None
Everyone agrees that Gurzag Ironskull’s Ardboys are the toughest orruks around. Anyone foolish enough to challenge this notion is likely to receive a bone-crushing headbutt from Gurzag, or otherwise be bashed and hacked to pieces by his warriors.
’Eadbutt |
| ’Eadbutt | 1" | 1 | 4+ | 3+ | - | D3 |
Pair of Ardboy Choppas |
| Pair of Ardboy Choppas | 1" | 2 | 3+ | 3+ | -1 | 1 |
Ardboy Big Choppa |
| Ardboy Big Choppa | 1" | 2 | 4+ | 3+ | -1 | 2 |
Unit Size: 4 Points: 80
Battlefield Role: None
Notes: Unique
Ironskull’s Boyz has 4 models. 3 models are each armed with a Pair of Ardboy Choppas, and 1 model is armed with an Ardboy Big Choppa.
GURZAG IRONSKULL: One of the 3 models armed with a Pair of Ardboy Choppas is Gurzag Ironskull. He is also armed with an ’Eadbutt. In addition, add 1 to the Attacks characteristic of his Pair of Ardboy Choppas.
Dead ’Ard: Whether through natural hardiness or sheer belligerence, Ironskull and his boys fight on through the most grievous wounds, hollering and cheering as they batter their foes into the ground.
Roll a dice each time you
allocate a wound or
mortal wound to this unit. On a 6, the wound or mortal wound is negated. Wounds or mortal wounds allocated to Gurzag Ironskull are negated on a 5+ instead of a 6.
Paired Choppas: A pair of choppas can be used to creating a swirling arc of destruction that is almost impossible to avoid.
Add 1 to
hit rolls for attacks made with a Pair of Ardboy Choppas.
KEYWORDS | DESTRUCTION, ORRUK, IRONJAWZ, IRONSUNZ, ARDBOYS, IRONSKULL’S BOYZ |
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.
Ardboy Choppas |
| Ardboy Choppas | 1" | 2 | 3+ | 3+ | -1 | 1 |
Unit Size: 5 - 30 Points: 100
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.
KEYWORDS | DESTRUCTION, ORRUK, IRONJAWZ, ARDBOYS |
Charging into battle with joyous bellows, Brutes seek out the largest enemies to batter into submission. Wearing the thickest armour and wielding huge weapons, they enjoy nothing more than dishing out a good and proper bashing.
Pair of Brute Choppas |
| Pair of Brute Choppas | 1" | 4 | 3+ | 3+ | -1 | 1 |
Jagged Gore-hacka |
| Jagged Gore-hacka | 2" | 3 | 3+ | 3+ | -1 | 1 |
Gore-choppa |
| Gore-choppa | 2" | 3 | 4+ | 3+ | -1 | 2 |
Boss Choppa |
| Boss Choppa | 1" | 3 | 3+ | 3+ | -1 | 2 |
Boss Klaw and Brute Smasha |
| Boss Klaw and Brute Smasha | 1" | 4 | 4+ | 3+ | -1 | 2 |
Unit Size: 5 - 20 Points: 130
Battlefield Role: None
Notes: Battleline in Ironjawz or Big Waaagh! army
A unit of Orruk Brutes has any number of models. The unit is armed with one of the following weapon options: Pair of Brute Choppas; or Jagged Gore-hacka. 1 in every 5 models can replace their weapon option with a Gore-choppa.
BRUTE BOSS: 1 model in this unit can be a Brute Boss. Replace the Brute Boss weapon option with a Boss Choppa, or a Boss Klaw and Brute Smasha.
Duff Up da Big Thing: Brutes excel at fighting and killing the most powerful of foes.
Add 1 to the
hit rolls for attacks made by this unit that target a unit with a Wounds characteristic of 4+.
KEYWORDS | DESTRUCTION, ORRUK, IRONJAWZ, BRUTES |
Brutish snorting and ground-shaking hoofbeats herald the approach of the Goregruntas. The charge of these beasts hits home like the fist of Gorkamorka himself, their orruk riders bellowing war-cries as they add their own might to the slaughter.
Pig-iron Choppa |
| Pig-iron Choppa | 1" | 4 | 3+ | 3+ | -1 | 1 |
Jagged Gore-hacka |
| Jagged Gore-hacka | 2" | 3 | 3+ | 3+ | -1 | 1 |
Tusks and Hooves |
| Tusks and Hooves | 1" | 4 | 4+ | 4+ | - | 1 |
Unit Size: 3 - 12 Points: 160
Battlefield Role: None
Notes: Battleline in Ironjawz or Big Waaagh! army
A unit of Orruk Gore-gruntas has any number of models. The unit is armed with one of the following weapon options: Pig-iron Choppa; or Jagged Gore-hacka.
