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The warclans of the orruks are a big green fist that slams into the guts of the Mortal Realms with each new day. Followers of Gorkamorka, the god of destructive, primal violence, they fight purely for the savage joy of fighting. Ironjaw and Bonesplitter alike are caught up in a tidal wave of violence that smashes entire civilisations to rubble.

This page contains all of the rules you need to field your Orruk Warclans miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.
Contents
• Icebone

Books

BookKindEditionVersionLast update
  Orruk WarclansBattletome21.1December 2019

Designers’ Commentary

Battletome: Orruk Warclans

 Q: Some Ironjawz and Bonesplitterz warclan rules state that if my general is a specific model (e.g. IRONSUNZ MEGABOSS) they must take the command trait or artefact of power listed for that warclan. But if my general is not the model specified, can I pick a different command trait or artefact of power?
 A
Yes.
 Q: Can I use the Quickduff Amulet to cast the Great Green Hand of Gork spell outside of the hero phase?
 A
No.
 Q: Does the Drakkfoot Strength of Purpose ability apply to other abilities and/or artefacts of power that provide the same effect as the Ethereal ability? For example, does it apply to the Ethereal Amulet artefact from Malign Sorcery?
 A
No.
 Q: Does the Drakkfoot Strength of Purpose ability mean I can allocate more than 3 wounds to Morathi in the same turn?
 A
No.
 Q: If a Big Waaagh! or Bonesplitterz army takes the Ironfist warscroll battalion, can both armies use the Mighty Destroyers command ability even though it is an Ironjawz battle trait?
 A
Yes.
 Q: If I take a Big Waaagh! army, can I choose artefacts of power from Malign Sorcery for the HEROES in my army?
 A
Yes.
 Q: If the ‘Locus of Diversion’ battle trait forces an IRONJAWZ unit to fight at the end of the combat phase, but the ‘Smashing and Bashing’ battle trait is in effect, does the unit fight immediately or at the end of the combat phase?
 A
If two abilities that apply to a unit are contradictory and cannot both be used, the ability that was applied second takes precedence. This means that the IRONJAWZ unit would fight immediately instead of at the end of the combat phase. Note that this only occurs when it is impossible to use both abilities. For example, if one ability gave a unit a hit modifier of +1 and another ability gave the same unit a hit modifier of -1, both would be applied (and effectively cancel each other out).

Allies

FACTIONALLIES
Big Waaagh!Gloomspite Gitz
BonesplitterzIronjawz, Gloomspite Gitz
IronjawzBonesplitterz, Gloomspite Gitz

Ironjawz Battle Traits

Eager for Battle

Ironjawz are always spoiling for a good fight.

Add 1 to charge rolls for friendly IRONJAWZ units.

Ironjawz Warclans

Many Ironjawz warclans fight in their own unique fashion.

If your army is an Ironjawz army, you can give your army the BLOODTOOFS keyword, CHOPPAS keyword, or IRONSUNZ keyword. All IRONJAWZ units in your army gain that keyword, and you can use the extra abilities listed for that warclan.

Mad as Hell

Nothing infuriates the Ironjawz more than cowardly foes that attack them from afar.

At the end of any phase, if any wounds or mortal wounds have been inflicted in that phase on an IRONJAWZ unit that is more than 9" from any enemy units, that IRONJAWZ unit can move D6".

Smashing and Bashing

When one Ironjawz mob smashes up the enemy, it inspires other mobs to do the same.

In the combat phase, after a friendly IRONJAWZ unit has fought, if the attacks made by that unit resulted in any enemy units being destroyed, you can pick 1 friendly IRONJAWZ unit that has not yet fought in that combat phase and that is within 3" of an enemy unit. That unit fights immediately, before the opposing player picks a unit to fight in that combat phase. That unit cannot fight again in that combat phase unless an ability or spell allows it to fight more than once.

COMMAND ABILITIES
If you have an Ironjawz army, you can use the following command abilities:

Ironjawz Waaagh!

Ironjawz fight even harder when their boss bellows out an almighty ‘Waaagh!’.

You can use this command ability once per battle, at the start of the combat phase, if you have an Ironjawz army and your general is a MEGABOSS and on the battlefield. If you do so, roll a dice and add the number of friendly IRONJAWZ units wholly within 18" of your general to the roll. If the roll is up to 11, until the end of that phase add 1 to the Attacks characteristic of melee weapons used by friendly IRONJAWZ units wholly within 18" of your general. If the roll is 12 or more, until the end of that phase add 2 to the Attacks characteristic of melee weapons used by friendly IRONJAWZ units wholly within 18" of your general.

Mighty Destroyers

The Ironjawz allow nothing to stop them from getting to grips with their enemies.

You can use this command ability in your hero phase. If you do so, pick 1 friendly IRONJAWZ unit wholly within 12" of a friendly IRONJAWZ HERO or wholly within 18" of a friendly IRONJAWZ HERO that is a general. That unit must make a normal move if it is more than 12" from any enemy units, must fight if it is within 3" of any enemy units, and must attempt to charge in any other circumstances. You cannot pick the same unit to benefit from this command ability more than once per hero phase.

Ironjawz Command Traits

Ironclad Warlords

MEGABOSS only.

D6COMMAND TRAIT
1

Hulking Muscle-bound Brute

Even by orruk standards, this boss is huge, and he is ever eager to throw his immense weight around in battle.

After this general makes a charge move, you can pick 1 enemy unit within 1" of this general and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

2

Live to Fight

The only time this warrior is not in combat is when they are charging headlong into a fresh set of enemies.

You can re-roll wound rolls for attacks made by this general and their mount if they made a charge move in the same turn.

3

Brutish Cunning

After countless battles, this general has learnt how to get his boys stuck into the enemy as quickly as possible.

Once per battle round, this general can use the Mighty Destroyers command ability without spending 1 command point.

4

Ironclad

Incoming blows bounce harmlessly off this general’s impressively robust armour.

Add 1 to save rolls for attacks that target this general.

5

Bestial Charisma

With a deafening bellow, this greenskin lets every orruk around know that no one leaves the fight until it’s over.

Once per battle round, this general can use the Inspiring Presence command ability without spending 1 command point.

6

Mighty Waaagh!

Waves of greenskins flock to the call of this bellicose orruk, knowing that they will be led to a mighty fight.

If this general has the Ironjawz Waaagh! command ability, count the number of eligible units within 24" of this general instead of 18". In addition, if successful, the ability affects eligible units within 24" of this general instead of 18".


Champions of the Weird

WEIRDNOB SHAMAN only.

D3COMMAND TRAIT
1

Dead Kunnin’

Thisshaman is a surprisingly deep thinker for an orruk, coming up with all manner of kunnin’ ways to bash their enemies.

At the start of the first battle round, you receive D3 additional command points.

2

Master of the Weird

This shaman has learnt how to harness the magical power of the Waaagh! to maximum effect.

Add 1 to casting, dispelling and unbinding rolls for this general.

3

Bursting with Power

This gibbering shaman is capable of unleashing all manner of strange Waaagh! sorceries.

This general knows 1 extra spell from the Lore of the Weird. In addition, they can attempt to cast 1 extra spell in your hero phase.


Ironjawz Artefacts of Power

Da Boss’s Hoard

MEGABOSS only.

D6ARTEFACT OF POWER
1

Armour of Gork

This bashed-together armour is thick and heavy, and when it was blessed by Gork, it gained its own fierce fighting spirit.

If the unmodified save roll for an attack made with a melee weapon that targets the bearer is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

2

Destroyer

This brutal weapon can topple a gargant, though once discharged its powers can only be recharged under a blood-red moon.

Pick one of the bearer’s melee weapons. Once per battle, at the start of the combat phase, you can add 3 to the Damage characteristic of that weapon until the end of that phase.

3

Daubing of Mork

The Daubing of Mork is a mark of great favour bestowed upon a particularly resilient orruk.

Roll a dice each time a wound or mortal wound is allocated to the bearer. On a 6, that wound or mortal wound is negated.

4

The Golden Toof

To acquire this prized fang, an orruk must first prove they mean business by smashing it out the mouth of its previous owner.

