Ironjawz – Warscrolls


Infantry Hero


IRONJAWZ WARSCROLL
Ardboy Big Boss
4"
6
3+
2
Only the toughest of Ardboyz survive long enough to become a Big Boss. These formidable warriors can turn a horde of boisterous orruks into a disciplined killing machine that advances forward in a semblance of formation before crashing into the enemy like an armoured fist.
IRONJAWZ WARSCROLL
Ardboy Big Boss
MELEE WEAPONS
AtkHitWndRndDmg
Boss-hacka and Choppa
Boss-hacka and Choppa74+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
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
Clad in layers of thick iron and wielding massive weapons, Megabosses lead the charge of the Ironjawz warclans. The very act of fighting empowers these barbarous warlords. Once in the midst of combat, they are almost impossible to slay.
IRONJAWZ WARSCROLL
Megaboss
MELEE WEAPONS
AtkHitWndRndDmg
Boss-choppa
Boss-choppa84+2+12
BATTLE PROFILE

Unit Size: 1      Points: 190
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Headstompa, Any IRONJAWZ
Notes: This HERO can join an eligible regiment as a Headstompa.

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.

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: Pick a friendly BRUTE unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.

KEYWORDS
HERO, INFANTRY
DESTRUCTION, IRONJAWZ


IRONJAWZ WARSCROLL
Warchanter
4"
6
4+
2
The booming rhythm of a Warchanter’s drumming draws orruks to battle from miles around. As the tempo of violence increases, so does the furious energy of the Warchanter’s beat, driving nearby Ironjawz into a destructive frenzy.
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
With crackling green light spilling from their eyes, Weirdnob Shamans channel the savage energy of the Waaagh!. In battle, they unleash this power with glee, letting loose blasts of searing force that tear through the enemy ranks like a choppa through flesh.
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
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

Monster Hero


IRONJAWZ WARSCROLL
Gordrakk
the Fist of Gork
10"
20
3+
5
Gordrakk is the mightiest of all orruks, a living embodiment of the power of Gorkamorka. From atop his armoured Maw-krusha, Bigteef, the Fist of Gork fights at the head of his Great Waaagh!, brutally crushing the mightiest enemy warriors.
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
Bigteef’s Fists and Tail [Anti-MONSTER (+1 Rend), Companion]
Bigteef’s Fists and Tail
Anti-MONSTER (+1 Rend), Companion
84+2+13
Smasha and Kunnin’ [Anti-HERO (+1 Rend)]
Smasha and Kunnin’
Anti-HERO (+1 Rend)
83+2+12
BATTLE PROFILE

Unit Size: 1      Points: 380
Base size: 160mm
Can be reinforced: No
Regiment Options: 0-1 Headstompa, 0-1 Tusk Wrangler, 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.

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.

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.

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

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.
IRONJAWZ WARSCROLL
Kragnos
the End of Empires
MELEE WEAPONS
AtkHitWndRndDmg
Tuskbreaker [Crit (2 Hits)]
Tuskbreaker
Crit (2 Hits)
34+2+2D3
Hooves of Wrack and Ruin
Hooves of Wrack and Ruin63+2+12
The Dread Mace
The Dread Mace63+2+34
BATTLE PROFILE

Unit Size: 1      Points: 580
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Headstompa, 0-1 Tusk Wrangler, 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.

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.

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).

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


IRONJAWZ WARSCROLL
Megaboss
on Maw-Krusha
10"
18
3+
5
A charging Maw-krusha is a terrifying force of destruction, capable of pulverising entire formations single-handedly. The Megabosses that ride these beasts are amongst the most deadly of their kind, inspiring their ladz through feats of excessive brutality.
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: 360
Base size: 160mm
Can be reinforced: No
Regiment Options: 0-1 Headstompa, 0-1 Tusk Wrangler, 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.

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.

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

Effect: If this unit charged this turn, roll a D3. On a 2+, this unit can move 2D6". It can pass through the combat ranges of enemy units and can end that move in combat. Then, pick an enemy unit that this unit passed across during that move. Inflict an amount of mortal damage on the target equal to the D3 roll. If that enemy unit is INFANTRY, double the mortal damage inflicted.
KEYWORDSRAMPAGE

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.
IRONJAWZ WARSCROLL
Tuskboss
on Maw-grunta
MELEE WEAPONS
AtkHitWndRndDmg
Maw-grunta’s Trotters [Companion]
Maw-grunta’s Trotters
Companion
45+2+-D3
Kill-choppas
Kill-choppas44+3+11
Pig-hacka
Pig-hacka74+3+12
Maw-grunta’s Tusks [Companion]
Maw-grunta’s Tusks
Companion
54+2+22
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 120 × 92mm
Can be reinforced: No
Notes: This HERO can join an eligible regiment as a Tusk Wrangler.