MOUNT: This unit’s Gore-gruntas attack with their Tusks and Hooves.
GORE-GRUNTA BOSS: 1 model in this unit can be a Gore-grunta Boss. Add 1 to the Attacks characteristic of that model’s Pig-iron Choppa or Jagged Gore-hacka.
Gore-grunta Charge: Even by the destructive standards of the Ironjawz, a Gore-grunta charge is horrific to behold. Enemies vanishing under an unstoppable tide of grunting muscle.
Roll a dice for each enemy unit that is within 1" of a model from this unit after the model from this unit finishes a
charge move. On a 4+, that enemy unit suffers 1
mortal wound. If this unit has more than 1 model, roll to determine if mortal wounds are inflicted after each model completes its charge move, but do not allocate the mortal wounds until after all of the models in the unit have moved.
In addition, add 1 to
hit rolls and wound rolls for attacks made with this unit’s Jagged Gore-hackas and Tusks and Hooves if this unit made a charge move in the same turn.
KEYWORDS | DESTRUCTION, ORRUK, IRONJAWZ, GORE-GRUNTAS |
Carrying Gorktoof spears, massive weapons capable of felling a Stardrake, Big Stabbas seek to slay the greatest of beasts. Even should these daring orruks be killed, they will hurl their huge spears to bring down their target in a final act of defiance.
Gorktoof |
| Gorktoof | 3" | 3 | 3+ | 3+ | -2 | D3 |
Unit Size: 2 - 8 Points: 100
Battlefield Role: None
A unit of Savage Big Stabbas has any number of models, each armed with a Gorktoof.
Da Final Fling: Should a Big Stabba team be slain, they will use their final breath to hurl their Gorktoof spear at the foe.
Each time a model from this unit is slain by an attack made with a
melee weapon, before the model is removed from play, pick 1 enemy unit within 3" of the slain model and roll a dice. Add 2 to the roll if that enemy unit is a MONSTER. On a 4+, that unit suffers D3
mortal wounds.
The Bigger They Are...: A Gorktoof spear is so large that it can inflict crippling wounds on even the most monstrous of foes.
The Damage characteristic of an attack made with a Gorktoof is D6 if the target is a MONSTER.
Savagely Enthusiastic: The orruks of a Big Stabba team waste no time in getting to grips with their prey.
This unit can
run and still
charge in the same turn.
KEYWORDS | DESTRUCTION, ORRUK, BONESPLITTERZ, SAVAGE BIG STABBAS |
Maniaks are amongst the most unhinged of all Bonesplitterz, each one brimming with the power of the Waaagh! Theirmounted mobs hoot and holler as they charge across the battlefield,smashing into the foe and laying about them with wild abandon.
Pair of Chompas |
| Pair of Chompas | 1" | 4 | 4+ | 3+ | - | 1 |
Tusks and Hooves |
| Tusks and Hooves | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 5 - 20 Points: 140
Battlefield Role: None
Notes: Battleline in Bonesplitterz army
A unit of Savage Boarboy Maniaks has any number of models, each armed with a Pair of Chompas.
MOUNT: This unit’s War Boars attack with their Tusks and Hooves.
SAVAGE BOSS MANIAK: 1 model in this unit can be a Savage Boss Maniak. Add 1 to the Attacks characteristic of that model’s Pair of Chompas.
BOAR THUMPER: 1 in every 5 models in this unit can be a Boar Thumper.Add 2 to
charge rolls for a unit while it includes any Boar Thumpers.
BONE TOTEM BEARER: 1 in every 5 models in this unit can be a Bone Totem Bearer. Add 1 to the Bravery characteristic of a unit while it includes any Bone Totem Bearers.
Maniak Fury: Themore Maniaks there are, the crazier it gets! Waaagh!
Add 1 to the Attacks characteristic of this unit’s Pairs of Chompas while it has 5 or more models.
Tusker Charge: The charge of a maddened war boar is terrifying to behold.
Add 1 to
hit rolls and wound rolls for attacks made with this unit’s Tusks and Hooves if this unit made a
charge move in the same turn.