Do not take battleshock tests for friendly IRONJAWZ units while they are wholly within 12" of the bearer.

5

Metalrippa’s Klaw

The bladed tips of this massive iron gauntlet can tear through even the thickest armour.

Pick one of the bearer’s melee weapons. Change the Rend characteristic of that weapon to -3 before applying any other modifiers to that weapon’s Rend characteristic.

6

The Boss Skewer

This gigantic spike has held aloft the heads of conquered kings over many long centuries.

Add 1 to the Bravery characteristic of friendly IRONJAWZ units while they are wholly within 18" of the bearer, and subtract 1 from the Bravery characteristic of enemy units while they are within 12" of the bearer.


Weird Trinkets

WEIRDNOB SHAMAN only.

D3ARTEFACT OF POWER
1

Great Green Visions

When breathed deeply, the heady incense burning in this enchanted skullbrazier lends its bearer uncanny insight into the future as he reads the flow of Gorkamorka’s warlike energies.

At the start of your hero phase, roll a dice. On a 4+, you receive 1 command point.

2

Amberbone Hoard

The Ghurish realmstone worn by the shaman, taking the form of glimmering amber skulls and horns, can fill him with tremendous bestial power and savagery in times of war.

Add 1 the Attacks characteristic of melee weapons used by the bearer, and add 1 to save rolls for attacks that target the bearer.

3

Shamanic Skullcape

An orruk shaman who takes the skulls of enemy wizards can draw on some of their residual power, bolstering his spells.

Add 1 to casting rolls for the bearer. In addition, if an enemy WIZARD is slain by wounds inflicted by attacks made with the bearer’s melee weapons, you can pick 1 spell known by the slain WIZARD. The bearer knows that spell for the rest of the battle.


Ironjawz Mount Traits

If an Ironjawz army includes any HEROES mounted on a MAW-KRUSHA, one of those HEROES can have a mount trait. Declare which HERO has the mount trait and then choose or roll for a mount trait from the following table. You can choose one extra HERO to have a mount trait for each warscroll battalion in your army. The same HERO cannot have more than one mount trait, and an army may not include duplicates of the same mount trait.
D6MOUNT TRAIT
1

Big ’Un

Thislarge Maw-krusha is incredibly tough, even for one of its resilient breed.

Add 1 to this model’s Wounds characteristic.

2

Fast ’Un

This aggressive Maw-krusha can close in on its prey with shocking swiftness.

Add 2" to this model’s Move characteristic.

3

Mean ’Un

This bloodthirsty beast loves nothing more than to tear its victims into bloody chunks.

Add 1 to the Damage characteristic of this model’s Mighty Fists and Tail.

4

Heavy ’Un

This monster uses its vast bulk and sheer momentum to flatten anything in its path.

Add 1 to Destructive Bulk rolls for this model.

5

Loud ’Un

This Maw-krusha’s roar leaves even the mightiest enemies stunned and disorientated.

Once per battle, at the start of the combat phase, this model can unleash a mighty roar. If it does so, until the end of that phase, subtract 1 from hit rolls for attacks made by enemy models within 3" of this model.

6

Weird ’Un

Thisstrange beast has an innate resistance to even the most powerful magic.

Each time this model is affected by a spell or endless spell, you can roll a dice. If you do so, on a 4+, ignore the effects of that spell on this model.


Warchanter Warbeats

Each WARCHANTER in an Ironjawz army knows one warbeat from the following table. You can either choose or roll for the warbeat each WARCHANTER knows. Each warbeat can only be attempted once per turn, regardless of how many WARCHANTERS know it.

D3WARBEAT
1

Get ’Em Beat

Nearby orruks are eager to get to the foe.

At the start of your charge phase, 1 model that knows this warbeat can use it. If they do so, roll a dice. On a 4+, pick 1 friendly IRONJAWZ unit wholly within 12" of this WARCHANTER. In that phase, you can attempt to charge with that unit if it is within 18" of the enemy instead of 12". Roll 3D6 instead of 2D6 when making the charge roll for that unit.

2

Fixin’ Beat

Even the most grievous wounds can be fixed by this magical beat.

In your hero phase, 1 model that knows this warbeat can use it. If they do so, pick 1 friendly model within 12" of this WARCHANTER and roll a dice. On a 4+, you can heal up to D3 wounds allocated to that model.

3

Killa Beat

Thismesmerising beat reduces a foe to a near-catatonic state.

At the start of the combat phase, 1 model that knows this warbeat can use it. If they do so, pick 1 enemy unit within 12" of this WARCHANTER and roll a dice. On a 4+, add 1 to hit rolls for attacks made with melee weapons that target that unit in that phase.


Ironjawz Spell Lores

You can choose or roll for one spell from the following table for each IRONJAWZ WIZARD in an Ironjawz army.

Lore of the Weird

D6SPELL
1

Brain-bursta

The shaman glowers at their target before letting loose a bolt of brain-melting force.

Brain-bursta has a casting value of 5. If successfully cast, pick 1 enemy unit within 16" of the caster and visible to them, and roll 2D6. If the roll is greater than that unit’s Bravery characteristic, that unit suffers D6 mortal wounds; if not, that unit suffers D3 mortal wounds.

2

Mighty ’Eadbutt

Thiswave of green energy seeks out enemy bosses, and it is especially harmful to wizards.

Mighty ’Eadbutt has a casting value of 5. If successfully cast, pick 1 enemy HERO within 16" of the caster and visible to them. That HERO suffers D3 mortal wounds. If that HERO is a WIZARD, they suffer D6 mortal wounds instead of D3.

3

Da Blazin’ Eyes

Mork (or possibly Gork) gives the shaman the ability to project beams of coruscating energy from their eyes.

Da Blazin’ Eyes has a casting value of 6. If successfully cast, pick a point on the battlefield within 4D6" of the caster that is visible to them. Then draw an imaginary straight line 1mm wide between that point and the closest part of the caster’s base. Roll a dice for each enemy model passed across by this line. On a 4+, that model’s unit suffers 1 mortal wound.

4

Da Great Big Green Hand of Gork

A ghostly green hand picks up a mob of Ironjawz and plonks them back down where most needed.

Da Great Big Green Hand of Gork has a casting value of 7. If successfully cast, pick 1 friendly IRONJAWZ unit wholly within 24" of the caster that is visible to them and more than 3" from any enemy units. Remove that unit from the battlefield and set it up again anywhere on the battlefield more than 9" from any enemy units. It may not move in the subsequent movement phase.

5

Bash ’Em, Ladz!

The shaman leaks fighty energy that boosts the prowess of nearby Ironjawz mobs.

Bash ’Em, Ladz! has a casting value of 8. If successfully cast, until your next hero phase, you can add 1 to wound rolls for attacks made by friendly IRONJAWZ units while they are wholly within 16" of the caster.

6

Wrath of Gork

The shaman draws on the energy of the boyz around them and uses it to conjure up a mighty fist to pound the foe.

Wrath of Gork has a casting value of 8. If successfully cast, pick 1 enemy unit within 16" of the caster and visible to them, and then roll 2 dice for each friendly IRONJAWZ unit with 2 or more models that is wholly within 16" of the caster. For each 2+, you can inflict 1 mortal wound on that enemy unit.


Ironjawz Warclans

These rules can be used by units in a Ironjawz army that have been given the appropriate keyword (see the Ironjawz Warclans Battle Trait).

Bloodtoofs

TheBloodtoofs hold to a simple philosophy: the first orruk into the fight gets to experience the best of the scrapping. Thewarclan hurtles across the Eight Realms at a breakneck pace, massed mobs of Gore-gruntas and their ground-bound kin fearlessly plunging through Realmgates to find new and ever bloodier battles.

ABILITIES
Hunt and Crush: The Bloodtoofs are always on the move. They can cover the ground between themselves and their enemies in a terrifyingly short amount of time.
Add 1 to run and charge rolls for BLOODTOOF units (the charge roll modifier is in addition to the Eager for Battle modifier).