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

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

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.

KEYWORDS
HERO, MONSTER
DESTRUCTION, IRONJAWZ, MAW‑GRUNTA

Cavalry


IRONJAWZ WARSCROLL
Gore-gruntas
9"
5
3+
2
Brutish snorting and ground-shaking hoofbeats herald the approach of the Gore-gruntas. The charge of these beasts hits home like the fist of Gorkamorka himself, their orruk riders bellowing war cries as they add their own might to the slaughter.
IRONJAWZ WARSCROLL
Gore-gruntas
MELEE WEAPONS
AtkHitWndRndDmg
Choppa or Hacka [Anti-CAVALRY (+1 Rend)]
Choppa or Hacka
Anti-CAVALRY (+1 Rend)
44+3+11
Grunta’s Tusks [Charge (+1 Damage), Companion]
Grunta’s Tusks
Charge (+1 Damage), Companion
45+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
Mobs of Ardboyz plough into the fray to the sound of booming war drums and the clatter of heavy iron plate. Each Ardboy is a ferocious, battle-scarred fighter, smashing their way through the ranks of the enemy with a variety of crude but deadly weapons.
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 within 1" of this unit to be the target.

Effect: Make a shield bash roll of D6 for each model in this unit that is within 3" of the target. 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
Taking up huge, two-handed weapons and eschewing the armour typically worn by Brutes, Brute Ragerz hurl themselves at the biggest and meanest foes. Having previously suffered a humiliating defeat in battle, they are determined to prove just how ’ard they really are.
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: 120
Base size: 40mm
Can be reinforced: Yes

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.

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
DESTRUCTION, IRONJAWZ, BRUTE


IRONJAWZ WARSCROLL
Brutes
4"
3
3+
1
Charging into battle with joyous bellows, Brutes seek out the largest enemies to batter into submission. Wearing the thickest armour and wielding huge weapons, they enjoy nothing more than dishing out a good and proper bashing.
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
Sent into a maddening frenzy by the Waaagh!, Weirdbrute Wrekkaz carve a path of destruction through the enemy lines. Their maniacal nature numbs them to all but the most grievous of wounds, ensuring carnage is unleashed upon the foe in all directions before they are finally laid low.
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: 100
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


IRONJAWZ WARSCROLL
Ironskull’s Boyz
4"
3
3+
1
Everyone agrees that Gurzag Ironskull’s Ardboyz are the toughest orruks around. Anyone foolish enough to challenge this notion is likely to receive a bone-crushing headbutt from Gurzag or otherwise be bashed and hacked to pieces by his warriors.
IRONJAWZ WARSCROLL
Ironskull’s Boyz
MELEE WEAPONS
AtkHitWndRndDmg
Ardboy Weapons [Charge (+1 Damage)]
Ardboy Weapons
Charge (+1 Damage)
24+3+11
BATTLE PROFILE

Unit Size: 4      Points: 110
Base size: 32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Ardboy Weapons. The models in this unit are:
  • Gurzag Ironskull (champion)
  • Bonekutta
  • Basha
  • Hakka

Passive
DEAD ’ARD: Whether through natural hardiness or sheer belligerence, Ironskull and his boyz fight on through the most grievous wounds, hollering and cheering as they batter their foes into the ground.

Effect: Subtract 1 from wound rolls for attacks that target this unit.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
DESTRUCTION, IRONJAWZ


IRONJAWZ WARSCROLL
Morgok’s Krushas
4"
3
3+
1
The Brute Boss Morgok was chosen by the living mountain known as the Beastgrave, though whether as dinner or as a champion remains unclear. He and his cronies, ’Ardskull and Thugg, are formidable opponents.
IRONJAWZ WARSCROLL
Morgok’s Krushas
MELEE WEAPONS
AtkHitWndRndDmg
Krusha Weapons [Anti-MONSTER (+1 Rend)]
Krusha Weapons
Anti-MONSTER (+1 Rend)
34+3+12
BATTLE PROFILE

Unit Size: 3      Points: 110
Base size: 40mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Krusha Weapons. The models in this unit are:
  • Morgok (champion)
  • Thugg
  • ’Ardskull

Passive
IN THEIR ELEMENT: Morgok and his mob hunt down the most fearsome monsters in Ghur, growing more ferocious and belligerent with each such creature they smash and hack to bits.