KEYWORDS | DESTRUCTION, ORRUK, BONESPLITTERZ, BOARBOYS, SAVAGE BOARBOY MANIAKS |
Mobs of Savage Boarboys thunder across the land, hunting endlessly for new monsters to slay. Their sharp, primitive weapons skewer the enemy with ease, while their snorting war boar mounts trample over any foolish enough to get in their way.
Chompa |
| Chompa | 1" | 3 | 4+ | 3+ | - | 1 |
Savage Stikka |
| Savage Stikka | 2" | 3 | 4+ | 4+ | - | 1 |
Tusks and Hooves |
| Tusks and Hooves | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 5 - 20 Points: 130
Battlefield Role: None
Notes: Battleline in Bonesplitterz or Big Waaagh! army
A unit of Savage Boarboys has any number of models. The unit is armed with one of the following weapon options: Chompa; or Savage Stikka.
MOUNT: This unit’s War Boars attack with their Tusks and Hooves.
SAVAGE BOSS: 1 model in this unit can be a Savage Boss. Add 1 to the Attacks characteristic of that model’s Chompa or Savage Stikka.
BOAR THUMPER: 1 in every 5 models in this unit can be a Boar Thumper.Add 2 to
charge rolls for a unit while it includes any Boar Thumpers.
BONE TOTEM BEARER: 1 in every 5 models in this unit can be a Bone Totem Bearer. Add 1 to the Bravery characteristic of a unit while it includes any Bone Totem Bearers.
Boarboy Charge: The charge of a mob of boarmounted orruks is terrifying to behold.
Add 1 to
hit rolls and wound rolls for attacks made with this unit’s Savage Stikkas and Tusks and Hooves if this unit made a
charge move in the same turn.
Bone Shield: The primitive shields carried by the Bonesplitterz offer increased protection in melee.
Add 1 to
save rolls for attacks made with
melee weapons that target this unit.
KEYWORDS | DESTRUCTION, ORRUK, BONESPLITTERZ, BOARBOYS, SAVAGE BOARBOYS |
Arrowboys favour Mork’s kunnin’ tactics, and they take joy in pincushioning their foes while their backs are turned. Mobs of Arrowboys will stick a monster full of sharp projectiles from a distance before closing in to finish them off with sharp bone shivs.
Stinga Bow |
| Stinga Bow | 18" | 2 | 5+ | 4+ | - | 1 |
Bone Shiv |
| Bone Shiv | 1" | 1 | 4+ | 4+ | - | 1 |
Chompa |
| Chompa | 1" | 3 | 4+ | 3+ | - | 1 |
Unit Size: 10 - 30 Points: 120
Battlefield Role: None
Notes: Battleline in Bonesplitterz or Big Waaagh! army
A unit of Savage Orruk Arrowboys has any number of models, each armed with a Stinga Bow and Bone Shiv.
SAVAGE ARROW BOSS: 1 model in this unit can be a Savage Arrow Boss. A Savage Arrow Boss can be armed with a Stinga Bow and Chompa instead of a Stinga Bow and Bone Shiv.
SKULL THUMPER: 1 in every 10 models in this unit can be a Skull Thumper.Add 2 to
charge rolls of a unit while it includes any Skull Thumpers.
BONE TOTEM BEARER: 1 in every 10 models in this unit can be a Bone Totem Bearer. Add 1 to the Bravery characteristic of a unit while it includes any Bone Totem Bearers.
Aim Fer Its Eyes: Arrowboys have great experience in bringing down monstrous beasts at range with their Stinga Bows.
Improve the Rend characteristic of an attack made with a Stinga Bow by 1 if the target is a MONSTER.
Loadsa Arrows: Large groups of Arrowboys carry with them a huge stockpile of extra arrows, which they fire off with boundless enthusiasm.
Add 1 to the Attacks characteristic of
missile weapons used by this unit while it has 15 or more models.
KEYWORDS | DESTRUCTION, ORRUK, BONESPLITTERZ, SAVAGE ORRUK ARROWBOYS |
Roaring unintelligible war cries, the Morboys are amongst a warclan’s deadliest warriors. Each possesses a deep connection to the wild spirit of Gorkamorka, growing stronger and more manic as monstrous foes are slain around them.
Chompa and Toof Shiv |
| Chompa and Toof Shiv | 1" | 3 | 4+ | 3+ | - | 1 |
Unit Size: 10 - 30 Points: 120
Battlefield Role: None
Notes: Battleline in Bonesplitterz army
A unit of Savage Orruk Morboys has any number of models, each armed with a Chompa and Toof Shiv.