COMMAND ABILITY
Break ThroughDa Line: Bloodtoofs eagerly smash their way through anybody foolish enough to stand before them, their advance swiftly picking up speed once the enemy have been crushed into the ground.
You can use this command ability at the end of your combat phase. If you do so, pick 1 friendly BLOODTOOF unit that fought in that combat phase and that is wholly within 24" of a friendly BLOODTOOF HERO. That unit can make a normal move, but cannot run or retreat.

COMMAND TRAIT
A BLOODTOOF general must have this command trait instead of one listed in Ironjawz Command Traits section.

Get Da Realmgate: The sight of a Realmgate fills the Bloodtoofs with joy for the promised battles to come.
If there are any Baleful Realmgate terrain features on the battlefield when this general uses the Ironjawz Waaagh! command ability, add 2 to the dice roll that determines the effect of the ability.

ARTEFACT OF POWER
The first BLOODTOOF MEGABOSS to receive an artefact of power must be given the Quickduff Amulet.

Quickduff Amulet: Bloodtoof bosses hoard any magic artefacts they find that get them into the fight quicker
Once per battle, the bearer can cast the Great Green Hand of Gork spell from the Lore of the Weird. If they do so, that spell is automatically cast (do not roll 2D6) and cannot be unbound.

Da Choppas

There is no length Da Choppas will not go to in their quest to cast down and defile everything they can get their grubby green hands on. Whooping and howling at the tops of their voices, vast mobs of Ardboys charge across the battlefield as a scrum of chequered blue armour, worked into a frenzy by the Choppas’ many Warchanters.

ABILITIES
Vandal Hordes: There is nothing a rowdy mob of Choppas enjoys more than ripping down and desecrating the monuments and structures of their enemies.
You can re-roll charge rolls for CHOPPAS units that are within 12" of a terrain feature that is fully or partially in enemy territory.

COMMAND ABILITY
Rabble Rouser: Warchanters of Da Choppas are experts at whipping large mobs of Ardboys and Brutes into a violent frenzy
You can use this command ability when you use a friendly CHOPPAS WARCHANTER’S Violent Fury ability. If you do so, you can pick up to 3 different friendly CHOPPAS BRUTES units and/or CHOPPAS ARDBOYS units to be affected by the ability instead of 1 friendly IRONJAWZ unit.

COMMAND TRAIT
A CHOPPAS general must have this command trait instead of one listed in Ironjawz Command Traits section.

Checked Out: Lots of blue and white checks on a Choppa’s armour denote a reputation for being dead ’ard, anarchic and brutal on the battlefield.
Add 2 to the Bravery characteristic of friendly CHOPPAS units while they are wholly within 18" of this general.

ARTEFACT OF POWER
The first CHOPPAS WEIRDNOB to receive an artefact of power must be given the Megaskull Staff.

Megaskull Staff: The skull mounted atop this staff once belonged to a mighty Megaboss, and it is still capable of inspiring a full-blooded Waaagh!
The bearer is treated as having the MEGABOSS keyword for the purposes of the Ironjawz Waaagh! command ability.

Ironsunz

Few warclans are as kunnin’ as the Ironsunz. Led by the most tactically gifted orruks that their Megaboss, Dakkbad Grotkicker, could bash into submission, the many Brute mobs of the Ironsunz advance at a slow but unstoppable pace before slamming into their foes with surprising speed.

ABILITIES
Ironsunz Kunnin’: The Ironsunz know that the less they get hit, the more hitting they can do, and they have come up with all manner of methods to ensure they can get stuck into the fight.
Subtract 1 from hit rolls for attacks made by enemy units that target an IRONSUNZ unit in the first battle round.

COMMAND ABILITY
Alright – Get ’Em: At a bellowed command, the Ironsunz start to pick up a surprising momentum, their sudden onslaught catching the foe utterly off-guard.
You can use this command ability at the end of the enemy charge phase. If you do so, pick 1 friendly IRONSUNZ unit that is within 12" of an enemy unit, wholly within 18" of a friendly IRONSUNZ HERO, and more than 3" from any enemy models. That unit can attempt to charge.

COMMAND TRAIT
An IRONSUNZ MEGABOSS general must have this command trait instead of one listed in Ironjawz Command Traits section.

Right Fist of Dakkbad: Ironsunz generals are carefully selected by Dakkbad from amongst the cleverest of their kind.
At the start of the first battle round, you receive 1 additional command point.

ARTEFACT OF POWER
The first IRONSUNZ MEGABOSS to receive an artefact of power must be given the Sunzblessed Armour.

Sunzblessed Armour: The heavy iron plates worn by this hulking Megaboss are marked with crude sigils of Gorkamorka and are so tough they can blunt even the sharpest blade.
Worsen the Rend characteristic of attacks that target the bearer by 1 (to a minimum of ‘-’).

Bonesplitterz Battle Traits

Bonesplitterz Warclans

Many Bonesplitterz warclans fight in their own unique fashion.

If your army is a Bonesplitterz army, you can give your army the BONEGRINZ keyword, DRAKKFOOT keyword, or ICEBONE keyword. All BONESPLITTERZ units in your army gain that keyword, and you can use the extra abilities listed for that warclan.

Monster Hunters

Bonesplitterz mobs are adept at bringing down the many ferocious monsters that inhabit the Mortal Realms.

If a friendly BONESPLITTERZ unit is within 3" of an enemy MONSTER when it is chosen to fight, before it piles in, you can pick one of the following abilities to apply to it until the end of that phase:

Wild Abandon: That unit can move an extra 3" when it piles in.

Stab! Stab! Stab!: Add 1 to hit rolls for attacks made by that unit that target a MONSTER.

Berserk Strength: If the unmodified wound roll for an attack made by that unit that targets a MONSTER is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Spirit of the Beast

The Bonesplitterz are unrelenting in their desire to slay the greatest monsters they can find. When they do so, the released beast spirit imbues them with primal courage.

Do not take battleshock tests for a BONESPLITTERZ unit if any enemy MONSTERS were slain by wounds inflicted by that unit in the same turn.

Tireless Trackers

A Bonesplitterz army moves at a relentless pace when hunting its prey, appearing suddenly and giving the enemy no time in which to prepare.

After armies are set up, but before the first battle round begins, half the BONESPLITTERZ units in a Bonesplitterz army (rounding up) can move up to 5". If both players can move units before the first battle round begins, they must roll off, and the winner chooses who moves their units first.

Warpaint

Bonesplitterz are daubed with warpaint that they believe bestows the favour of Gorkamorka. The collective belief is so great that these charms actually do protect them; arrows, swords and even arcane fireballs are all deflected by a selfgenerated aura of faith.

Roll a dice each time you allocate a wound or mortal wound to a model with this battle trait. On a 6, that wound or mortal wound is negated.

COMMAND ABILITY
If you have a Bonesplitterz army, you can use the following command ability:

Bonesplitterz Waaagh!

Bonesplitterz fight even harder when their boss bellows out an almighty ‘Waaagh!’.

You can use this command ability once per battle, at the start of the combat phase, if you have a Bonesplitterz army and your general is on the battlefield. If you do so, roll a dice and add the number of friendly BONESPLITTERZ units wholly within 18" of your general to the roll.

If the roll is up to 11, until the end of that phase add 1 to the Attacks characteristic of melee weapons used by friendly BONESPLITTERZ units wholly within 18" of your general.

If the roll is 12 or more, until the end of that phase add 2 to the Attacks characteristic of melee weapons used by friendly BONESPLITTERZ units wholly within 18" of your general.

Extra Hits

Several abilities allow BONESPLITTERZ units to score 2 hits instead of 1 on an unmodified hit roll of 6. If two or more such abilities apply at the same time, you score 1 extra hit for each ability. For example, if two such abilities applied to a unit, it would score 3 hits for each unmodified 6 (1 for the hit, plus 2 for the two abilities). If three such abilities applied to a unit, it would score 4 hits for each unmodified 6, and so on.

Bonesplitterz Command Traits

Heralds of the Great Green God

WURRGOG PROPHET or SAVAGE BIG BOSS only

D6COMMAND TRAIT
1

Killa Instinkt

This keen-eyed orruk knows exactly where to strike for maximum effect.

