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Ironjawz

There is nothing subtle about the Ironjawz way of war. Clad in the heaviest pig-iron plates and wielding huge cleavers and smashas, these hulking orruks stomp forward under the command of their bellowing bosses, eager to close with the enemy and crush them into a fine and gory paste.

Ironjawz by Paal

Updates
  • New fighter profiles:
    • Ardboy with Choppa
    • Ardboy with Stikka
    • Ardboy Boss with Choppa
    • Ardboy Boss with Stikka
    • Ardboy Big Boss
    • Brute Rager
    • Brute Wrekka
  • New abilities:
    • You Ain't That Big
    • Berserk Whirlwind
    • Shield Smash
  • Fighter profiles retired:
    • Ardboy Boss with Ardboy Choppas
    • Orruk Ardboy with Ardboy Choppas
    • Orruk Ardboy with Ardboy Choppa and Orruk-forged Shield
    • Orruk Ardboy with Ardboy Big Choppa
  • Points changes:
    • Morgok (-20)
    • ’Ardskull (-25)
    • Thugg (-30)
    • Gurzag Ironskull (-5)
    • Basha (-5)
    • Bonekutta (-25)
    • Hakka (-5)

Reaction

RunemarkReaction
IronjawzGet Stuck In: A fighter can make this reaction after an enemy fighter finishes a move action visible to this fighter and within 3" of this fighter. Pick another friendly fighter within 3" of this fighter. That fighter makes a bonus move action. After that move action that fighter must be within 1" of the enemy fighter that made the move action.

Abilities

Fighter Abilities

RunemarkAbility
Ironjawz[Double] Charge!: A fighter can only use this ability if there is a visible enemy fighter within 6" of them. This fighter makes a bonus move action and must finish closer to the closest visible enemy fighter than they were at the start of that move action.
IronjawzBrute[Double] Duff Up Da Big Thing: Until the end of this fighter's activation, add 1 to the Attacks and Strength characteristics of melee attack actions made by this fighter that target an enemy fighter with a Wounds characteristic of 15 or more.
IronjawzDestroyer[Double] You Ain't That Big: The following apply to this fighter's next melee attack action if the target has a higher Wounds characteristic than this fighter or has the Hero (Hero) runemark:
  • Add 2 to the Attacks characteristic of that attack action.
  • Critical hits are scored on a 5+ for that attack action.
IronjawzTerrifying[Double] Berserk Whirlwind: Allocate a number of damage points equal to half the value of this ability (rounding up) to each visible enemy fighter within 3" of this fighter.
IronjawzBrute[Triple] You Messin': Until control of objectives has been determined at the end of the battle round, enemy fighters with a Wounds characteristic of 14 or less are not counted when determining which player controls an objective within 3" of this fighter.
IronjawzFerocious[Triple] Gore-grunta Charge: Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
IronjawzBulwark[Triple] Shield Smash: Pick an enemy fighter within 1" of this fighter to be the target. The target moves 3" directly away from this fighter as if they were jumping, even if they are within 1" of any enemy fighters. In addition, if this fighter is within 6" of a friendly fighter with the Ironjawz (Ironjawz) runemark and the Icon Bearer (Icon Bearer) runemark, allocate a number of damage points to the target equal to the value of this ability.
Ironjawz[Quad] Rampaging Destroyer: Until the end of this fighter's activation, add 1 to the Attacks characteristic of attack actions made by this fighter. In addition, until the end of this fighter's activation, after an enemy fighter is taken down by an attack action made by this fighter, this fighter can make a bonus move action.