Effect: The first time an enemy MONSTER is destroyed by this unit, add 1 to wound rolls for this unit’s attacks for the rest of the battle.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
DESTRUCTION, IRONJAWZ, BRUTE

Monster


IRONJAWZ WARSCROLL
Maw-grunta Gougers
10"
12
4+
5
Having managed against the odds to acquire a Maw-grunta mount, Maw-grunta Gougers gather together into stampeding mobs, the monstrous hogs trampling enemies into the mud and crushing them to a bloody pulp beneath their cloven hooves.
IRONJAWZ WARSCROLL
Maw-grunta Gougers
MELEE WEAPONS
AtkHitWndRndDmg
Maw-grunta’s Trotters [Companion]
Maw-grunta’s Trotters
Companion
45+2+-D3
Maw-grunta’s Tusks [Companion]
Maw-grunta’s Tusks
Companion
54+2+22
Choppas
Choppas44+3+12
BATTLE PROFILE

Unit Size: 1      Points: 210
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
With eager crews of Ardboyz precariously chained to their flanks, these fearsome Maw-gruntas are one of the most devastating engines of war in the Ironjawz’ arsenal. As the porcine beasts careen headlong into the foe, they leave carnage and destruction in their wake.
IRONJAWZ WARSCROLL
Maw-grunta
with Hakkin’ Krew
MELEE WEAPONS
AtkHitWndRndDmg
Maw-grunta’s Tusks [Companion]
Maw-grunta’s Tusks
Companion
54+2+22
Kill-choppas
Kill-choppas44+3+11
Choppas
Choppas44+3+12
Maw-grunta’s Trotters [Companion]
Maw-grunta’s Trotters
Companion
45+2+-D3
BATTLE PROFILE

Unit Size: 1      Points: 250
Base size: 120 × 92mm
Can be reinforced: No

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, MOVE, RAMPAGE

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.

KEYWORDS
MONSTER
DESTRUCTION, IRONJAWZ, MAW‑GRUNTA

Faction Terrain


IRONJAWZ WARSCROLL
Bossrokk Tower
-
12
4+
0
Filled with the raucous energy of Gork, Bossrokks make excellent vantage points from which an Ironjawz boss can bully magic itself into submission. An orruk who stands upon its platform finds their boisterous yelling and ill-tempered insults carrying far across the battlefield, crashing down on both friend and foe like the fist of the Great Green God. To other Ironjawz, this is a clear sign of their chieftain’s inherent bossiness – while the Waaagh!- fury that emanates from these towers soon gets them in the mood to trample and crush.
IRONJAWZ WARSCROLL
Bossrokk Tower
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):
Cover, Impassable

Passive
MAN DA TOWER!: Orruk bosses know they look dead impressive when lording it up from an idol of their god.

Effect: While this terrain feature has a Shouty Boss:
  • The Shouty Boss cannot use MOVE abilities.
  • Instead of measuring range or visibility to and from the Shouty Boss, measure to and from this terrain feature instead.
  • All attacks that would target the Shouty Boss target this terrain feature instead.
  • If this terrain feature is destroyed, before removing it from the battlefield, inflict D3 mortal damage on the Shouty Boss. Then, set up the Shouty Boss on the battlefield within 3" of this terrain feature and not in combat.That unit is no longer the Shouty Boss. If it is not possible to set up the Shouty Boss, it is slain.

Your Hero Phase
UP WE GO!: The orruk hauls themselves up to the idol’s platform.

Declare: If this terrain feature does not have a Shouty Boss, pick a friendly IRONJAWZ INFANTRY HERO that is not in combat and is within 3" of it to be the target.

Effect: Place the target on this terrain feature. The target is now a Shouty Boss (see ‘Man da Tower!’).

Your Movement Phase
I’M OFF!: The orruk makes a quick exit.

Effect: If this terrain feature has a Shouty Boss that was not placed on it this turn, set up the Shouty Boss on the battlefield wholly within 6" of this terrain feature and not in combat. That unit is no longer a Shouty Boss.

Once Per Turn, Your Hero Phase
AGGRESSIVELY BOSSY: Commands and insults bellowed from around this tower seem to carry extra weight.

Declare: Pick a visible enemy unit within 18" of this terrain feature to be the target.

Effect: Roll a dice. Add 1 to the roll if this terrain feature has a Shouty Boss. On a 4+, pick 1 of the following effects to apply to the target until the start of your next turn:

Dat’s Ours, Ya Git!: Subtract 3 from the target’s control score.

Zog Off Wiv Ya Magic!: Subtract 1 from casting rolls and/or chanting rolls for the target.

Oi! Hold It!: Subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1.