If the unmodified wound roll for an attack made with a melee weapon by this general is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

2

Waaagh!-monger

Thismighty boss is not only brutal, but very, very cunning.

If this general is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.

3

Great Hunter

Thistireless orruk drives his warclan relentlessly onward in pursuit of prey.

If this general is part of your army, when you use the Tireless Trackers battle trait, you can move eligible units 8" instead of 5".

4

Power of the Beast

This huge orruk is filled with the life-sustaining power of the beasts they have slain.

Add 2 to this general’s Wounds characteristic.

5

Voice of Da Gods

This Bonesplitter speaks with the bellowing authority of Gork and Mork.

Add 2 to the Bravery characteristic of friendly BONESPLITTERZ units while they are wholly within 18" of this general.

6

Monster Killa

Slaying a great beast of any kind drives this boss into a ferocious frenzy of killing.

In the combat phase, after this general has fought for the first time in that phase, this general can fight for a second time if they are within 3" of any enemy MONSTERS.


Shamanistic Quirks

BONESPLITTERZ WIZARDS only.

D3COMMAND TRAIT
1

Dead Kunnin’

Thisshaman is a surprisingly deep thinker for an orruk, coming up with all manner of kunnin’ ways to bash their enemies.

At the start of the first battle round, you receive D3 additional command points.

2

Master of the Weird

This shaman has learned how to harness the magical power of the Waaagh! to maximum effect.

Add 1 to casting, dispelling and unbinding rolls for this general.

3

Fuelled by the Spirits

This orruk has absorbed so many beast spirits that he is a wild font of Waaagh! energy.

This general knows 1 extra spell from the Lore of the Savage Beast. In addition, they can attempt to cast 1 extra spell in your hero phase.


Bonesplitterz Artefacts of Power

Boss Bones and other Gubbinz

BONESPLITTERZ HERO only.

D6ARTEFACT OF POWER
1

Dokk Juice

A sip of this potent brew temporarily grants the imbiber the regenerative qualities of a troggoth – if they are able to keep it down for long enough, that is.

Once per battle, in your hero phase, you can heal D6 wounds allocated to the bearer.

2

Savage Trophy

This bone trophy has an inspirational effect on the Bonesplitterz.

Add 1 to the Bravery characteristic of friendly BONESPLITTERZ units while they are wholly within 18" of the bearer.

3

Lucky Bone

Some bones are just lucky.

Once per phase, you can either re-roll 1 hit roll or 1 wound roll for an attack made by the bearer, or you can re-roll 1 save roll for an attack that targets the bearer.

4

Glowin’ Tattooz

Themost potent tattoos contain the spirits of powerful beasts, their glowing magic protecting the orruk from harm.

When you use the Warpaint battle trait to negate a wound or mortal wound for this model, it negates the wound or mortal wound on a 4+ instead of a 6.

5

Greatdrake Toof

These dragon fang weapons are able to hack apart the enemy with ease.

Pick one of the bearer’s melee weapons. If the unmodified wound roll for an attack made with that weapon is 6, double the damage inflicted by that attack.

6

Weepwood Big Shiv

This jagged shiv grows stronger when fed on the spirits of monsters.

Pick one of the bearer’s melee weapons. Add 1 to the Attacks characteristic of this weapon.


Reservoirs of Waaagh! Energy

BONESPLITTERZ WIZARD only.

D3ARTEFACT OF POWER
1

Big Wurrgog Mask

By tapping into this ancient mask’s power, the wearer can shoot deadly green bolts from their eyes – but if they stare too long, their head may explode!

In your hero phase, you can select 1 enemy unit within 12" of the bearer that is visible to them and roll up to 3 dice. If you do so, each roll of 2+ inflicts D3 mortal wounds on that unit and each roll of 1 inflicts D3 mortal wounds on the bearer.

2

Mork’s Boney Bitz

These bits of bone are especially strong in the power of the Great Green God.

You can add 1 to casting rolls for the bearer. If there are two or more enemy MONSTERS within 24" of the caster, add 2 to casting rolls instead of 1.

3

Mystic Waaagh! Paint

A shaman marked with this warpaint is a natural conduit for the wild power of Waaagh! magic.

At the start of your hero phase, roll on the Lore of the Savage Beast table. The bearer can attempt to cast that spell in that hero phase, in addition to any other spells that they can normally attempt to cast. If the bearer already knows that spell, they can attempt to cast it 1 extra time in that hero phase, in addition to any other spells that they can normally attempt to cast.


Bonesplitterz Spell Lores

You can choose or roll for one spell from the following table for each BONESPLITTERZ WIZARD in a Bonesplitterz army.

Lore of the Savage Beast

D6SPELL
1

Squiggly Curse

The shaman transforms a target into a squiggly beast. Scooping up the poor unfortunate victim, the orruk squeezes the magic from the tiny creature to boost their spells.

Squiggly Curse has a casting value of 6. If successfully cast, pick 1 enemy HERO within 3" of the caster and roll a dice. That HERO suffers D3 mortal wounds. If that HERO is slain by those mortal wounds, you can add 1 to casting rolls for the caster for the rest of the battle. If the casting roll was a double, that HERO suffers D6 mortal wounds instead of D3 mortal wounds.

2

Breath of Gorkamorka

Beseeching Mork (or maybe Gork) for help, the shaman calls down a blast of arcane power. Nearby Bonesplitterz are swept off their feet, hurling them through the air and into the fray.

Breath of Gorkamorka has a casting value of 6. If successfully cast, pick 1 friendly BONESPLITTERZ unit wholly within 24" of the caster that is visible to them. Until your next hero phase, double that unit’s Move characteristic. In addition, until your next hero phase, that unit can fly. If the casting roll was a double, triple that unit’s Move characteristic instead of doubling it.

3

Brutal Beast Spirits

The shaman summons roaring beast spirits to bolster the speed and fighting prowess of their boys.

Brutal Beast Spirits has a casting value of 6. If successfully cast, pick 1 friendly BONESPLITTERZ unit wholly within 24" of the caster that is visible to them. Until your next hero phase, add 1 to run and charge rolls for that unit, and add 1 to hit rolls for attacks made by that unit. If the casting roll was a double, you can select 2 different friendly BONESPLITTERZ units wholly within 24" of the caster to be affected by this spell instead of 1.

4

Bone Krusha

A swirl of green energy coalesces around the shaman’s head before punching towards the enemy, breaking bones and rupturing organs.A swirl of green energy coalesces around the shaman’s head before punching towards the enemy, breaking bones and rupturing organs.

Bone Krusha has a casting value of 6. If successfully cast, pick 1 enemy unit within 24" of the caster that is visible to them. If the target is within 6" of the caster, it suffers D6 mortal wounds. If the target is more than 6" and within 12" of the caster, it suffers D3 mortal wounds. If the target is more than 12" from the caster, it suffers 1 mortal wound.

5

Kunnin’ Beast Spirits

Thisspell infuses the shaman’s boys with stealthy predator spirits. Enemy attacks struggle to bring them down as the savage warriors close in for the kill.

Kunnin’ Beast Spirits has a casting value of 6. If successfully cast, pick 1 friendly BONESPLITTERZ unit wholly within 24" of the caster that is visible to them. Until your next hero phase, add 1 to save rolls for attacks that target that unit.

6

Gorkamorka’s War Cry

The shaman takes a huge gulp of Waaagh! magic before opening their mouth impossibly wide and letting it out in world-shaking roar.

Gorkamorka’s War Cry has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Inflict D3 mortal wounds on that unit. In addition, that unit fights at the end of the next combat phase.


Bonesplitterz Warclans

These rules can be used by units in a Bonesplitterz army that have been given the appropriate keyword (see the Bonesplitterz Warclans Battle Trait).

Bonegrinz

The Bonegrinz insist that they are the best beast hunters around, and anyone who disagrees is likely to get an arrow in the gob. Thewarclan swamps the battlefieldwith massive numbers of Arrowboys and Savage Orruks, relying on sheer weight of numbers to batter their foes into submission.