SAVAGE BOSS: 1 model in this unit can be a Savage Boss. Add 1 to the Attacks characteristic of that model’s Chompa and Toof Shiv.
SKULL THUMPER: 1 in every 10 models in this unit can be a Skull Thumper. Add 2 to
charge rolls for a unit while it includes any Skull Thumpers.
BONE TOTEM BEARER: 1 in every 10 models in this unit can be a Bone Totem Bearer. Add 1 to the Bravery characteristic of a unit while it includes any Bone Totem Bearers.
Spirit of Gorkamorka: Large groups of Bonesplitterz are soon filled by a primal battle lust that sees them strike with increased speed.
Add 1 to the Attacks characteristic of
melee weapons used by this unit while it has 15 or more models.
Power of the Beast Spirit: Morboys become even more brutal as great beasts are slain and their spirits released.
Add 1 to
hit rolls for attacks made with
melee weapons by this unit if any enemy MONSTERS have been slain.
KEYWORDS | DESTRUCTION, ORRUK, BONESPLITTERZ, SAVAGE ORRUK MORBOYS |
From unnatural clouds of mist come the hulking reptilian brutes known as Fimir Warriors. Possessed of prodigious strength and tenacity, they charge to wherever the fighting is thickest in order to savage their startled foes.
Baleglyph Maul |
| Baleglyph Maul | 2" | 3 | 3+ | 3+ | -2 | 1 |
Club Tail |
| Club Tail | 1" | 1 | 4+ | 3+ | - | 1 |
Unit Size: 3 - 12 Points: 140
Battlefield Role: None
Notes: Battleline if general is a Fimirach Noble
A unit of Fimir Warriors has any number of models, each armed with a Baleglyph Maul and Club Tail.
Baleglyph Mauls: Etched by Balefiends and imbued with vile magic, a weapon bearing these glyphs brings withering atrophy to anything it strikes.
If the unmodified
wound roll for an attack made with a Baleglyph Maul is 6, that attack inflicts 1
mortal wound on the target in addition to any normal damage.
Shrouding Mists: Fimir despise the light, wrapping themselves in sorcerous mists whenever they venture from their dank lairs. Such mist serves to hide them from their enemies’ sight.
Subtract 1 from
hit rolls for attacks made with missile weapons that target this unit. In addition, roll a dice each time you allocate a
mortal wound to this unit. On a 5+ that mortal wound is negated.
Unnatural Flesh: Fimir are wholly unnatural creatures whose very flesh twists and writhes, sealing wounds mere moments after they are inflicted.
In your
hero phase, you can
heal 1 wound allocated to a model from this unit.
KEYWORDS | DESTRUCTION, FIMIR, FIMIR WARRIORS |
Beast-bashers and bone-crackers beyond compare, the Ironjawz Brutes who call themselves Morgok’s Krushas enjoy nothing more than turning monsters into bloody paste with their oversized weapons.
Krusha Weapons |
| Krusha Weapons | 1" | 4 | 3+ | 3+ | -1 | 1 |
Gore-Basha |
| Gore-Basha | 2" | 3 | 4+ | 3+ | -1 | 2 |
Unit Size: 3 Points: 90
Battlefield Role: None
Notes: Unique
Morgok’s Krushas is a unit that has 3 models. Morgok and Thugg are each armed with Krusha Weapons; and ’Ardskull is armed with a Gore-Basha.
MORGOK: Add 1 to the Attacks characteristic of Morgok’s Krusha Weapons.
Duff Up da Big Thing: Brutes excel at fighting and killing the most powerful of foes.
Add 1 to the
hit rolls for attacks made by this unit that target a unit with a Wounds characteristic of 4+.
Beastbashas: Morgok and his mob hunt down the most fearsome monsters, growing more ferocious and belligerent with each such creature they smash and hack to bits.
The first time an enemy MONSTER is destroyed by an attack made by this unit, add 1 to
wound rolls for attacks made by this unit for the rest of the battle.
KEYWORDS | DESTRUCTION, ORRUK, IRONJAWZ, IRONSUNZ, BRUTES, MORGOK’S KRUSHAS |
Battleline
Savage Orruks cross the battlefield as a howling tide of tattooed green flesh. As more of these frenzied greenskins mob together, the Waaagh! energy flowing through them grows stronger, until they become akin to a raging storm of primal destruction.