KEYWORDS
FACTION TERRAIN
DESTRUCTION, IRONJAWZ

Endless Spell


IRONJAWZ WARSCROLL
Foot of Gork
-
8
4+
7+
No spell is as beloved of orruk-kind as the Foot of Gork. It is brutality made manifest: a huge, warty green foot formed of riotous magic that descends from the sky and squashes anything beneath it flat. One foot follows the descent of the other, smashing colossal craters in the earth that glow with a weird Waaagh!-light. The fact that the Foot of Gork is almost impossible to direct once it has landed doesn’t much bother the orruks, for wherever it stomps, it’s bound to result in a good time.
IRONJAWZ WARSCROLL
Foot of Gork
Passive
MULTIPLE PARTS
Effect: When a number of damage points equal to this MANIFESTATION’s Health characteristic are allocated to it, this MANIFESTATION is destroyed and all its parts are removed from play.

Once Per Turn, Your Movement Phase
WANDERING DESTRUCTION: You can’t expect Gork to stand still when there’s fighting about.

Declare: Pick a part of this MANIFESTATION to be the target.

Effect: Remove the target from the battlefield and set it up again on the battlefield wholly within 9" of the other part of this MANIFESTATION.

Then, roll a D3 for each enemy unit within 3" of the target. On a 2+:
  • Inflict an amount of mortal damage on that unit equal to the roll.
  • That unit has the STOMPED keyword until the start of your next turn.
  • Subtract 1 from the number of dice rolled when making charge rolls for STOMPED units, to a minimum of 1.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
DESTRUCTION, IRONJAWZ, KRULEBOYZ


IRONJAWZ WARSCROLL
Gork-Roara
6"
6
5+
7+
From the jaws of a Gork-Roara spews forth the destructive magic of the Waaagh!. Shamans who breathe in this glowing mist find their connection to that primal energy heightened – all for the measly risk of being driven entirely out of their minds. Gork-Roaras share the orruks’ exuberance in battle, howling bloodthirsty invective and jeering battle cries. Should they linger after the din of combat has faded, they will bellow and howl in indignation. Given that the same is true of especially warlike bosses, no orruk really seems to mind.
IRONJAWZ WARSCROLL
Gork-Roara
MELEE WEAPONS
AtkHitWndRndDmg
Toxic Gas
Toxic Gas52+4+1D3
Your Hero Phase
BELLOWING WAAAGH!-CRIES: Spurred on by the carnage sweeping the battlefield, the Gork-Roara spews out great drifts of Waaagh! energy that orruks tap into – knowingly or otherwise.

Declare: Pick a friendly IRONJAWZ or KRULEBOYZ WIZARD or PRIEST within 3" of this MANIFESTATION to be the target.

Effect: Pick either 1 or 2 to add to casting rolls or chanting rolls for the target until the start of your next turn. Then, roll a number of dice equal to the number picked. For each 1-2, allocate 1 damage point to the target (ward rolls cannot be made for those damage points). For each 5+, until the start of your next turn, add 1 to charge rolls for friendly KRULEBOYZ or IRONJAWZ units while they are wholly within 12" of this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
DESTRUCTION, IRONJAWZ, KRULEBOYZ


IRONJAWZ WARSCROLL
Morkspit Marsh
-
8
5+
7+
Morkspit Marshes are amongst the most grisly examples of orruk kunnin’. These squelchy spells transform hard earth into bogland formed of brackish waters, stinking tar, or any other disgusting substance they can think of. From them emerge tendrils of glowing protoplasm that grasp an enemies’ limbs and drag them towards their doom. With their victims otherwise occupied, the orruks can easily move in behind them and bash them across the back of the head.
IRONJAWZ WARSCROLL
Morkspit Marsh
Passive
TRICKSY FOOTING: Those who stagger into these eldritch quagmires must use all their strength simply to avoid being pulled under.

Effect: Subtract 3 from the control scores of enemy units while they are within 6" of this MANIFESTATION.

Passive
GRASPING GUNGE: The arcane protoplasm of a Morkspit Marsh seizes limbs tight, dragging at those who draw too close.

Effect: Enemy units cannot use RUN abilities while they are within 6" of this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
DESTRUCTION, IRONJAWZ, KRULEBOYZ

Regiment of Renown


REGIMENT OF RENOWN
Big Grikk’s Kruleshots
Grikk swears that the massive, jagged bolt that buried itself in the back of his boss’s Vulcha steed had nothing to do with him. Few believed the treacherous Big Shot, so Grikk quickly took leave of his clan, accompanied by a handful of crossbow-toting lackeys and some grots to drag his beloved killbow across the realms.
REGIMENT OF RENOWN
Big Grikk’s Kruleshots
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 340

Once Per Turn (Army), Your Shooting Phase
SKEWER IT AGAIN!: Rather than gesture in the traditional way, Grikk uses his bolts to indicate which beastie he wants his ladz to bring down.