ABILITIES
Bring It On!: The stinga arrows and chompas used by the Bonegrinz are made from amber-tipped bone that awakens the beast within their victims, causing the target to charge forward so the Bonegrinz can get ’em.
Enemy units within 12" of any friendly BONEGRINZ units at the start of their charge phase must attempt to charge and must make a charge move if it is possible for them to do so. In addition, any enemy unit within 3" of a friendly BONEGRINZ unit cannot retreat.

COMMAND ABILITY
Feel Da Spirit!: Bonegrinz Big Bosses are expert at whipping up the furious spirit of Gorkamorka in their boys.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly BONEGRINZ unit wholly within 18" of a friendly BONEGRINZ SAVAGE BIG BOSS. Until the end of that phase, if the unmodified hit roll for an attack made by that unit is 6, that attack scores 2 hits on the target instead of 1.

COMMAND TRAIT
A BONEGRINZ general must have this command trait instead of one listed in Bonesplitterz Command Traits section.

A Right Monster: This boss’s reputation for carnage and slaughter strikes terror into the hearts of their foes.
Subtract 1 from the Bravery characteristic of enemy units while they are within 12" of this general.

ARTEFACT OF POWER
The first BONEGRINZ SAVAGE BIG BOSS to receive an artefact of power must be given a Maw-krusha Beast Totem.

Maw-krusha Beast Totem: Beast totems are made from the bones of different monsters, each evoking traits the Bonegrinz seek to emulate. With their foul temper and crushing strength, Maw-krushas are always a popular choice.
Once per battle, in your shooting phase, the bearer can shoot as if they were armed with an Innard-bursting Bellow from the Megaboss on Maw-krusha warscroll.

Drakkfoot

No warclan channels the weird magic of Gorkamorka with as much potency as the Drakkfoot. Crazed green zealots, they believe their holy mission is to rid the realms of gheists and daemons. They aim to do this by zapping the ‘spookz’ with Waaagh! magic and bashing them with enchanted weapons.

ABILITIES
Strength of Purpose: The zealous self-belief of Drakkfoot orruks disrupts the magic of daemons and turns spirits corporeal just long enough for the orruks to hit them.
The Ethereal ability has no effect on attacks made by a DRAKKFOOT unit. In addition, any ability that negates wounds has no effect on wounds inflicted by a DRAKKFOOT unit.

COMMAND ABILITY
Shout Down da Magic!: Drakkfoot prophets and shamans can inspire their lads to shout so loudly that it unbinds the spells cast by their enemies.
You can use this command ability after an enemy WIZARD casts a spell. If you do so, pick 1 friendly DRAKKFOOT unit with 10 or more models that is wholly within 18" of a friendly DRAKKFOOT WURRGOG PROPHET or DRAKKFOOT WARDOKK. That unit can attempt to unbind that spell (no other units can attempt to unbind that spell). Add 1 to the unbinding roll if that unit has 20 or more models.

COMMAND TRAIT
The general of a Drakkfoot army does not receive a command trait. Instead, all DRAKKFOOT WIZARDS know the Fireball spell instead of the Arcane Bolt spell.

Fireball: The shaman conjures a ball of greenish flame that shoots forward and explodes amongst the foe.
Fireball has a casting value of 5. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. If that enemy unit has 1 model, it suffers 1 mortal wound; if it has 2-9 models, it suffers D3 mortal wounds; and if it has 10 or more models, it suffers D6 mortal wounds.

ARTEFACT OF POWER
The first DRAKKFOOT HERO to receive an artefact of power must be given a Burnin’ Tattooz.

Burnin’ Tattooz: These tattoos blaze with a fiery red light when awakened, burning foes that draw too close.
When you use the Warpaint battle trait to successfully negate a wound or mortal allocated to the bearer, you can inflict 1 mortal wound on 1 enemy unit within 1" of the bearer.

Icebone

The Icebone hail from the frozen tundras of the Realm of Beasts, and Icebone orruks are as hardy and vicious as any winter beast from that savage land. Rampaging forth on snorting, white-furred war boars, they swing weapons crafted from supernatural ice that chill their foes’ blood in their veins.

ABILITIES
Freezing Strike: Icebone warriors are armed with weapons made from shards of ice infused with Waaagh! energy that are capable of freezing whatever they hit right down to the marrow.
If the unmodified wound roll for an attack made by an ICEBONE unit is 6, improve the Rend characteristic of that attack by 1.

COMMAND ABILITY
Freeze and Run: Icebone boarboys circle the foe on their boars, charging in to hack away at them before backing off while their weapons slowly freeze it solid.
You can use this command ability at the end of the combat phase. If you do so, pick 1 friendly ICEBONE BOARBOYS unit that is within 3" of an enemy unit and wholly within 18" of a friendly ICEBONE HERO. That ICEBONE BOARBOYS unit can retreat. In addition, until your next charge phase, subtract 2 from charge rolls for enemy units that were within 3" of that ICEBONE BOARBOYS unit before it retreated.

COMMAND TRAIT
An ICEBONE MANIAK WEIRDNOB general must have this command trait instead of one listed in Bonesplitterz Command Traits section.

Pure-bred War Boar: The Icebone warclan is renowned across the Mortal Realms for breeding some of the most dangerous and powerful of all war boars.
Add 2" to this general’s Move characteristic. In addition, add 1 to hit and wound rolls for attacks made by this model’s War Boar.

ARTEFACT OF POWER
The first ICEBONE HERO to receive an artefact of power must be given a Kattanak Pelt.

Kattanak Pelt: Kattanaks are enormous ursine monsters with three heads from the Skyblind Tundras. Their pelts are considered inspirational artefacts to the Icebones and are worn by their greatest champions.
Add 1 to the Bravery characteristic of friendly ICEBONE units while they are wholly within 18" of the bearer.

Big Waaagh! Battle Traits

The Big Waaagh!

When orruks gather together as part of a Big Waaagh!, the power of Gorkamorka builds in them over time, reaching a climax of violent energy that is eventually unleashed with utterly destructive results.

The abilities bestowed by the Big Waaagh! are determined with Waaagh! points. You receive Waaagh! points in the following ways:

PtsEvent
D6 ptsAt the start of your hero phase, if your general is on the battlefield. If your general is GORDRAKK, you receive 6 Waaagh! points instead of D6. 
2 ptsAt the start of your hero phase, for each friendly WARCHANTER that is on the battlefield. 
1 ptAt the start of your hero phase, for each friendly friendly WURRGOG PROPHET and WARDOKK that is on the battlefield. 
1 ptIn your charge phase, for each friendly ORRUK unit with 10 or more models that makes a charge move
1 ptAt the start of your combat phase, for each friendly ORRUK HERO within 3" of an enemy unit. 
1 ptAt the start of your combat phase, for each friendly ORRUK unit with 10 or more models that is within 3" of an enemy unit. 

The maximum number of Waaagh! points you can have is 30. Once your Waaagh! points reach this total, any further increases are ignored.

If your Waaagh! points are subsequently reduced to less than 30, you can start collecting Waaagh! points once more, but any that were ignored are permanently lost.

The number of Waaagh! points your army has determines which of the following Waaagh! powers your army receives. Note that the powers are cumulative – you have all of the powers that have a Waaagh! power point requirement that is equal to or less than your army’s current total.

PtsWaaagh! Power
4Zog ’Em: As the power of the Waaagh! builds, the orruks close with cowardly enemies attacking from range.
At the end of any phase, if any wounds or mortal wounds have been inflicted in that phase on an ORRUK unit that is more than 9" from any enemy units, that ORRUK unit can move D6". 
6Zap ’Em: The Waaagh! energy empowers the magical abilities of any orruk shaman.
You can use the Waaagh! Magic battle trait. 
8Get ’Em: The growing power of the Waaagh! sees the orruks charge into battle with renewed haste.
Add 1 to charge rolls for friendly ORRUK units. 
12Laugh at ’Em: Surrounded by a nimbus of green energy, the orruks shrug off even the mightiest blows.
Roll a dice each time you allocate a wound or mortal wound to a friendly ORRUK model. On a 6, that wound or mortal wound is negated. 
16Smash ’Em: As the Waaagh! pounds through their skulls, the orruk hordes fight with a trance-like intensity and focus.
Add 1 to hit rolls for attacks made with melee weapons used by friendly ORRUK units. 
20Bash ’Em: As the Waaagh! begins to reach a crescendo, its green energy strengthens the sinews of the orruks.
Add 1 to wound rolls for attacks made with melee weapons used by friendly ORRUK units. 
24WAAAGH! The Waaagh! becomes barely containable, and requires just one last push to reach a critical mass.
Your general can use the Da Big Waaagh! command ability. 

