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=={{color|#cc9900|Ironjawz Allegiance Abilities}}== ==={{color|#cc9900|Battle Traits}}=== ;Eager for Battle : Add 1 to the charge rolls for friendly {{AOSKeyword|Ironjawz}} units. ;Mad as Hell : At the end of any phase, if any wounds or mortal wounds have been inflicted in that phase on an {{AOSKeyword|Ironjawz}} unit that is more than 9" from any enemy units, that {{AOSKeyword|Ironjawz}} unit can move D6". This can be used in conjunction with the shaman's Green Puke spell to damage your own units in your hero phase and get a "free" D6" of movement. ;Smashing and Bashing : If an '''Ironjawz''' unit completely destroys an enemy unit in the combat phase then choose another {{AOSKeyword|Ironjawz}} unit that has not fought yet in this combat phase can pile in and attack instead of waiting till later in the phase. This adds a lot of finesse to an Ironjawz army as the order of activation of each unit becomes extremely important. ;Mighty Destroyers: For 1 command point, pick a friendly {{AOSKeyword|Ironjawz}} unit wholly within 12" of your hero, or 18" if the unit is your general. If there are no enemy models within 12" then you can move. If they are between 3" and 12" away from any enemies then you can make a charge. If they are within 3" then you can immediately fight. A unit cannot benefit from this command ability more than once per hero phase. ;Ironjawz Waaagh!: You can use this command ability once per battle at the start of your combat phase if your army has a {{AOSKeyword|Megaboss}} general Count up all the units that are wholly within 18" of your general and roll a die. On an 11 or lower, all friendly '''Ironjawz''' units wholly within the same range of the general get +1 to their attacks, if the roll is 12 or more then add +2 to their attacks instead. ==={{color|#cc9900|Command Traits}}=== Your general gets to choose one of: '''{{color|#cc9900|Ironjawz Warlords}}''' {{AOSKeyword|Megaboss}} only #'''Hulking Muscle-bound Brute:''' After your general made a charge move, pick an enemy unit within 1" and on a 2+ that unit takes D3 MW's. #'''Live to fight:''' Re-roll wound rolls for attacks made by your general and their mount if you made a charge move. #'''Brutish Cunning:''' Once per battle round, your general can use the mighty destroyers command ability without spending a command point. #'''Ironclad:''' Add 1 to the save rolls for this general. #'''Bestial Charisma:''' Once per battle round your general can use the Inspiring Presence without spending a command point....... #'''Mighty Waaagh!:''' Your Ironjawz Waaagh! ability increases range from 18" to 24". '''{{color|#cc9900|Champions of the Weird}}''' {{AOSKeyword|Weirdnob Shaman}} only #'''Dead Kunnin':''' Get D3 extra command points at the start of the first battle round. #'''Master of the Weird:''' +1 to casts, unbinds and dispels for this general. #'''Burstin' with Power:''' The general knows 1 extra spell from the Lore of the Weird, in addition, they can cast 1 extra spell. ==={{color|#cc9900|Artefacts Of Power}}=== One {{AOSKeyword|hero}}, plus one per battalion, gets to pick one of: '''{{color|#cc9900|Da Boss's Hoard}}''' {{AOSKeyword|Megaboss}} only #'''Armour of Gork:''' If you roll an unmodified 6 for your save, bounce 1 mortal wound back to attacking unit. #'''Destroyer:''' Pick a melee weapon, once per battle at the start of combat phase, add +3 to the damage of that weapon. #'''Daubing of Mork:''' Ignore wounds or mortal wounds on a 6. #'''The Golden Toof:''' Don't take battleshock tests for units wholly within 12" of the bearer. #'''Metalrippa's Klaw:''' Pick 1 of the bearers melee weapons, Change the rend to -3 before applying any other modifiers. #'''The Boss Skewer:''' Add 1 to bravery for friendly units wholly within 18" of the bearer, subtract 1 from enemy units within 12". '''{{color|#cc9900|Weird Trinkets}}''' {{AOSKeyword|Weirdnob Shaman}} only #'''Great Green Visions:''' Roll a dice at the start of your hero phase, on a 4+ get 1 CP . #'''Amberbone Hoard:''' +1 save for the wearer, in addition add 1 to attacks with your melee weapons. #'''Shamanic Skullcape:''' Add 1 to casting rolls, if you kill an enemy {{AOSKeyword|Wizard}} with your melee weapon, pick 1 spell from the dead guy and you can cast it for the rest of the game. ==={{color|#cc9900|Mount Traits}}=== Heroes mounted on Maw-Krusha's can pick a mount trait, for each warscroll battalion you have you can pick another mount trait for another Maw-Krusha. No duplicate mount traits and no more then 1 mount trait per mount. As written, it doesn't prevent Gordrakk, ie a named character, from taking the trait (a confirmation FAQ would help here). #'''Big 'Un:''' +1 to the wound characteristic. #'''Fast 'Un:''' +2" movement #'''Mean 'Un':''' +1 to the damage of Mighty Fists and Tail attacks #'''Heavy 'Un:''' +1 dice roll for the Destructive Bulk ability #'''Loud 'Un:''' Once per battle at the start of the combat phase, -1 to hit on enemy models within 3" #'''Weird 'Un:''' Whenever