Fan challenge is based upon the Mega Gargant challenge from the ToC 2020 book. These challenges are non-official releases from Games Workshop and are designed to incorporate bigger models onto the Warcry table. |
Ironjawz: Battle for the Maw-Krusha.
At the Realm of Beast deep within Ghur a Maw-Krusha managed to escape the captivity from its former
master. With the taste of freedom the Maw-Krusha rampages the lands breaking everything on its way, be it trees, settlements or scared screaming villagers.
Brave forces of all factions are on their way to try and capture this Monster in the hopes to enslave it to their ranks, but at the same time the Orruk Warclans are trying to hold off these forces so their Megaboss can retakethis beast.
For this challenge you will need 1 Maw-Krusha and a number of Orruk Ardboyz and/or Orruk Brutes and 2 warbands of your choice.
Setup |
Warbands
Each player musters a warband as described in the Core rules with the following amendments. - The fighters in each player's warband must be chosen from their warband roster.
- The combined point value of the fighter’s in each warband cannot exceed 1200 points value.
Waaagh Fighter's This Challenge uses the rules and abilities for the Ironjawz from the Warcry 2.0 Compendium ( any Arreta changes apply to this challenge). There are 3 Waaagh Fighter's battle groups. - 2 of them consist of Orruk Arboyz and Orruk Brutes (no heroes) to a maximum point value of 400 points.
- The 3rd group is the Maw-Krusha.
The Orruk Ardboyz and Orruk Brutes can use their abilities and reaction as also the general abilities and reaction. For this 6D6 are rolled and those are used to activate any abilities.
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Battleplan |
- Terrain: Draw a terrain card as normal
- Deployment: Setup the Maw-Krusha within 3" of the center of the battlefield. Each player chooses a different long side of the battle field and sets up all their Fighter's within 3" of the battlefield edge. The Waaagh Fighter's are set in reserve.
- Victory: If the Maw-Krusha is taken down the players win the challenge, otherwise by the end of the 5th round the battle ends and the Waaagh Fighter's win the challenge.
- Twist: none (but you are free to choose a random twist card)
- Priority: At the start of the battle all players roll 1D6, the player that rolls the highest has priority, after that follow the core rules when it comes to priority.
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Special rules |
Waaagh Fighter's In the reserve phase of the 2nd battle round the Waaagh Fighter's battle groups are placed onto the battlefield. The player controlling the Waaagh Fighter's chooses a different short side of the battlefield for each battle groups and sets them up 6" from the center of the battlefield Maw-Krusha The Maw-Krusha is a Waaagh Monster and uses the following battle card below. The Maw-Krusha uses its own Behavior and Ability table. Each action and ability the Maw-krusha uses is explained below.
This battle group is an elite battle group and follows the following rules when activating. At the start of the activation determine whether the Maw-Krusha is "In combat range", "In Threat range" or "Beyond threat range" - In combat range:
If a visible enemy fighter is within combat range (1") of the Maw-Krusha, the Maw-Krusha is considered "In combat range" - In threat range:
if a visible enemy fighter is not in combat range, measure the distance between the Maw-Krusha and the visible enemy. If the distance between the two equals or is lower then the Move characteristic of the enemy + the highest Weapon range characteristic of the enemy, the Maw-Krusha is considered "In threat range" - Beyond threat range:
if a visible enemy is not in combat range and the distance between the enemy fighter and the Maw-Krusha is higher then the enemy's Move characteristic + the highest Weapon range characteristic, then the Maw-Krusha is considered "beyond threat range"
To activate the Maw-Krusha roll a D6 and follow the Behavior and Ability table below.
Behavior Table |
D6 |
In Combat Range |
In Threat Range |
Beyond Threat Range |
1 |
Recuperate-Attack |
Recuperate-Move |
Recuperate-Move |
2 |
Indomitable-Attack |
Indomitable-Move |
Indomitable-Move |
3 |
Attack-Attack |
Move-Attack |
Move-Move |
4 |
Fury-Attack-Attack |
Move-Move |
Move-Move |
5 |
Berserk-Attack-Attack |
Move-Move |
Move-Move-Charge |
6 |
Deadly Strike-Attack-Attack |
Move-Berserk-Attack |
Move-Move-Charge |
Ability Table |
Ability |
Details |
Berserk: |
Add 1 to the Attacks characteristic of attack actions made by this
fighter until the end of their activation. |
Charge: |
This fighter makes a bonus move action. At the end of that move
action, if there are any enemy fighters within 1" of this fighter, the players pick 1
of those enemy fighters. Allocate D3 damage points to that fighter. |
Deadly Strike: |
A fighter can use this ability only if there are any visible enemy
fighters within 1" of this fighter. The player picks 1 of those enemy fighters and allocates D6 damage points to that fighter. |
Fury: |
Add 1 to the Strength characteristic of attack actions made by this fighter
until the end of their activation |
Indomitable: |
Until the end of the battle round, add 1 to the Toughness
characteristic of this fighter. |
Recuperate: |
Remove 10 damage points allocated to this fighter. |
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I would like to inform you again that this is a Fan Challenge. So please leave any comments or feedback regarding the Fan Challenge in the comments sections so other readers can read your experience. I hope you had a fun battle. More Fan Challenges will be posted when I have a chance.
FLAIRC