Waaagh! Magic

If you have a Big Waaagh! army with at least 6 Waaagh! points, before making any casting, dispelling or unbinding rolls for a friendly WIZARD, you can say that they will draw on the power of the Waaagh! If you do so, you can reduce your army’s Waaagh! points by D3 points and add 1 to that casting, dispelling or unbind roll, or by D6 points and add 2 to that casting, dispelling or unbind roll.

You cannot use this battle trait more than once for the same WIZARD in the same phase.

COMMAND ABILITIES
If you have a Big Waaagh! army, you can use the following command abilities.

’Ere We Go, ’Ere We Go, ’Ere We Go!

The leaders of a Big Waaagh! know that a rousing chorus of ’Ere We Go does wonders for stoking the power of the Waaagh!

You can use this command ability at the start of your hero phase. If you do so, choose 1 friendly ORRUK HERO. You receive 1 Waaagh! point for every 10 ORRUK models that are within 12" of that ORRUK HERO, or within 18" of that ORRUK HERO if they are a general or a WARCHANTER. You cannot use this command ability more than once in the same phase.

Da Big Waaagh!

An Orruk warboss can unleash the full fury of his green horde by bellowing out a fullthroated cry of ‘Waaagh!’.

You can use this command ability at the start of the combat phase if you have a Big Waaagh! army with at least 24 Waaagh! points and your general is on the battlefield. If you do so, add 1 to the Attacks characteristic of melee weapons used by friendly ORRUK units until the end of that phase. You cannot use this command ability more than once per phase.

At the end of any phase in which you use this command ability, you must roll a dice. On a 1, reduce the Waaagh! points for your army to 0. On a 2-5, halve the Waaagh! points for your army (rounding down). On a 6, nothing happens.

Other Big Waaagh! Allegiance Abilities

Units in a Big Waaagh! army can have the following allegiance abilities in addition to the Big Waaagh! battle traits. Except where modified below, the normal rules for taking allegiance abilities apply (you cannot give a HERO more than 1 artefact of power, command traits do not apply to mounts, and so on).

Command Traits

If your army has an IRONJAWZ general, you can give them a command trait from the Ironjawz Command Traits tables.

If your army has a BONESPLITTERZ general, you can give them a command trait from the Bonesplitterz Command Traits tables.

Artefacts of Power

One HERO in a Big Waaagh! army can have an artefact of power. You may choose 1 additional HERO to have an artefact of power for each warscroll battalion you include in your army.

Any artefact of power taken for an IRONJAWZ HERO must come from the Ironjawz Artefacts of Power tables.

Any artefact of power taken for a BONESPLITTERZ HERO must come from the Bonesplitterz Artefacts of Power tables.

Mount Traits

1 IRONJAWZ HERO in a Big Waaagh! army can have an Ironjawz mount trait. You may choose 1 additional IRONJAWZ HERO to have a mount trait for each warscroll battalion you include in your army.

Warchanter Warbeats

1 IRONJAWZ WARCHANTER in a Big Waaagh! army can have a Warchanter warbeat. You may choose 1 additional IRONJAWZ WARCHANTER to have a Warchanter warbeat for each warscroll battalion you include in your army.

Spell Lores

Each IRONJAWZ WIZARD in a Big Waaagh! army knows 1 spell from the Ironjawz Spell Lores table.

Each BONESPLITTERZ WIZARD in a Big Waaagh! army knows 1 spell from the Bonesplitterz Spell Lores table.

Big Waaagh! Example

It is the start of the Orruk player’s first hero phase. Their general is on the battlefield, so they roll a dice and get a 2, giving them 2 Waaagh! points. They also have a Warchanter on the battlefield, which gives them another 2 points, for 4 points altogether. Thisis just enough to activate the Zog ’Em Waaagh! power, and the power will remain active as long as the Orruk player has at least 4 Waaagh! points.

By the end of their second turn, the Orruk player has accumulated 10 Waaagh! points, and so the Zap ’Em and Get ’Em Waaagh! powers have also been activated. By the start of the combat phase in their third turn, the Orruk player has 26 Waaagh! points (including the points for the units within 3" of the enemy), and decides to use their Da Big Waaagh! command ability. At the end of that phase they roll a dice, getting a 4, which means they must halve the number of Waaagh! points they have from 26 down to 13.

Battleplans

Battleplan

Tornado of Destruction

The only thing that Ironjawz love more than a good fight is to inflict total, wanton destruction. Any foe who encounters a rampaging Ironjaw horde has little option but to stand and fight. Attempting to flee will only result in the destruction of all they hold dear, and in any case, the Ironjawz will eventually track them to their hiding place and force them to do battle anyway. Thisleaves the defenders with no choice but to attempt to defeat the Ironjawz before they have penetrated too far into their homeland. With luck, they will drive the greenskins back before the brutish horde can reduce everything to a blasted wilderness.

The Ironjawz have been looking for a good scrap for ages, and at last they have found an opponent willing to put up a fight. What is more, they seem determined to protect some of their puny buildings and idols from the orruks. Theprospect of a good punch-up and the chance to inflict a bit of mindless violence has filled the Ironjawz with glee, and they can hardly wait to get stuck in!

THE ARMIES
Each player picks an army as described in the core rules. One player is the Ironjawz player and their opponent is the Guardian. The Ironjawz player must use an Ironjawz army.

THE BATTLEFIELD
You will need at least 6 terrain features to use this battleplan. Set the terrain features up so that at least half are wholly within the Guardian’s territory. These terrain features represent the locations that the Guardian is defending from the Ironjawz horde.

SET-UP
The Ironjawz player sets up first, wholly within their own territory. The Guardian sets up second, wholly within their own territory.

FIRST TURN
The Ironjawz player takes the first turn in the first battle round.

COMMAND ABILITY
The Guardian can use the Living Bulwark command ability.

Living Bulwark: At a command from their leaders, the Guardian’s warriors form a protective barrier to block the progress of the Ironjawz army.
You can use this command ability at the start of your movement phase. If you do so, pick up to D3 friendly units wholly within 18" of a friendly HERO. Until your next hero phase, those units cannot make normal moves or charge moves, but you can add 1 to hit rolls for attacks made by those units, and add 1 to save rolls for attacks that target those units.

VANDALISM
In their hero phase, if any models from the Ironjawz army are within 3" of a terrain feature that is wholly within the Guardian’s territory, they can attempt to vandalise it.

If they do so, each player rolls a dice and adds the number of friendly models they have within 3" of the terrain feature to the roll. If the Ironjawz player rolls higher, then the feature has been vandalised.

In addition, one WEIRDNOB SHAMAN in the Ironjawz army knows The Gorkamorka Stomp! spell, in addition to any other spells that they know.

The Ironjawz player must say which WEIRDNOB SHAMAN knows the spell when they are set up.

The Gorkamorka Stomp!: At the caster’s demand, a gigantic green foot descends from the skies and proceeds to smash the terrain beneath it to dust!
The Gorkamorka Stomp! has a casting value of 7. If successfully cast, pick 1 terrain feature within 12" of the caster and roll 2D6. If the roll is equal to or greater than the distance between the caster and the terrain feature, then it has been vandalised (see VANDALISM).

GLORIOUS VICTORY
The Ironjawz player immediately wins a major victory if all of the terrain features wholly within the Guardian’s territory have been vandalised. The Guardian immediately wins a major victory if every unit in the Ironjawz army has been destroyed.

If neither player has won a major victory by the end of the fifth battle round, the Ironjawz player wins a minor victory if at least half of the terrain features wholly within the Guardian’s territory have been vandalised, and the Guardian wins a minor victory if fewer than half of the terrain features wholly within their territory have been vandalised.


