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.Book | Kind | Edition | Version | Last update |
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![]() | Battletome | 2 | 1.2 | July 2020 |
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![]() | Warscroll | 2 | September 2019 | |
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![]() | Expansion | 2 | June 2018 |
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). |
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). |
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Ironjawz are always spoiling for a good fight.
Add 1 to charge rolls for friendly IRONJAWZ units.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.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".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.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.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.Ironclad WarlordsMEGABOSS only.
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Champions of the WeirdWEIRDNOB SHAMAN only.
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Da Boss’s HoardMEGABOSS only.
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Weird TrinketsWEIRDNOB SHAMAN only.
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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.
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Warchanter WarbeatsEach 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.
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You can choose or roll for one spell from the following table for each IRONJAWZ WIZARD in an Ironjawz army.
Lore of the Weird
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These rules can be used by units in a Ironjawz army that have been given the appropriate keyword (see the Ironjawz Warclans Battle Trait).
BloodtoofsTheBloodtoofs 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 ChoppasThere 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. | ||
IronsunzFew 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 ‘-’). | ||
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.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: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.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.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.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.Heralds of the Great Green GodWURRGOG PROPHET or SAVAGE BIG BOSS only
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Shamanistic QuirksBONESPLITTERZ WIZARDS only.
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Boss Bones and other GubbinzBONESPLITTERZ HERO only.
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Reservoirs of Waaagh! EnergyBONESPLITTERZ WIZARD only.
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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
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These rules can be used by units in a Bonesplitterz army that have been given the appropriate keyword (see the Bonesplitterz Warclans Battle Trait).
BonegrinzThe 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. | ||
DrakkfootNo 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. | ||
IceboneThe 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. | ||
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:Pts | Event |
D6 pts | At 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 pts | At the start of your hero phase, for each friendly WARCHANTER that is on the battlefield. |
1 pt | At the start of your hero phase, for each friendly friendly WURRGOG PROPHET and WARDOKK that is on the battlefield. |
1 pt | In your charge phase, for each friendly ORRUK unit with 10 or more models that makes a charge move. |
1 pt | At the start of your combat phase, for each friendly ORRUK HERO within 3" of an enemy unit. |
1 pt | At the start of your combat phase, for each friendly ORRUK unit with 10 or more models that is within 3" of an enemy unit. |
Pts | Waaagh! Power |
4 | Zog ’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". |
6 | Zap ’Em: The Waaagh! energy empowers the magical abilities of any orruk shaman. You can use the Waaagh! Magic battle trait. |
8 | Get ’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. |
12 | Laugh 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. |
16 | Smash ’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. |
20 | Bash ’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. |
24 | WAAAGH! 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. |
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.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.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).
Big Waaagh! ExampleIt 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. | ||
Battleplan Tornado of DestructionThe 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. 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 HuntThe 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. 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 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.
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Bonesplitterz Orruks and Boarboys Followers Rewards Table
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Ironjawz Champion Rewards Table
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Bonesplitterz Champion Rewards Table
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Ironjawz Orruks and Big ’Uns Followers Rewards Table
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Orruk Hero Followers Rewards TableIRONJAWZ
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The IRONSUNZ and MEGABOSS keywords are used in following Orruk Warclans warscrolls:
The IRONJAWZ keyword is used in following Orruk Warclans warscrolls:
The MEGABOSS keyword is used in following Orruk Warclans warscrolls:
The IRONJAWZ and HERO keywords are used in following Orruk Warclans warscrolls:
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The WEIRDNOB SHAMAN keyword is used in following Orruk Warclans warscrolls:
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The WEIRDNOB SHAMAN keyword is used in following Orruk Warclans warscrolls:
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The MAW-KRUSHA and HERO keywords are used in following Orruk Warclans warscrolls:
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The WARCHANTER keyword is used in following Orruk Warclans warscrolls:
The WARCHANTER keyword is used in following Orruk Warclans warscrolls:
The WARCHANTER keyword is used in following Orruk Warclans warscrolls:
The WARCHANTER keyword is used in following Orruk Warclans warscrolls:
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The IRONJAWZ and WIZARD keywords are used in following Orruk Warclans warscrolls:
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The BLOODTOOFS keyword is used in following Orruk Warclans warscrolls:
The BLOODTOOFS and HERO keywords are used in following Orruk Warclans warscrolls:
The BLOODTOOFS and MEGABOSS keywords are used in following Orruk Warclans warscrolls:
The DA CHOPPAS keyword is used in following Orruk Warclans warscrolls:
The DA CHOPPAS and WARCHANTER keywords are used in following Orruk Warclans warscrolls:
The DA CHOPPAS and BRUTES keywords are used in following Orruk Warclans warscrolls:
The DA CHOPPAS and ARDBOYS keywords are used in following Orruk Warclans warscrolls:
The DA CHOPPAS and WEIRDNOB SHAMAN keywords are used in following Orruk Warclans warscrolls:
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The IRONSUNZ keyword is used in following Orruk Warclans warscrolls:
The IRONSUNZ and HERO keywords are used in following Orruk Warclans warscrolls:
The BONESPLITTERZ keyword is used in following Orruk Warclans warscrolls:
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The WURRGOG PROPHET keyword is used in following Orruk Warclans warscrolls:
The SAVAGE BIG BOSS keyword is used in following Orruk Warclans warscrolls:
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The BONESPLITTERZ and WIZARD keywords are used in following Orruk Warclans warscrolls:
The BONESPLITTERZ and HERO keywords are used in following Orruk Warclans warscrolls:
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The BONEGRINZ keyword is used in following Orruk Warclans warscrolls:
The BONEGRINZ and SAVAGE BIG BOSS keywords are used in following Orruk Warclans warscrolls:
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The BONEGRINZ and SAVAGE BIG BOSS keywords are used in following Orruk Warclans warscrolls:
The DRAKKFOOT keyword is used in following Orruk Warclans warscrolls:
The DRAKKFOOT and WURRGOG PROPHET keywords are used in following Orruk Warclans warscrolls:
The DRAKKFOOT and HERO keywords are used in following Orruk Warclans warscrolls:
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The ICEBONE keyword is used in following Orruk Warclans warscrolls:
The ICEBONE and BOARBOYS keywords are used in following Orruk Warclans warscrolls:
The ICEBONE and HERO keywords are used in following Orruk Warclans warscrolls:
The ICEBONE and MANIAK WEIRDNOB keywords are used in following Orruk Warclans warscrolls:
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The GORDRAKK keyword is used in following Orruk Warclans warscrolls:
The WARCHANTER keyword is used in following Orruk Warclans warscrolls:
The WURRGOG PROPHET keyword is used in following Orruk Warclans warscrolls:
The WARDOKK keyword is used in following Orruk Warclans warscrolls:
The ORRUK keyword is used in following Orruk Warclans warscrolls:
The ORRUK and HERO keywords are used in following Orruk Warclans warscrolls:
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The WARCHANTER keyword is used in following Orruk Warclans warscrolls:
The IRONJAWZ and WARCHANTER keywords are used in following Orruk Warclans warscrolls:
The IRONJAWZ and WIZARD keywords are used in following Orruk Warclans warscrolls:
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The WEIRDNOB SHAMAN keyword is used in following Orruk Warclans warscrolls:
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The WEIRDNOB SHAMAN keyword is used in following Orruk Warclans warscrolls:
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