Zoggrok's Ironmongerz
An Army of Renown for Ironjawz: only the units below, with these battle traits and enhancements in place of the army’s own, and no battle formation. It cannot take a Regiment of Renown. Build one by choosing it under Army of Renown in the list builder.
Battle traits
Effect: While a friendly Zoggrok Anvilsmasha is within the combat range of another friendly Ardboyz unit:
• That Zoggrok Anvilsmasha has Ward (4+).
• Each time you make a successful ward roll for that Zoggrok Anvilsmasha, allocate 1 damage point to a friendly Ardboyz unit within its combat range after the damage sequence has been resolved.
Effect: Friendly Zoggrok's Ironmongers Ardboyz units with 3 or more models have Ward (5+) while they are wholly within 12" of a different friendly Zoggrok's Ironmongerz Ardboyz unit with 3 or more models.
Effect: Melee weapons used by friendly Zoggrok's Ironmongers units have Anti-Faction terrain (+1 Rend) and Anti-War Machine (+1 Rend).
Declare: Pick a friendly Zoggrok's Ironmongers unit that is more than 9" from any enemy units and had any damage points allocated to it this turn.
Effect: That unit can move D6". It cannot pass through the combat ranges of enemy units. It cannot end that move in combat.
Heroes (6)
Ardboy Big Boss4" · 6W · Sv 3+ 90
Megaboss4" · 8W · Sv 3+ 120
Megaboss (Scourge of Aqshy)4" · 8W · Sv 3+ 150
Warchanter4" · 6W · Sv 4+ 110
Weirdnob Shaman4" · 6W · Sv 6+ 110
Zoggrok Anvilsmasha4" · 7W · Sv 3+ 160
Units (8)
Ardboyz4" · 2W · Sv 3+ 160
Brute Ragerz4" · 3W · Sv 5+ 100
Brutes4" · 3W · Sv 3+ 160
Brutes (Scourge of Aqshy)4" · 3W · Sv 3+ 170 Ironskull's Boyz
4" · 3W · Sv 3+ 110 Morgok's Krushas
4" · 3W · Sv 3+ 110
Weirdbrute Wrekkaz4" · 3W · Sv 5+ 90
Weirdbrute Wrekkaz (Scourge of Ghyran)4" · 3W · Sv 5+ 90
Faction Terrain
Effect: While this terrain feature has a Shouty Boss:
• The Shouty Boss cannot use Move abilities.
• Instead of measuring range or visibility to the Shouty Boss, measure to this terrain feature instead.
• All attacks that would target the Shouty Boss target this terrain feature instead.
• If this terrain feature is destroyed, before removing it from the battlefield, inflict D3 mortal damage on the Shouty Boss. Then, set up the Shouty Boss on the battlefield within 3" of this terrain feature and not in combat. That unit is no longer the Shouty Boss. If it is not possible to set up the Shouty Boss, it is slain.
Declare: If this terrain feature does not have a Shouty Boss , pick a friendly Ironjawz Infantry Hero that is not in combat and is within 3" of it to be the target.
Effect: Place the target on this terrain feature. The target is now a Shouty Boss (see 'Man da Tower').
Declare: Pick a visible enemy unit within 18" of this terrain feature to be the target.
Effect: Roll a dice. Add 1 to the roll if this terrain feature has a Shouty Boss. On a 4+, pick 1 of the following effects to apply to the target until the start of your next turn:
*Dat's Ours, Ya Git!:* Subtract 3 from the target's control score.
*Zog Off Wiv Ya Magic!:* Subtract 1 from casting rolls and/or chanting rolls for the target.
*Oi! Hold it!:* Subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1.
Effect: If this terrain feature has a Shouty Boss that was not placed on it this turn, set up the Shouty Boss on the battlefield wholly within 6" of this terrain feature and not in combat. That unit is no longer a Shouty Boss.
Spell Lore
Declare: Pick a friendly Zoggrok's Ironmongerz Wizard to cast this spell, pick a visible friendly Zoggrok's Ironmongerz Infantry unit wholly within 12" of them to be the target, then make a casting roll of 2D6.
Effect: Until the start of your next turn, add 1 to the number of dice rolled when making charge rolls for the target, to a maximum of 3.
Artefact of Power
Effect: If any damage points are allocated to an enemy unit by attacks made by this unit, that enemy unit is krump'd until the start of your next turn.
While a unit is krump'd:
• Subtract 1 for save rolls for that unit.
• Ignore positive modifiers to save rolls for that unit.
Heroic Trait
Effect: If a friendly Zoggrok's Ironmongers Ardboyz or Brutes unit wholly within 12" of this unit uses the 'Rally' command, you can make 3 additional rally rolls of D6.
Manifestation Lore
Declare: Pick a friendly Ironjawz or Kruleboyz Wizard or Priest within 3" of this Manifestation to be the target.
Effect: Pick either 1 or 2 to add to casting rolls or chanting rolls for the target until the start of your next turn. Then, roll a number of dice equal to the number picked. For each 1-2, allocate 1 damage point to the target (ward rolls cannot be made for those damage points). For each 5+, until the start of your next turn, add 1 to charge rolls for friendly Kruleboyz or Ironjawz units while they are wholly within 12" of this Manifestation. Friendly units can be affected by this ability multiple times and the effects are cumulative.
Declare: If there is not a friendly Gork-Roara on the battlefield, pick a friendly Ironjawz Wizard to cast this spell, then make a casting roll of 2D6.
Effect: Set up a Gork-Roara wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
Prayer Lore
Declare: Pick a friendly Zoggrok's Ironmongerz Priest to chant this prayer, then make a chanting roll of D6.
Effect: If the chanting roll was 5-9, pick a visible terrain feature wholly within 12" of the chanter. If the chanting roll was 10+, pick a visible terrain feature wholly within 18" of the chanter instead. That terrain feature is trampled by Gork for the rest of the battle.
Roll a D3 each time an enemy unit ends a move within 6" of a terrain feature that is trampled by Gork. On a 2+, inflict an amount of mortal damage on the enemy unit equal to the roll.