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==Ironjaws== ===Heroes=== *'''Gordrakk the Fist of Gork:''' Da BIGGEST boss (Megaboss to be more precise) of the AOS setting. And first NEW named character warscroll (Celestant prime and Archaon don't count). To start off with Gordrakk's stat wheel. First of all Bigteef can FLY meaning Gordrakk has a 12" unobstructed movement range when at full health. Stat-wise, Bigteef is pretty impressive, sporting more Wounds, more claw-swings and a consistent 3 tail-swipes over a run-of-the-mill Maw-Krusha. Gordrakk keeps up with the big boys of AOS with two powerful weapons, one that gets stronger against Heroes and one that gets stronger against Wizards. His Command Ability is incredibly powerful but requires you to build your army around it: You can only use it once per game. You pick one Destruction unit (so Ogres can be picked as well). The unit gets to roll 3D6 for charges, discarding none, and gets +2 attacks with all their melee weapons. Now this sounds powerful, but not single-use named character "THE VOICE OF GORK" powerful. Until you notice the little remark that if the unit you picked was from a Battalion, the entire Battalion gets the boost. Holy Shit. Can you spell "Beastclaw Avalanche"? *'''[[Grimgor Ironhide]]:''' Once the biggest and baddest warboss there was, then Incarnate of Beasts, now a lethal force multiplier. Sure, he can fight by himself, with Gitsnik having -2 rending and his Almighty 'Eadbutt issuing d3 wounds, but he just provides so much more than just killing. Put him within 10" of another Orruk hero and he adds +1 to hit. Stack him with a unit of Black Orcs and they become Immortulz and re-roll 1s to-hit. His Command Ability is also deadly, as all Orruk units within 10" now add +1 to hit, which could be devastating with the proper army backing him up. If you make him the general, always bring another boss (namely a Black Orc one) with him. *'''Megaboss on Maw-Krusha:''' If you don't want the flashy yellow special character git, you can just take the garden variety. This here guy still flies, has lots of wounds with a 3+ save, powerful attacks, a dangerous not-a-breath-attack and the Destructive Bulk ability that shoves tiny little roadblocks out of the way. Oh, and unlike most monster-riding Heroes, this one's Command Ability is actually better than the footslogger's, as it's pretty much the same ability but with higher range. *'''Megaboss:''' The big'un. The Megaboss is an extremely powerful centerpiece even without a flying bulldog to accompany him. With two very powerful melee weapons that get stronger as he kills Heroes and a buff to Brutes and a Command Ability, the Megaboss can keep up with the best of them. In fact, there are some Heroes riding monsters who are hilariously out-gunned by this guy. *'''Black Orc Big Boss:''' Similar to the Greenskinz warboss, he's got three setups: Choppa/Shield (with save re-roll), Double Choppas (Which inflict a bonus attack if they make a hit roll of 6), and the big choppa with -2 Rending. Unlike the Greenskinz version, he lacks options for a mount or a banner, but they have little need of that. What they need is another Orruk hero (like Grimgor) within 10" so they can add +1 to their hit rolls. In addition, if he uses his Command Ability, he can inflict a mortal wound to an Ironjaw unit within 5" that will undo a failed battleshock test, making sure the line holds...somewhat. All in all, don't make him general unless you bring tons of Black Orcs. If his ability worked with other Greenskinz, maybe it'd be better to take him, but as it is, don't. *'''Weird-Nob Shaman:''' THE most dangerous Wizard in melee as he has just about the same melee profile as all the other wizards, but with D3 attacks instead of 1. He also gains a bonus to his casting rolls depending on how many other Ironjaws are around him. And he so needs that boost, because his unique spells, while powerful, have unreasonably high casting values. Foot of Gork in particular can potentially grind entire units to paste, but has a casting value of 10. Remember, average of 2D6 is 7, so this spell is improbable even with the +2 bonus. And more often than not, it will do 1-2 Mortal Wounds and then just flat stop. But when it works, boy does it hurt. *'''Warchanter:''' This guy is hilarious. He drums out a beat with his Gorkstikk and Morkstikk. And he drums it on foes' skulls, preferably still kinda living. And while he's utter crap in melee no matter what his special rule wants you to believe, he dishes out a sweet, sweet buff to help your other guys. Also, despite having no banner, he's a TOTEM, which is important for some missions (and Bestigors. Holy crap, keep this guy away from Bestigors). ===Units=== *'''Ardboyz:''' Orcs+1. They're armed with better stats (2 wounds like chaos warriors and 4+ save) , Their choppas give 2 attacks and they add +1 to hit if a Black Orc Boss is within 6" of them. Without a Big Boss...they're better off used sparingly, as they won't benefit from any Greenskinz buffs. **'''Waaagh Drummer:''' You can add +2 to Charge if you have one in the unit. **'''Standard Bearer:''' Ironjaws get two options for banners: The Orc Banner adds +2 Bravery (Making them Bravery 7) to a unit if there are nearby enemies, which should be always. The Icon of Mork (of Probably Gork) allows the unit a chance to negate a unit fleeing on a roll of a 6. *'''Brutes:''': Orcs on steroids(More steroids).NOTE:This is just first impressions from the warscroll. First up the stat wheel. Brutes have three wounds each making them even tougher than a stormcast (Quite right too) with a better than average 4+ save. They are however as slow as a dwarf and have a Meh bravery of 6. This unit comes with three weapon loadout options PLUS another three for the units Boss. All their attacks deal rend and range from 4 attacks on a close 1" range weapon or 3 attacks on a 2" range weapon that deals D3 DAMAGE EACH!. They also come with a couple of decent looking abilities. First up they can re roll hits when facing anything with 4 or more wounds (Sucks to be you Heros and Monsters). To make this lot even more adept at Crumpin high wound units if a boss carries a Boss Klaw and succesfully HITS then the Brute smasha weapon automatically hits (Providing you attacked with the Klaw first). *'''Gore-Gruntas:'''
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