Battleplan

Beast Hunt

The goal of the Bonesplitterz is a straightforward one. Driven mad by the raging power of Gorkamorka, they seek to hunt and kill the mightiest monsters, harnessing the spirits of these beasts to bolster their own strength. In many cases, they will prey on wild creatures found roaming the blasted landscapes of each realm, yet on occasion a warclan will be fortunate enough to chance upon an army replete with monstrous beasts. When such a force is located, the orruks will hunt it down with relentless vigour, closing on their bestial prey with the certainty of a speeding arrowhead.

This battleplan tells of one such beast hunt. The Bonesplitterz have cornered an enemy force that has a large monstrous contingent upon the wild plains of Ghur, and now they are closing in for the kill. Their foes must try to slow down the onrushing mobs of orruks by sacrificing the lives of their own troops before even the most ferocious beasts they can muster are overrun and dragged down by the frenzied Bonesplitter hordes

THE ARMIES
Each player picks an army as described below. One player is the Bonesplitterz player and their opponent is the Hunted. The Bonesplitterz player must use a Bonesplitterz army. The following rules and restrictions apply:

Hunted Army: The Hunted army is chosen first. It must have 1 to 4 MONSTERS. For each MONSTER unit in the army, it can have up to 2 extra units that are not MONSTERS.

Bonesplitterz Army: The Bonesplitterz army is chosen second. For each MONSTER in the Hunted army, the Bonesplitterz army can have up to 3 units, at least one of which must be a HERO (if available).

SET-UP
The Hunted player sets up first, anywhere within their territory (see map). The Bonesplitterz player sets up second, with all units wholly within 6" of an edge of the battlefield.

The Bonesplitterz are converging from several directions at the same time. Because of this, a maximum of 1 HERO and up to 2 other units that are not HEROES can be set up within 6" of each edge of the battlefield.

FIRST TURN
The Bonesplitterz player takes the first turn in the first battle round.

THRILL OF THE HUNT
The Bonesplitterz are filled with the thrill of the hunt, which has driven any thoughts of self-preservation from their minds.
Do not take battleshock tests for units in the Bonesplitterz army.

SAVAGE BEASTS
The monsters in the Hunted army are particularly aggressive and savage examples of their kind.
Add 1 to hit rolls for attacks made by MONSTERS in the Hunted army.

GHUR!
This battle takes place in Ghur, the fearsome Realm of Beasts
The following Realm of Battle rules apply to this battle:

Wildform: The wizard transforms their allies into swift-moving bestial forms.
WIZARDS know the Wildform spell, in addition to any other spells that they know. Wildform has a casting value of 5. If successfully cast, pick 1 friendly unit within 12" of the caster that is visible to them. Add 2 to run and charge rolls for that unit until your next hero phase.

Primal Violence: Here every creature is red in tooth and claw, and both predator and prey
At the end of each combat phase, roll a dice. On a 6, carry out that combat phase again before moving on to the battleshock phase (do not roll again at the end of the second combat phase to see if a third combat phase takes place).

GLORIOUS VICTORY
The Bonesplitterz player immediately wins a major victory if all of the MONSTERS in the Hunted army are slain. The Hunted player immediately wins a major victory if every unit in the Bonesplitterz army is destroyed.

If neither player has won a major victory by the end of the fifth turn, the Bonesplitterz player wins a minor victory if at least half of the MONSTERS in the Hunted army have been slain, and the Hunted player wins a minor victory if less than half of the MONSTERS in their army have been slain.


Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

Orruk Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
IRONJAWZ BIG ’UNS FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Followers
1-45 Orruk Brutes
5-63 Orruk Gore-gruntas
BONESPLITTERZ BOARBOYS FOLLOWERS TABLE
D6Followers
1-45 Savage Boarboys
5-65 Savage Boarboy Maniaks
ORRUK FOLLOWERS TABLE
D6BonesplitterzIronjawz
1-310 Savage Orruks10 Orruk Ardboys
4-510 Savage Orruk Arrowboys10 Orruk Ardboys
610 Savage Orruk Morboys10 Orruk Ardboys

Bonesplitterz Orruks and Boarboys Followers Rewards Table

D6REWARD
1

Freezing Strike

Thesewarriors are armed with weapons made from shards of ice infused with Waaagh! energy, and they are capable of freezing whatever they hit right down to the marrow.

If the unmodified wound roll for an attack made by this unit is 6, improve the Rend characteristic of that attack by 1.

2

Strength of Purpose

The zealous self-belief of this mob disrupts the magic of daemons and turns spirits corporeal just long enough for the orruks to hit them.

The Ethereal ability has no effect on attacks made by this unit. In addition, any ability that negates wounds has no effect on wounds inflicted by this unit.

3

Bring It On!

The weapons used by this mob are made from amber-tipped bone that awakens the beast within their victims, causing the target to charge forward so the orruks can get ’em.

Enemy units within 12" of this unit at the start of their charge phase must attempt to charge and must make a charge move if it is possible for them to do so. In addition, any enemy unit within 3" of this unit cannot retreat.

4

Shout Down da Magic!

This mob shouts so loudly that it unbinds the spells cast by their enemies.

This unit can attempt to unbind 1 spell in the enemy hero phase (no other units can attempt to unbind that spell).

5

Extra Warpaint

When this mob gathers for battle, the shamans daub its warriors in an extra layer of warpaint making them especially lucky.

When you use the Warpaint battle trait for this unit, you can re-roll the dice that determines if a wound or mortal wound is negated.

6

Dead Sneaky

The orruks of this mob can be surprisingly sneaky when they want to be, catching out the foe with an unexpected advance or a sudden surprise attack.

Once per battle, in your hero phase, this unit can make a normal move or shoot.


Ironjawz Champion Rewards Table

D6REWARD
1

Hulking Muscle-bound Brute

Even by orruk standards, your champion is enormous, and he is ever eager to throw his immense weight around in battle.

After your champion makes a charge move, you can pick 1 enemy unit within 1" of this champion and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

2

Brutish Cunning

After countless battles, your champion has learnt how to get his boys stuck into the enemy as quickly as possible.

Once per battle round, your champion can use the Mighty Destroyers command ability without spending 1 command point.

3

Ironclad

Incoming blows bounce harmlessly off your champion’s impressively robust armour.

Add 1 to save rolls for attacks that target your champion.

4

Good at Finkin’

Your champion is amongst the cleverest of his kind.

At the start of the first battle round, you receive 1 additional command point.

5

The Golden Toof

To acquire this prized fang, an orruk must first smash it out of the mouth of its previous owner.

Do not take battleshock tests for friendly IRONJAWZ units while they are wholly within 12" of your champion.

6

Daubing of Mork

The Daubing of Mork is a mark of great favour bestowed upon a particularly resilient orruk.

Roll a dice each time a wound or mortal wound is allocated to your champion. On a 6, that wound or mortal wound is negated.


Bonesplitterz Champion Rewards Table

D6REWARD
1

Waaagh!-monger

This mighty champion is not only brutal but very, very cunning.

If your champion is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.

2

Power of the Beast

This huge orruk is filled with the life-sustaining power of the beasts it has slain.

Add 2 to your champion’s Wounds characteristic.

3

Glowin’ Tattooz

The most potent tattoos are those that contain the spirits of powerful beasts, their glowing magic protecting the orruk from harm.

When you use the Warpaint battle trait to negate a wound or mortal wound allocated to your champion, it negates the wound or mortal wound on a 4+ instead of a 6.

4

Greatdrake Toof

Weapons fashioned from the remains of dragons and drakes always stay sharp, their edges able to hack off limbs from even the largest creatures.

Pick one of your champion’s melee weapons. If the unmodified wound roll for an attack made with that weapon is 6, double the damage inflicted by that attack.

5

Mystic Waaagh! Paint

This warpaint opens your champion’s mind so that more of Gorkamorka’s power can pour into it.

At the start of your hero phase, roll on the Lore of the Savage Beast table. Your champion can attempt to cast that spell in that hero phase, in addition to any other spells that they can normally attempt to cast.

