANTRY, CHAMPION, STANDARD BEARER (1/10) |
DESTRUCTION, IRONJAWZ |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Rager Weapons [Anti-MONSTER (+1 Rend)] | |||||||
Rager Weapons Anti-MONSTER (+1 Rend) | 3 | 4+ | 2+ | 1 | 2 |
Passive |
Passive |
KEYWORDS | INFANTRY |
DESTRUCTION, IRONJAWZ, BRUTE |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Brute Weapons [Anti-INFANTRY (+1 Rend)] | |||||||
Brute Weapons Anti-INFANTRY (+1 Rend) | 3 | 4+ | 3+ | 1 | 2 | ||
Gore-choppa | |||||||
Gore-choppa | 3 | 4+ | 3+ | 2 | 3 |
Passive |
KEYWORDS | INFANTRY, CHAMPION |
DESTRUCTION, IRONJAWZ, BRUTE |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Chain-smasha [Anti-INFANTRY (+1 Rend)] | |||||||
Chain-smasha Anti-INFANTRY (+1 Rend) | 6 | 4+ | 3+ | 1 | 1 |
Passive |
KEYWORDS | INFANTRY, WARD (5+) |
DESTRUCTION, IRONJAWZ, BRUTE |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Choppas | |||||||
Choppas | 4 | 4+ | 3+ | 1 | 2 | ||
Maw-grunta’s Tusks [Companion] | |||||||
Maw-grunta’s Tusks Companion | 5 | 4+ | 2+ | 2 | 2 | ||
Maw-grunta’s Trotters [Companion] | |||||||
Maw-grunta’s Trotters Companion | 4 | 5+ | 2+ | - | D3 |
Passive |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
KEYWORDS | MONSTER |
DESTRUCTION, IRONJAWZ, MAW‑GRUNTA |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Choppas | |||||||
Choppas | 4 | 4+ | 3+ | 1 | 2 | ||
Kill-choppas | |||||||
Kill-choppas | 4 | 4+ | 3+ | 1 | 1 | ||
Maw-grunta’s Tusks [Companion] | |||||||
Maw-grunta’s Tusks Companion | 5 | 4+ | 2+ | 2 | 2 | ||
Maw-grunta’s Trotters [Companion] | |||||||
Maw-grunta’s Trotters Companion | 4 | 5+ | 2+ | - | D3 |
Passive |
Once Per Turn (Army),¶Your Movement Phase |
KEYWORDS | CORE, RAMPAGE, MOVE |
KEYWORDS | MONSTER |
DESTRUCTION, IRONJAWZ, MAW‑GRUNTA |
Any Hero Phase | 1 |
The HERO keyword is used in the following Ironjawz warscrolls:
The INFANTRY keyword is used in the following Ironjawz warscrolls:
The DESTRUCTION keyword is used in the following Ironjawz warscrolls:
The IRONJAWZ keyword is used in the following Ironjawz warscrolls:
The BRUTE keyword is used in the following Ironjawz warscrolls:
| ||
Once Per Battle, Your Hero Phase | 7 |
KEYWORDS | PRAYER |
Passive |
| ||
In some cases, il 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:
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
The UNIQUE keyword is used in the following Ironjawz warscrolls:
The WARMASTER keyword is used in the following Ironjawz warscrolls:
The MONSTER keyword is used in the following Ironjawz warscrolls:
Passive |
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:
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
The WARD keyword is used in the following Ironjawz warscrolls:
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The MAW‑GRUNTA keyword is used in the following Ironjawz warscrolls:
The MAW‑GRUNTA keyword is used in the following Ironjawz warscrolls:
Passive |
The CHAMPION keyword is used in the following Ironjawz warscrolls:
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. | ||
Passive |
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: