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. | ||
| 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 |
Passive |
| Q: | If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed? |
| A: | Yes. |
| Q: | If a HERO is able to join another HERO's regiment (e.g. The Shadow Queen joining Morathi-Khaine, do they take the place of a non-HERO unit in that regiment? |
| A: | Yes. |
The INFANTRY keyword is used in the following Ironjawz warscrolls:
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:
Any Hero Phase | 1 |