you are affected by a spell or endless spell, you can ignore it on a 4+. ==={{color|#cc9900|Warchanter Beats}}=== Every warchanter in your army knows a warbeat, pick one from the table below, you can only use the ability once per turn. #'''Get 'Em Beat:''' At the start of charge phase, roll a dice, on a 4+ pick a friendly unit wholly within 12", that unit can charge with 3D6 dice and can attempt a charge from 18". #'''Fixin' Beat:''' In the hero phase, pick a friendly model within 12" and on a 4+ you heal it for D3 wounds. #'''Killa Beat:''' At the start of the combat phase, pick 1 enemy unit within 12", on a 4+ you get +1 to hit when attacking that target. ==={{color|#cc9900|Spell Lore}}=== Each wizard can pick one spell from: '''{{color|#cc9900|Lore of the Weird}}''' #'''Brain Bursta:''' On a 5+, pick 1 visible enemy unit within 16" and roll 2D6, if you roll over the bravery of that enemy unit it suffers D6 MW's, if not then just D3 MW's #'''Mighty 'Eadbutt:''' On a 5+, pick 1 enemy hero within 16" and visible, it suffers D3 MW's, if it's a Wizard then it suffers D6 MW's instead. This has the advantage of always doing D6 on Wizards compared to Brain Bursta, but not much else. #'''Da Blazin' Eyes:''' On a 6+, pick a point within 4D6" and visible and draw a line, roll a dice for each enemy model it passes over and on a 4+ it suffers 1 MW. #'''Da Great Big Green Hand of Gork:''' On a 7+, pick a friendly ironjawz unit wholly within 24" and more than 3" from enemy units, pick it up and set it up more then 9" away from enemy models, it can't move in the movement phase. #'''Bash 'Em Lads:''' On a 8+, add 1 to wound rolls for friendly ironjawz units wholly within 16" of the caster. #'''Wrath of Gork:''' On a 8+, pick 1 enemy unit within 16" and visible, roll 2 dice for each friendly ironjawz unit with 2+ models wholly within 16", for each 2+ you roll inflict 1 MW to the chosen enemy unit. ==={{color|#cc9900|Clans}}=== Like most recent battletomes, when you pick the Ironjawz allegiance you may say they are from a certain clan and get their bonuses. If you choose to use one of these clans then you cannot pick a generic Command trait, and your first artefact has to be the one provided by the clan. If your General is named, then you lose the Command Trait. *Do note that you can "evade" the Trait or Item tax by simply having a different General than the specified one. EG if the Trait specifically refers to a Megaboss, you can have a Weirdnob Shaman and he can choose whatever Trait he wants. '''{{color|#cc9900|Ironsunz}}''' ''The posterboy choice. It provides good bonuses everywhere save when it comes to the Command trait, but there are ways to dance around it if you're willing to pay the price. Also has access to exclusive White Dwarf battalions. ;Trait - Ironsunz Kunnin': -1 to hit rolls for enemy attacks in the first battle round. ;Command Ability - Alright - Get 'Em!: Use it at the end of the enemy charge phase, pick 1 friendly unit that is between 3-12" of an enemy unit and wholly within 18" of a friendly hero, that unit can charge. ;Command Trait - Right Fist of Dakkbad - Megaboss: get +1 CP at the start of the battle. *A bit odd as this is completely inferior to Dead Kunnin, so unless you want to have General CA range on the Megaboss, it's more useful to make a Weridnob Shaman the General, but keep in mind a Megaboss general is needed for the IJ Waaagh. ;Artefact - Sunblessed Armour - Megaboss: Attacks that target the bearer have their rend reduced by 1, to a minimum of 0. '''{{color|#cc9900|Bloodtoofs}}''' ''They wear red armor, so you should know by now what their playstyle is about.'' ;Trait - Hunt and Crush: +1 run and charge, which stacks with the Ironjawz Allegiance ability. ;Command Ability - Breakthrough Da Line: At the end of the combat phase, pick a friendly unit that's already fought wholly within 24": of a hero, that unit can make a normal move but can't retreat or run. ;Command Trait - Get Da Realmgate: Add 2 to the dice result when you use the Ironjawz Waagh! allegiance ability if there's a baleful realmgate on the table. (Due to the matched play terrain rules, you can always choose to put a realmgate on the table) ;Artefact - Quickduff Amulet - Megaboss: Once per battle, cast Great Green Hand of Gork for free and cannot be unbound. '''{{color|#cc9900|Da Choppas}}''' ''Da weird 'uns. Their bonuses, though gimmicky, are solid. The Warchanter's reliability and Shaman's Megaboss keyword allow for listbuilding tweaks.'' ;Trait - Vandal Hordes: Re-roll charges if the unit is within 12" of a terrain feature that's partially or wholly within enemy territory. ;Command Ability - Rabble Rouser: Pick a warchanter, that warchanter can pick 3 Brutes or Ardboyz to benefit from its Violent Fury ability. ;Command Trait - Checked Out: +2 bravery for units wholly within 18" of the general. ;Artefact - Megaskull Staff - Weirdnob Shaman: Hero gets the '''Megaboss''' keyword for when you use the Ironjawz Waagh! ability.
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