Age of Sigmar: ‘Scourge of Ghyran’ Ironjawz Rule Updates

The Ironjawz are ready to unleash a krumpin’ in the Age of Sigmar with these new Scourge of Ghyran rule updates.
We’re going to keep this one simple because the Ironjawz have destruction to get to. Warhammer Community shared 2 new battle formations, 3 new monstrous traits, and 2 alternate warscrolls. Let’s do this.
“Right, listen up. No muckin’ about. Dis post is all about Ironjawz and how good at smashin’ stuff dey are. No magic or fancy taktiks, dey just want to hit stuff harder. “
Download the Scourge of Ghyran Ironjawz Rules Here
Scourge of Ghyran Ironjawz Battle Formations
Kicking things off, we have the new Brutefist battle formation. This unlocks the good ol’ Mightiest Destroyers for the Ironjawz. What does that do? It lets you use the Mighty Destroyers on a second target if you have a Megaboss on the battlefield. And even if you don’t, you can still use it on a 3+ roll!
Bigsnikkaz is the second battle formation. This one unlocks Duff Up Da Big Thing. You get to choose an Ironjawz unit, and they get to add 1 to wound rolls against targets that have a greater Health characteristic than their own. So yeah, pick a fight with a unit with a larger health stat (like a monster or hero) and then go to pound town!
Scourge of Ghyran Ironjawz Monstrous Traits
There are three different monstrous traits to try out as well. Big’Un is the first one, and it adds 1 to the Rend of companion weapons. That’s straightforward enough — not flashy but effective! Second is Fast’un, which can be used once per battle. It allows your monster to use a ‘normal move’ during the hero phase once per battle.
Finally, we have Mad’un. This one can be triggered when the monster charges. You roll a D3, and if you get a 2+, you deal that much mortal damage to the unit. However, if you manage to slay any models, then you get to use it again! I kind of wish GW had explained this one a bit more because it seems like they can just keep rolling 2+ to smash a unit to dust…
Scourge of Ghyran Ironjawz Warscrolls
As for the two Warscrolls we have alternate options for the Gore-Gruntas and the Weirdbrute Wrekkaz. Also why is it sometimes an “s” and sometimes a “z” with these names? C’mon Ironjawz, let’s have some consistency here.
Anyhow, the Gore-Gruntas now inflict extra damage on the charge. Additionally, they can also pass through enemy infantry models and their combat ranges. They just can’t stop in combat range unless it’s specified in an ability that is used (like charging). This should make them much tougher to pin down overall.
As for the Weirdbrute Wrekkaz got even weirder. I’ll let WarCom explain:
“The Wrekkaz have turned proper wonky in Ghyran. Some say it’s due to all the super-massive shrooms growing everywhere, others think that because everything is so green they feel surrounded by Gork (or possibly Mork). Whatever the case, their presence inspires nearby Ironjawz to get in on the madness. “
Propa Wonky is their new ability and it really just grants a friendly Ironjawz unit wholly within 12″ an additional +1 to hit rolls with their combat attacks. Their reason is weird but the effect is pretty nice!
Will this cause the Ironjawz to clamp down victory in Ghyran or will the Realm of Life uh…find a way?