Hero Abilities

RunemarkAbility
IronjawzHeroFrenzied[Double] Warchanter's Beat: Until the end of the battle round, add 1 to the Attacks characteristic of melee attack actions made by other friendly fighters while they are within 6" of this fighter.
IronjawzHeroMystic[Triple] Foot of Gork: Pick a visible enemy fighter within 12" of this fighter and roll a number of dice equal to the value of this ability. For each roll of 3-5, allocate 1 damage point to that fighter. For each roll of 6, allocate 3 damage points to that fighter.
IronjawzHero[Triple] Waaagh!: Until the end of the battle round, add half the value of this ability (rounding up) to the Move characteristic of friendly fighters while they make a move action that starts within 6" of this fighter.
IronjawzHeroBerserker[Triple] Da Grab an' Bash: Pick a visible enemy fighter within 1" of this fighter and roll a dice. On a roll of 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions. In addition, on a roll of 6, this fighter can make a bonus attack action that targets that enemy fighter.
IronjawzHeroChampion[Quad] Mighty Waaagh!: Until the end of the battle round, add 3 to the Move characteristic of friendly fighters while they make a move action that starts within 9" of this fighter.

Morgok's Krushas Ability

RunemarkAbility
Morgok's Krushaz[Triple] Beastbashas: A fighter can use this ability only if they are within 1" of a visible enemy fighter with the Monster runemark (Monster). This fighter can make a bonus attack action that targets that fighter.

Ironskull's Boyz Ability

RunemarkAbility
Ironskull's Boyz[Double] Dead 'Ard: Until the end of the battle round, subtract 1 from the damage points allocated by each hit and critical hit (to a minimum of 1) from attack actions that target this fighter.

Ironjawz Krushamobz

Heroes

Gore-Grunta Boss with Pig-iron Choppa

Axe
Range
1
Attacks
5
Strength
5
Damage (normal/crit)
2/4
Ironjawz
300
Move
8
Toughness
4
Wounds
40
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Gore-grunta Boss with Jagged Gore-hacka

Spear
Range
2
Attacks
4
Strength
6
Damage (normal/crit)
2/4
Ironjawz
275
Move
8
Toughness
4
Wounds
40
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Orruk Megaboss

Axe
Range
1
Attacks
3
Strength
6
Damage (normal/crit)
4/8
Ironjawz
225
Move
3
Toughness
5
Wounds
35
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Brute Boss with Boss Klaw and Brute Smasha

Club
Range
1
Attacks
4
Strength
5
Damage (normal/crit)
2/5
Ironjawz
205
Move
3
Toughness
5
Wounds
30
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Brute Boss with Boss Choppa

Axe
Range
1
Attacks
3
Strength
6
Damage (normal/crit)
3/6
Ironjawz
200
Move
3
Toughness
5
Wounds
30
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Orruk Warchanter

Club
Range
1
Attacks
4
Strength
4
Damage (normal/crit)
2/4
Ironjawz
180
Move
3
Toughness
5
Wounds
32
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Ardboy Big Boss

Axe
Range
1
Attacks
4
Strength
5
Damage (normal/crit)
2/4
Spear
Range
2
Attacks
3
Strength
5
Damage (normal/crit)
2/5
Ironjawz
175
Move
3
Toughness
5
Wounds
25
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Orruk Weirdnob Shaman

Club
Range
2
Attacks
3
Strength
4
Damage (normal/crit)
1/4
Blast
Range
3-7
Attacks
2
Strength
3
Damage (normal/crit)
3/6
Ironjawz
170
Move
3
Toughness
4
Wounds
32
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Ardboy Boss With Choppa

Axe
Range
1
Attacks
4
Strength
4
Damage (normal/crit)
2/4
Ironjawz
145
Move
3
Toughness
5
Wounds
20
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Ardboy Boss With Stikka

Spear
Range
2
Attacks
3
Strength
4
Damage (normal/crit)
2/4
Ironjawz
140
Move
3
Toughness
5
Wounds
20
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Ardboy Boss Runemarks

There is a clear layout error in the FAQ PDF with the runemarks for the Ardboy Boss with Stikka and the Ardboy Big Boss. The Ardboy Boss with Stikka is depicted with Hero, Brute, and part of Icon-bearer, and the Big Boss with Hero, Bulkwark and an empty runemark circle. As the fighter Ardboys are nearly identical except for weapons, we believe the Ardboy Boss with Stikka is meant to be very similiar to the Ardboy Boss with Stabba, so we've determined that they are meant to share runemarks. The Ardboy Big Boss (who doesn't have a shield), should not have Bulwark (Bulwark) but should have Brute (Brute) instead, along with Icon-bearer (Icon Bearer).

