Orruk WarclansOrruk Ardboys

Orruk Ardboys

Mobs of Ardboys plough into the fray to the sound of booming war-drums and the clatter of heavy iron plate. Each Ardboy is a ferocious, battle-scarred fighter,smashing his way through the ranks of the enemy with a variety of crude but deadly weapons.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ardboy Choppas
Ardboy Choppas1"23+3+-11

Unit Size: 5 - 30      Points: 90
Battlefield Role: None
Notes: Battleline in Ironjawz or Big Waaagh! army if unit has 10 or more models


A unit of Ardboys has any number of models, each armed with Ardboy Choppas. Up to 2 in every 5 models in the unit can each carry an Orruk-forged Shield.

ARDBOY BOSS: 1 model in this unit can be an Ardboy Boss. Add 2 to the Attacks characteristic of that model’s Ardboy Choppas.

WAAAGH! DRUMMER: 1 in every 5 models in this unit can be a Waaagh! Drummer. Add 2 to charge rolls for a unit while it includes any Waaagh! Drummers.

STANDARD BEARERS: 1 in every 5 models in this unit can either be a Gorkamorka Banner Bearer or a Gorkamorka Glyph Bearer.

Gorkamorka Banner Bearer: Add 2 to the Bravery characteristic of this unit while it includes any Gorkamorka Banner Bearers.

Gorkamorka Glyph Bearer: Subtract 1 from the Bravery characteristic of enemy units while they are within 3" of any friendly Gorkamorka Glyph Bearers.


Orruk-forged Shields: These bulky shields are almost as tough as the orruks who carry them.
Roll a dice each time you allocate a wound to a model carrying an Orruk-forged Shield. On a 6, that wound is negated.

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.
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 IRONJAWZ keyword is used in following Orruk Warclans warscrolls:

Leader, Behemoth

The ARDBOYS keyword is used in following Orruk Warclans warscrolls:

© Vyacheslav Maltsev 2013-2020