With eager crews of Ardboys 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.
Unit Size: 1 Points: 240
Battlefield Role: Behemoth
Notes: Single
A Maw-grunta with Hakkin’ Krew is ridden by an Ardboy armed with a Gouger Choppa and Axe.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Da Bossfist •
Dakkbad’s Brawl •
Moggorz’s Rekrootin’ Krew
ELITE: Models in this unit can
issue commands to their own unit.
MOUNT: This unit’s Maw-grunta is armed with Mighty Tusks and Trampling Trotters.
CREW: This unit’s Hakkin’ Krew is armed with Kill-choppas.
Unstoppable Momentum: Once a Maw-grunta begins its charge, it can only stop by crashing into something, and as its speed increases, it becomes ever more deadly.
This unit has a momentum score that affects the values represented by a
for this unit as shown on the momentum table above. At the start of the battle, this unit has a momentum score of 1. Each time this unit finishes a
run or
charge move, add D3 to its momentum score. This unit’s momentum score can never exceed 6. At the end of the battle round, subtract 1 from this unit’s momentum score (to a minimum of 1).
Headlong Charger: Once a Maw-grunta begins its charge, only the strongest of blows can bring it to a halt.
While this unit has a momentum score of 4 or more, this unit can charge even if it ran earlier in the turn.
Hack ’n’ Charge: The job of the Hakkin Krew is to clear a path through hordes of enemies to ensure the Maw-grunta maintains its momentum.
You can carry out the Carve a Path
monstrous rampage below with this unit instead of any other monstrous rampage you can carry out with this unit.
MONSTROUS RAMPAGE | Carve a Path: Pick an enemy unit with a Wounds characteristic of 4 or less within 3" of this unit and roll a dice. If the roll is less than this unit’s momentum score, that enemy unit suffers a number of mortal wounds equal to the roll and you can immediately attempt a charge with this unit even though it is within 3" of an enemy unit. When a unit charges in this manner, it can pass across enemy units with a Wounds characteristic of 4 or less in the same manner as a unit that can fly. |
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