Declare: Pick an enemy MONSTER that had any damage points allocated to it this phase by a shooting attack made by the Beast-skewer Killbow in this Regiment of Renown. Then, pick any number of Man-skewer Boltboyz units in this Regiment of Renown to focus fire.

Effect: For the rest of the turn, add 1 to the Attacks characteristic of the ranged weapons used by the units you picked to focus fire but all of their attacks must target the enemy MONSTER you picked.


REGIMENT OF RENOWN
Da Kountin’ Krew
When Swampboss Skumdrekk – wily overseer of the Murkvast Menagerie – needs to make an example of some git, he rustles up his Kountin’ Krew. These hobgrots have earned a nasty reputation chasing down those who renege on their debts to da boss, pelting them with explosive, shrapnel-laden grenades. Of course, Skumdrekk and his boyz aren’t above taking on opportunistic mercenary work from those who can afford it. After all, the chaos of battle gives them a fine chance to sneak up on the target they’re pursuing.
REGIMENT OF RENOWN
Da Kountin’ Krew
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 360

Passive
BOMBZ AWAY, LADZ!: Da Kountin’ Krew need only a single thumping drumbeat to start hurling their grenades.

Effect: Friendly units in this Regiment of Renown can use RUN abilities and still use SHOOT abilities later in the turn while they are wholly within 12" of this Regiment of Renown’s Swampboss Skumdrekk.

Once Per Phase (Army), Enemy Hero Phase
SNATCH ’EM UP!: Skumdrekk and his hobgrot toadies are constantly on the lookout for new victims and beasts to snatch up.

Declare: Pick an enemy model in combat with this Regiment of Renown’s Swampboss Skumdrekk to be the target.

Effect: Roll a dice. If the roll is at least double the target’s Health characteristic, it is slain.


REGIMENT OF RENOWN
Big Drogg Fort-Kicka
Of all of Behemat’s spawn, Gatebreakers are the most sinister, filled with the need to destroy. More specifically, these gargants harbour considerable ill will towards the metropolises raised by Sigmar’s folk. The sight of a glorious city, with its proud spires and resolute walls, awakens a bitter fury within these creatures. With a bellow of hate, a Gatebreaker advances on an enemy settlement without fear, shrugging off panicked arrows and cannon fire with little more than a malicious chuckle. Across the Prime Innerlands of Shyish, the name Big Drogg Fort-kicka is dreaded. Admittedly, this is as much for the Gatebreaker’s grievous halitosis – a side effect of eating decomposing corpses – as his skill at destroying cities. Drogg is known to many undead tyrants, who willingly offer him a portion of their servants to consume in return for his aid. Yet Drogg’s true goal has always been to get close enough to Nagash to clobber him in a show of strength. The Great Necromancer’s shattering at the hands of the Lumineth has set this plan back. Taking this as a personal insult, Drogg has vowed revenge. He eagerly hires his services out to any undead wishing to fight the aelves – and he has no shortage of clients.
REGIMENT OF RENOWN
Big Drogg Fort-Kicka

BATTLE PROFILE

Points: 450

Once Per Turn (Army), Any Combat Phase
GRIEVOUS HALITOSIS: Drogg has dined well on the spoils of war, having smashed and eaten the contents of many a fortified town – yet he has never picked his teeth clean. His breath is so foul that it can stun an ox at ten paces.

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

Effect: Roll a dice for each model in the target unit. For each 6, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.

The INFANTRY keyword is used in the following Ironjawz warscrolls:

• Ardboyz
• Brutes
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
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
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.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.

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 model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • 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.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

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

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

Declare: Make a chanting roll of D6.

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

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.
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.
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.

The UNIQUE 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.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (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.
This HERO can join an eligible regiment as a Tusk Wrangler.

Monster Hero

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:

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.
Universal Core Abilities - 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

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:

Endless Spell

The KRULEBOYZ keyword is used in the following Ironjawz warscrolls:

Endless Spell

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.

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.
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.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.

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

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.

The MANIFESTATION keyword is used in the following Ironjawz warscrolls:

Endless Spell

The ENDLESS SPELL keyword is used in the following Ironjawz warscrolls:

Endless Spell

The KRULEBOYZ and WIZARD keywords are used in the following Kruleboyz warscrolls:

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.

The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.

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