Warhammer Underworlds: Shadespire – Ironskull's Boyz
Warhammer Underworlds: Shadespire – Ironskull's Boyz Rulebook
Table of Contents
Table of Contents
Grand Alliance Destruction Warscrolls
Ironskull's Boyz is listed without a strikethrough on the warscroll page, so it can use either of the Grand Alliance Destruction warscrolls below (Brutal and Kunnin').
Grand Alliance Destruction: Brutal
Inspire: Immediately after a friendly fighter Attacks an enemy fighter that is Flanked or Surrounded, Inspire the attacker and any friendly fighters adjacent to the target.
Get Da Boss! At the start of the first Action step in each battle round, you can push each friendly fighter 1 hex. That push must end closer, or adjacent, to an enemy leader (crown icon).
'Ave This, Ya Git!: Despite their love of war and violence, the harbingers of destruction get very annoyed when their enemies have the temerity to charge them first.
Use this immediately after an enemy fighter has Charged. Pick a friendly fighter adjacent to that enemy fighter. That friendly fighter can Attack, but that Attack must target the enemy fighter that Charged. This ability can only be used once per game.
'Ere We Go!: Wounding one of Gorkamorka's lot rather than killing it outright is a fatal mistake that has befallen all too many warriors.
Use this immediately after picking a damaged friendly fighter to Attack. That fighter's weapons have +1 Attack dice for that Attack. This ability can only be used once per game.
Mob Mentality: It's not easy to land a blow on one wildly swinging berserker, let alone two of them fighting side by side.
Use this immediately after a friendly fighter is picked to be the target of a melee Attack if another friendly fighter is adjacent. The target has a Save characteristic of 2 (shield icon) for that Attack. This ability can only be used once per game.
Grand Alliance Destruction: Kunnin'
Inspire: After your Action step, Inspire each friendly fighter adjacent to a damaged enemy fighter.
Kunnin': At the start of the first Action step in each battle round, if your leader (crown icon) is on the battlefield, you can discard an Upgrade equipped by a friendly fighter, then pick a Ploy from your Power discard pile and add it to your hand. You cannot pick the same Ploy more than once per game.
Part of Da Plan: Mork's faithful consider it perfectly acceptable to gang up on a foe and give them a good shanking.
Use this immediately after picking the target of an Attack if the target is Flanked or Surrounded. Rolls of (melee icon) and (ranged icon) count as successes for that Attack. This ability can only be used once per game.
Sneaky Traps: Caltrops, nets, gas bombs and toxic slime: these nasty tools can leave an enemy reeling. An easy target for a well-aimed strike.
Use this in your Power step. Until the end of the battle round, hexes adjacent to friendly fighters are treated as stagger hexes in addition to other hex types. This ability can only be used once per game.
Dis is My Turf, Mate: Those who attempt to drive Gorkamorka's armies from territory they have claimed are likely to meet a grisly fate.
Use this immediately after picking the target of an Attack. Melee Attack rolls made for the attacker as part of melee Attacks always count as having more (Save icon) than the Save roll for the purposes of Drive Back and Overrun until that Attack is resolved. This ability can only be used once per game.
Ironskull's Boyz Fighter Cards
The PDF prints the warband's fighter cards in two rows of four. The top row has grey borders; the bottom row has gold borders. Each card shows its name, a line of subtitle names, its stat icons, and a stat line at the bottom. The stat line reads, left to right: the crossed-swords (attack type) icon, the first value (a hexagon icon), the second value (a crossed-blades icon), a third value (a star icon), and then the small icons after it. The stat block on each card is transcribed below as printed.
Japanese sub-titles on the cards are omitted.
Top row (grey border)
| Card | Subtitle names | Leader | Save (shield) | Wounds (red) | Grit (orange) | Stat line (hex / blades / star) | Icons after stat line |
|---|---|---|---|---|---|---|---|
| Gurzag | Kraneohierro | Yes (crown icon) | 1 | 4 | 3 | 1 / 2 / 3 | None |
| Bonekutta | Knochnschneida / Kortahuezoz | No | 1 | 4 | 2 | 1 / 2 / 2 | None |
| Basha | Klopa / Machaka | No | 1 | 4 | 1 |
Bottom row (gold border)
| Card | Subtitle names | Leader | Save (shield) | Wounds (red) | Grit (orange) | Stat line (hex / blades / star) | Icons after stat line |
|---|---|---|---|---|---|---|---|
| Gurzag | Kraneohierro | Yes (crown icon) | 2 | 4 | 3 | 1 / 3 / 3 | One icon |
| Bonekutta | Knochnschneida / Kortahuezoz | No | 1 | 4 | 2 | 1 / 2 / 3 | One icon |
| Basha | Klopa / Machaka | No | 1 | 4 | 1 |
Notes
- The "Save" column is the shield icon on each card. The Mob Mentality warscroll above uses the same shield icon as a Save characteristic.
- The PDF does not print ability text for the fighter cards. Their abilities are carried by the small icons after each stat line. This PDF has no legend for those icons, so they are not transcribed here and the file does not guess at them.
- Gurzag's top and bottom rows differ in Save (1 vs 2), in the second stat-line value (2 vs 3), and in the icon after the stat line.