Chompa |
| Chompa | 1" | 2 | 4+ | 3+ | - | 1 |
Savage Stikka |
| Savage Stikka | 2" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 10 - 30 Points: 120/300
Battlefield Role: Battleline
A unit of Savage Orruks has any number of models. The unit is armed with one of the following weapon options: Chompa; or Savage Stikka.
SAVAGE BOSS: 1 model in this unit can be a Savage Boss. Add 1 to the Attacks characteristic of that model’s Chompa or Savage Stikka.
SKULL THUMPER: 1 in every 10 models in this unit can be a Skull Thumper. Add 2 to
charge rolls for a unit while it includes any Skull Thumpers.
BONE TOTEM BEARER: 1 in every 10 models in this unit can be a Bone Totem Bearer. Add 1 to the Bravery characteristic of a unit while it includes any Bone Totem Bearers.
Spirit of Gorkamorka: Large groups of Bonesplitterz are soon filled by a primal battle lust that sees them strike with increased speed.
Add 1 to the Attacks characteristic of
melee weapons used by this unit while it has 15 or more models.
Bone Shield: The primitive shields carried by the Bonesplitterz offer increased protection in melee.
Add 1 to
save rolls for attacks made with
melee weapons that target this unit.
KEYWORDS | DESTRUCTION, ORRUK, BONESPLITTERZ, SAVAGE ORRUKS |
Leader
Theirminds utterly consumed by furious beast spirits, Maniak Weirdnobs hurtle into battle atop hulking war boars. Their staffs are carved from the bones of the mightiest monsters, the caged power within driving Bonesplitter mobs into a deadly fury.
Bonebeast Staff |
| Bonebeast Staff | 1" | 3 | 4+ | 3+ | - | D3 |
Tusks and Hooves |
| Tusks and Hooves | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 140
Battlefield Role: Leader
A Maniak Weirdnob is a single model armed with a Bonebeast Staff.
MOUNT: This model’s War Boar attacks with its Tusks and Hooves.
Tusker Charge: The charge of a maddened war boar is terrifying to behold.
Add 1 to
hit rolls and wound rolls for attacks made with this unit’s Tusks and Hooves if this unit made a
charge move in the same turn.
Weird Squig: A Maniak Weirdnob’s squiggly beast is filled with Waaagh! energy.
Once per turn, you can re-roll a
casting,
dispelling or
unbinding roll for this model.
This model is a
WIZARD. It can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase. It knows the
Arcane Bolt,
Mystic Shield and
Bone Spirit spells.
Bone Spirit: The Maniak Weirdnob draws out the great spirit locked within their bonebeast staff and infuses nearby mobs of Bonesplitterz with its bestial fury.
Bone Spirit has a
casting value of 7. If this spell is successfully cast, you can pick 1 friendly
BONESPLITTERZ unit wholly within 12" of the caster and visible to them. Until your next
hero 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.
KEYWORDS | DESTRUCTION, ORRUK, BONESPLITTERZ, HERO, WIZARD, MANIAK WEIRDNOB |
Clad in layers of thick iron and wielding massive weapons, Megabosses lead the charge of the Ironjaw warclans. The very act of fighting empowers these barbarous warlords. Once in the midst of combat, they are almost impossible to slay.
Boss Choppa and Rip-toof Fist |
| Boss Choppa and Rip-toof Fist | 1" | 6 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 140
Battlefield Role: Leader
An Orruk Megaboss is a single model armed with a Boss Choppa and Rip-toof Fist.
Rip-toof Fist: Orruks armed with one of the jagged gauntlets of heavy pig iron known as a rip-toof fist can block an enemy’s blow before launching a deadly counter-attack with the weapon’s fearsome twin-pronged spikes.
If the unmodified
save roll for an attack made with a melee weapon that targets a model with a Riptoof-fist is 6, the attacking unit suffers 1
mortal wound after all of its attacks have been resolved.
Strength from Victory: Themore fights a Megaboss wins, the stronger they become.
At the end of the
combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, add 1 to this model’s Wounds characteristic and add 1 to the Attacks characteristic of this model’s Boss Choppa and Rip-toof Fist.
Go on Ladz, Get Stuck In!: With a well-timed punch or ear-splitting bellow, a Megaboss inspires the Ironjawz under their command to fight all the harder.
You can use this
command ability at the start of the
combat phase. If you do so, pick 1 friendly
IRONJAWZ unit wholly within 12" of a friendly model with this command ability, or wholly within 18" of a friendly model with this command ability that is a MONSTER. Until the end of that phase, add 1 to
hit rolls for attacks made by that unit. A unit cannot benefit from this command ability more than once per phase.