Fighters

Orruk Gore-Grunta with Pig-iron Choppa

Axe
Range
1
Attacks
5
Strength
4
Damage (normal/crit)
2/4
Ironjawz
250
Move
8
Toughness
4
Wounds
35
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Orruk Gore-Grunta with Jagged Gore-Hacka

Spear
Range
2
Attacks
4
Strength
5
Damage (normal/crit)
2/4
Ironjawz
245
Move
8
Toughness
4
Wounds
35
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Orruk Brute with Gore-Choppa

Axe
Range
2
Attacks
3
Strength
5
Damage (normal/crit)
3/6
Ironjawz
175
Move
3
Toughness
5
Wounds
25
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Brute Wrekka

Mace
Range
3
Attacks
6
Strength
4
Damage (normal/crit)
2/2
Ironjawz
175
Move
4
Toughness
4
Wounds
25
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Orruk Brute with Jagged Gore-hacka

Axe
Range
2
Attacks
3
Strength
5
Damage (normal/crit)
2/4
Ironjawz
150
Move
3
Toughness
5
Wounds
25
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Brute Rager

Axe
Range
2
Attacks
2
Strength
6
Damage (normal/crit)
3/5
Ironjawz
145
Move
4
Toughness
4
Wounds
25
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Orruk Brute with pair of Brute Choppas

Axe
Range
1
Attacks
4
Strength
4
Damage (normal/crit)
2/4
Ironjawz
140
Move
3
Toughness
5
Wounds
25
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Ardboy With Choppa

Axe
Range
1
Attacks
3
Strength
4
Damage (normal/crit)
2/4
Ironjawz
100
Move
3
Toughness
5
Wounds
15
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Ardboy With Stikka

Spear
Range
2
Attacks
2
Strength
4
Damage (normal/crit)
2/5
Ironjawz
100
Move
3
Toughness
5
Wounds
15
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Morgok's Krushas

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 warriors.

Bladeborn fighters

Morgok's Krushas are from Warhammer Underworlds, so adhere to Bladeborn rules.

Hero

Morgok

Sword
Range
1
Attacks
4
Strength
5
Damage (normal/crit)
3/5
Ironjawz
220
Move
3
Toughness
5
Wounds
35
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Fighters

'Ardskull

Club
Range
2
Attacks
2
Strength
6
Damage (normal/crit)
3/6
Ironjawz
165
Move
3
Toughness
5
Wounds
26
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Thugg

Club
Range
1
Attacks
4
Strength
4
Damage (normal/crit)
2/5
Ironjawz
145
Move
3
Toughness
5
Wounds
26
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Ironskull's Boyz

Everyone agrees that Gurzag Ironskull's Ardboys 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.

Bladeborn fighters

Ironskull's Boyz are from Warhammer Underworlds, so adhere to Bladeborn rules.

Hero

Gurzag Ironskull

Axe
Range
1
Attacks
4
Strength
5
Damage (normal/crit)
2/5
Ironjawz
175
Move
3
Toughness
4
Wounds
26
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Fighters

Bonekutta

Axe
Range
2
Attacks
3
Strength
5
Damage (normal/crit)
2/4
Ironjawz
100
Move
3
Toughness
4
Wounds
16
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Hakka

Axe
Range
1
Attacks
4
Strength
4
Damage (normal/crit)
1/5
Ironjawz
110
Move
3
Toughness
4
Wounds
16
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Basha

Club
Range
1
Attacks
3
Strength
4
Damage (normal/crit)
2/4
Ironjawz
105
Move
3
Toughness
4
Wounds
16
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