6

A Right Monster

Your champion has a particularly nasty reputation that strikes terror into the hearts of their foes.

Subtract 1 from the Bravery characteristic of enemy units while they are within 12" of your champion.


Ironjawz Orruks and Big ’Uns Followers Rewards Table

D6REWARD
1

Zog ’Em

These orruks can’t stand cowardly enemies attacking them from range.

At the end of any phase, if any wounds or mortal wounds have been inflicted in that phase on this unit and it is more than 9" from any enemy units, this unit can move D6".

2

Up and At ’Em

Urged on by their boss, this mob is forever rushing forwards to get stuck into the fight.

Once in each of your hero phases, the leader of this unit can use the Mighty Destroyers command ability on this unit without spending 1 command point.

3

Weird Mob

This mob is so filled with Waaagh! energy that it overcharges the spells of nearby Weirdnobs.

If a friendly WEIRDNOB SHAMAN is wholly within 18" of this unit while this unit has 10 or more models, it can use its Brutal Power ability to attempt to cast Green Puke twice, in addition to any other spells it can cast, instead of only once.

4

Hunt and Crush

This mob is always on the move, and they can cover the ground between them and their enemies in a terrifyingly short amount of time.

Add 1 to run and charge rolls for this unit (this charge roll modifier is in addition to the Eager for Battle modifier).

5

Vandal Hordes

There is nothing this rowdy mob enjoys more than ripping down and desecrating the monuments and structures of their enemies.

You can re-roll charge rolls for this unit if it is within 12" of a terrain feature that is fully or partially in enemy territory.

6

Kunnin’ Plans

This mob has devised all kinds of cunning plans to avoid getting hit early on in the battle.

In the first battle round, subtract 1 from hit rolls for attacks made by enemy units that target this unit.


Orruk Hero Followers Rewards Table

IRONJAWZ
D3REWARD
1

Hulking Muscle-bound Brute

Even by orruk standards, this hero is enormous.

After your hero makes a charge move, you can pick 1 enemy unit within 1" of this hero and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

2

Brutish Cunning

After countless battles, your hero has learnt how to get his boys stuck into the enemy as quickly as possible.

Once per battle round, your hero can use the Mighty Destroyers command ability without spending 1 command point.

3

Ironclad

Incoming blows bounce harmlessly off your hero’s impressively robust armour.

Add 1 to save rolls for attacks that target your hero.

BONESPLITTERZ
D3REWARD
1

Power of the Beast

This huge orruk is filled with the life-sustaining power of the beasts it has slain.

Add 2 to your hero’s Wounds characteristic.

2

Glowin’ Tattooz

This hero’s glowing tattoos protect them from harm.

When you use the Warpaint battle trait to negate a wound or mortal wound allocated to your hero, it negates the wound or mortal wound on a 4+ instead of a 6.

3

Greatdrake Toof

Weapons fashioned from the remains of dragons and drakes always stay sharp.

Pick one of your hero’s melee weapons. If the unmodified wound roll for an attack made with that weapon is 6, double the damage inflicted by that attack.

The IRONSUNZ and MEGABOSS keywords are used in following Orruk Warclans warscrolls:

Leader
Leader, Behemoth

The IRONJAWZ keyword is used in following Orruk Warclans warscrolls:

None
Leader
Leader, Behemoth
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The MEGABOSS keyword is used in following Orruk Warclans warscrolls:

Leader
Leader, Behemoth
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The IRONJAWZ and HERO keywords are used in following Orruk Warclans warscrolls:

Leader
Leader, Behemoth
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Inspiring Presence
You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly unit that is within 6" of friendly HERO, or 12" of a friendly HERO that is a general. That unit does not have to take battleshock tests in that phase.

The WEIRDNOB SHAMAN keyword is used in following Orruk Warclans warscrolls:

Leader
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

The MAW-KRUSHA and HERO keywords are used in following Orruk Warclans warscrolls:

Leader, Behemoth

The WARCHANTER keyword is used in following Orruk Warclans warscrolls:

Leader
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.

The IRONJAWZ and WIZARD keywords are used in following Orruk Warclans warscrolls:

Leader
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.

The BLOODTOOFS keyword is used in following Orruk Warclans warscrolls:

None
Leader
Leader, Behemoth

The BLOODTOOFS and HERO keywords are used in following Orruk Warclans warscrolls:

Leader
Leader, Behemoth

The BLOODTOOFS and MEGABOSS keywords are used in following Orruk Warclans warscrolls:

Leader
Leader, Behemoth

The DA CHOPPAS keyword is used in following Orruk Warclans warscrolls:

None
Leader
Leader, Behemoth

The DA CHOPPAS and WARCHANTER keywords are used in following Orruk Warclans warscrolls:

Leader

The DA CHOPPAS and BRUTES keywords are used in following Orruk Warclans warscrolls:

None

The DA CHOPPAS and ARDBOYS keywords are used in following Orruk Warclans warscrolls:

None
Command Traits
Whether cunning strategist or berserk butcher, every general has a unique style of command. If your general is a HERO and the allegiance abilities for your army include any command traits, you can choose or roll for one for your general. If, for any reason, you must select a new general during a battle, immediately choose or roll for a trait for them. Command traits have no effect on attacks made by a general’s mount unless noted otherwise.

The DA CHOPPAS and WEIRDNOB SHAMAN keywords are used in following Orruk Warclans warscrolls:

Leader

The IRONSUNZ keyword is used in following Orruk Warclans warscrolls:

None
Leader
Leader, Behemoth

The IRONSUNZ and HERO keywords are used in following Orruk Warclans warscrolls:

Leader
Leader, Behemoth

The BONESPLITTERZ keyword is used in following Orruk Warclans warscrolls:

None
Battleline
Leader
• Wardokk
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
Roll-offs
Sometimes a rule may require the players to make a roll-off. When this is the case, each of the players rolls a dice, and whoever rolls highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the dice when making a roll-off.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.

The WURRGOG PROPHET keyword is used in following Orruk Warclans warscrolls:

Leader

The SAVAGE BIG BOSS keyword is used in following Orruk Warclans warscrolls:

Leader

The BONESPLITTERZ and WIZARD keywords are used in following Orruk Warclans warscrolls:

Leader
• Wardokk

The BONESPLITTERZ and HERO keywords are used in following Orruk Warclans warscrolls:

Leader
• Wardokk
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.

The BONEGRINZ keyword is used in following Orruk Warclans warscrolls:

None
Battleline
Leader
• Wardokk

The BONEGRINZ and SAVAGE BIG BOSS keywords are used in following Orruk Warclans warscrolls:

Leader

The DRAKKFOOT keyword is used in following Orruk Warclans warscrolls:

None
Battleline
Leader
• Wardokk

The DRAKKFOOT and WURRGOG PROPHET keywords are used in following Orruk Warclans warscrolls:

Leader

The DRAKKFOOT and WARDOKK keywords are used in following Orruk Warclans warscrolls:

Leader
• Wardokk

The DRAKKFOOT and WIZARD keywords are used in following Orruk Warclans warscrolls:

Leader
• Wardokk
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.

The DRAKKFOOT and HERO keywords are used in following Orruk Warclans warscrolls:

Leader
• Wardokk

The ICEBONE keyword is used in following Orruk Warclans warscrolls:

None
Battleline
Leader
• Wardokk

The ICEBONE and BOARBOYS keywords are used in following Orruk Warclans warscrolls:

None

The ICEBONE and HERO keywords are used in following Orruk Warclans warscrolls:

Leader
• Wardokk

The ICEBONE and MANIAK WEIRDNOB keywords are used in following Orruk Warclans warscrolls:

Leader

The GORDRAKK keyword is used in following Orruk Warclans warscrolls:

Leader, Behemoth

The WARDOKK keyword is used in following Orruk Warclans warscrolls:

Leader
• Wardokk

The ORRUK and HERO keywords are used in following Orruk Warclans warscrolls:

Leader
• Wardokk
Leader, Behemoth
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.

The IRONJAWZ and WARCHANTER keywords are used in following Orruk Warclans warscrolls:

Leader
Army List
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