KEYWORDS | DESTRUCTION, ORRUK, IRONJAWZ, HERO, MEGABOSS |
The booming rhythm of a Warchanter’s drumming draws orruks to battle from miles around. As the tempo of violence increases, so does the furious energy of a Warchanter’s beat, driving those Ironjawz nearby into a destructive frenzy.
Gorkstikk and Morkstikk |
| Gorkstikk and Morkstikk | 1" | 6 | 4+ | 3+ | - | 1 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
An Orruk Warchanter is a single model armed with a Gorkstikk and Morkstikk.
Rhythm of Destruction: TheWaaagh! power coursing through a Warchanter lends their attacks a boundless, febrile energy that enemies soon come to fear.
If the unmodified
hit roll for an attack made with a Gorkstikk and Morkstikk is 6, that attack scores 2 hits on the target instead of 1. Make a
wound and save roll for each hit.
Violent Fury: Warchanters excel at stoking a wanton destructive fury in their lads.
In your
hero phase, you can pick 1 friendly
IRONJAWZ unit wholly within 15" of this model. Until your next hero phase, add 1 to the damage inflicted by attacks made with
melee weapons by that unit. A unit cannot benefit from this ability more than once per phase.
KEYWORDS | DESTRUCTION, ORRUK, IRONJAWZ, HERO, TOTEM, WARCHANTER |
With crackling green light spilling from their eyes, Weirdnob Shamans channel the savage energy of the Waaagh! In battle, they unleash this power with glee, letting loose blasts of searing force that tear through the enemy ranks like a choppa through flesh.
Waaagh! Staff |
| Waaagh! Staff | 1" | 3 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 120
Battlefield Role: Leader
An Orruk Weirdnob Shaman is a single model armed with a Waaagh! Staff.
Brutal Power: A Weirdnob Shaman channels the Waaagh! energy emitted by nearby orruk mobs.
If this model is wholly within 18" of a friendly
IRONJAWZ unit with 10 or more models at the end of its
hero phase, it can attempt to
cast the
Green Puke spell in addition to any other spells it can cast, and even if a
WIZARD has already attempted to cast the
Green Puke spell in that hero phase.
This model is a
WIZARD. It can attempt to
cast one spell in your
hero phase, and attempt to
unbind one spell in the enemy hero phase. It knows the
Arcane Bolt,
Mystic Shield and
Green Puke spells.
Green Puke: The Weirdnob vomits forth a green river of searing ectoplasm.
Green Puke has a
casting value of 6. If successfully cast, pick 1 point on the battlefield within 2D6" of the caster that is visible to them, and draw an imaginary straight line 1mm wide between that point and the closest part of the caster’s base. Each unit that has models passed across by this line suffers D3
mortal wounds.
KEYWORDS | DESTRUCTION, ORRUK, IRONJAWZ, HERO, WIZARD, WEIRDNOB SHAMAN |
Savage Big Bosses lead by brutal example, carving a bloody path deep into the ranks of the foe as they sever limbs and hack off heads. At his bellowed command, the Bonesplitter hordes renew their attack, stampeding forth with howls of battle lust.
Boss Chompa |
| Boss Chompa | 1" | 6 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
A Savage Big Boss is a single model armed with a Boss Chompa.
Let Me At ’Em: A Savage Big Boss cannot wait to get to grips with the foe, and his manic fervour inspires any Bonesplitterz nearby to get into the fight as soon as possible.
After this model has fought in a
combat phase for the first time, you can pick 1 friendly
BONESPLITTERZ unit that has not yet fought in that combat phase, that is within 3" of an enemy unit and that is wholly within 12" of this model. 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.
Savage Attack: With a guttural bellow and a swing of their axe, the Savage Big Boss orders an all-out attack upon the foe.
You can use this
command ability at the start of the
combat phase. If you do so, pick 1 friendly
BONESPLITTERZ unit wholly within 12" of a friendly model with this command ability. 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. A unit cannot benefit from this command ability more than once per phase.
KEYWORDS | DESTRUCTION, ORRUK, BONESPLITTERZ, HERO, SAVAGE BIG BOSS |
Each Wardokk is a potent shaman, their maddened capering a tribute to the Great Green God. Themagic of their ritual dances can shield their allies from harm, attract yet more Waaagh! energy, and even heal the most grievous of wounds.
Bonebeast Stikk |
| Bonebeast Stikk | 1" | 1 | 4+ | 3+ | - | D3 |
Unit Size: 1 Points: 80
Battlefield Role: Leader
A Wardokk is a single model armed with a Bonebeast Stikk.
Ritual Dance: Wardokks perform strange ritual dances to summon the power of Gorkamorka to aid them and their allies.
At the start of your
hero phase, you can say that this model is performing one of the following dances:
Grimdokk Dance: Pick 1 friendly
BONESPLITTERZ model within 12" of this model and roll a dice. On a 3+, you can
heal up to D3 wounds allocated to that model.
Glyphdokk Dance: Pick 1 friendly
BONESPLITTERZ unit wholly within 12" of this model and roll a dice. On a 3+, add 1 to
save rolls for attacks that target that unit until your next hero phase. A unit cannot benefit from this ability more than once per phase.
Weirddokk Dance: Pick 1 friendly
BONESPLITTERZ WIZARD wholly within 12" of this model and roll a dice. On a 3+, add 1 to
casting,
dispelling and
unbinding rolls for that WIZARD until your next hero phase. A unit cannot benefit from this ability more than once per phase.
This model is a
WIZARD. It can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase. It knows the
Arcane Bolt and
Mystic Shield spells.
KEYWORDS | DESTRUCTION, ORRUK, BONESPLITTERZ, HERO, PRIEST, WIZARD, WARDOKK |
Filled with the power of the Waaagh!, the Wurrgog Prophets lead the endless beast hunts of the Bonesplitter warclans. Themagic of these powerful wizards is aweinspiring to behold – that is, for those not on the end of their destructive spells.
Wurrgog Staff and Bone Shiv |
| Wurrgog Staff and Bone Shiv | 1" | 4 | 4+ | 3+ | - | D3 |
Fanged Maw |
| Fanged Maw | 1" | D3 | 4+ | 3+ | - | 1 |
Unit Size: 1 Points: 160
Battlefield Role: Leader
A Wurrgog Prophet is a single model armed with a Wurrgog Staff and Bone Shiv.
COMPANION: A Wurrgog Prophet is accompanied by a Squiggly Beast that attacks with its Fanged Maw. For rules purposes, it is treated in the same manner as a
mount.
Beast Mask: Themask of a Wurrgog Prophet radiates the primal aura of Gorkamorka.
Subtract 1 from
hit rolls for attacks made with
melee weapons that target this model.
Prophet of Da Waaagh!: A Wurrgog Prophet’s visions have a knack of aiding in battle.
If this model 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
command point.
This model is a
WIZARD. It can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase. It knows the
Arcane Bolt,
Mystic Shield and
Fists of Gork spells.
Fists of Gork: Great green fists rain down from the sky to pummel the foe.
Fists of Gork has a
casting value of 5. If successfully cast, pick 1 enemy unit within 24" of the caster that is visible to them, and roll a number of dice equal to the number of models in that unit. For each 6, that unit suffers 1
mortal wound. If the
casting roll was 10+, inflict 1 mortal wound for each 4+ instead of each 6.
KEYWORDS | DESTRUCTION, ORRUK, BONESPLITTERZ, HERO, WIZARD, WURRGOG PROPHET |
Marked for greatness at birth, a Fimirach Noble is raised to be a deadly killing machine in service to a stronghold’s Matriarch. Possessing a tougher hide and stouter build than its kin, the Noble has a cunning intellect, making it an ideal leader for bands of Fimir Warriors.
Baleglyph Maul |
| Baleglyph Maul | 2" | 5 | 3+ | 3+ | -2 | 1 |
Club Tail |
| Club Tail | 1" | 1 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 140
Battlefield Role: Leader
A Fimirach Noble is a single model armed with a Baleglyph Maul and a Club Tail.
Baleglyph Mauls: Etched by Balefiends and imbued with vile magic, a weapon bearing these glyphs brings withering atrophy to anything it strikes.
If the unmodified
wound roll for an attack made with a Baleglyph Maul is 6, that attack inflicts 1
mortal wound on the target in addition to any normal damage.
Shrouding Mists: Fimir despise the light, wrapping themselves in sorcerous mists whenever they venture from their dank lairs. Such mist serves to hide them from their enemies’ sight.
Subtract 1 from
hit rolls for attacks made with missile weapons that target this model. In addition, roll a dice each time you allocate a
mortal wound to this model. On a 5+ that mortal wound is negated.
Unnatural Flesh: Fimir are wholly unnatural creatures whose very flesh twists and writhes, sealing wounds mere moments after they are inflicted.
In your
hero phase, you can
heal 1 wound allocated to this model.
Born to Lead: Set upon their path from the moment they hatch, Fimirach Nobles are well-versed in the intricacies of warfare, able to direct their warriors to exploit their foes’ smallest weaknesses.
You can use this
command ability at the start of your
charge phase. If you do so, pick 1 friendly model with this command ability. You can reroll charge rolls for friendly
FIMIR units while they are wholly within 12" of that model in that charge phase.
KEYWORDS | DESTRUCTION, FIMIR, HERO, FIMIRACH NOBLE |
Leader, Behemoth
Gordrakk is the mightiest of all orruks, a living embodiment of the power of Gorkamorka. From atop his armoured Maw-krusha, Bigteef, the Fist of Gork fights at the head of his Great Waaagh!, brutally crushing the mightiest enemy warriors.
Innard-bursting Bellow |
| Innard-bursting Bellow | 8" | 6 | 2+ | 3+ | -1 | 1 |
Smasha |
| Smasha | 1" | 5 | 2+ | 3+ | -1 | D3 |
Kunnin’ |
| Kunnin’ | 1" | 5 | 2+ | 3+ | -1 | 1 |
Mighty Fists and Tail |
| Mighty Fists and Tail | 1" |  | 3+ | 3+ | -2 | 2 |
0-3 | 12" | 9 | 9 dice |
4-6 | 10" | 8 | 8 dice |
7-10 | 8" | 7 | 7 dice |
11-13 | 6" | 6 | 6 dice |
14+ | 4" | 5 | 5 dice |
Unit Size: 1 Points: 540
Battlefield Role: Leader, Behemoth
Notes: Unique
Gordrakk, the Fist of Gork, is a
named character that is a single model. He is armed with Smasha and Kunnin’.
MOUNT: Gordrakk’s Maw-krusha, Bigteef, attacks with an Innard-bursting Bellow and his Mighty Fists and Tail.
Massively Destructive Bulk: Bigteef is such an unstoppable avalanche of ill-tempered muscle that he turns all in his path into pulverised meat, and reduces terrain to rubble.
After this model makes a
charge move, you can pick 1 enemy unit within 1" of this model and roll a number of dice equal to the Massively Destructive Bulk value on this model’s damage table. For each 5+, that enemy unit suffers 1
mortal wound.
In addition, after this model makes a charge move, you can pick 1
terrain feature within 1" of this model and roll a number of dice equal to the Massively Destructive Bulk value on this model’s damage table. If any of the dice are a 6, units no longer receive the
cover modifier to their
save rolls for being on or within that terrain feature.
If the
mortal wounds inflicted by this model’s Massively Destructive Bulk mean there are no enemy models left within 3" of it, then it can attempt to make another charge move, and can make another Massively Destructive Bulk attack after that move if the charge is successfully carried out. This model can attempt to make any number of
charge moves in a single turn, so long as each one results in all enemy models within 3" being slain.
Kunnin’: Kunnin’ is filled with the power of Mork and eagerly seeks out enemy wizards to slay.
If the unmodified
wound roll for an attack made by Kunnin’ that targets a
WIZARD is 4+, that attack inflicts D3
mortal wounds on the target and the attack sequence ends (do not make a
save roll).
Smasha: Smasha is filled with the brutal power of Gork, making it especially lethal to enemy champions.
If the unmodified
wound roll for an attack made by Smasha that targets a HERO that is not a
WIZARD is 4+, that attack inflicts D3
mortal wounds on the target and the attack sequence ends (do not make a
save roll or damage roll).
Strength from Victory: Themore fights a Megaboss wins, the stronger they become.
At the end of the
combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, add 1 to this model’s Wounds characteristic and add 1 to the Attacks characteristic of Smasha and Kunnin’.
Voice of Gork: Gordrakk’s bellow carries the elemental force of his god and inspires his forces to surge into the enemy, hacking, bludgeoning and stomping with furious abandon.
You can use this
command ability at the start of the
combat phase. If you do so, pick up to 3 friendly DESTRUCTION units wholly within 24" of this model. Until the end of that phase, add 1 to
hit rolls for attacks made by that unit. A unit cannot benefit from this command ability more than once per phase, and a unit cannot benefit from this ability and the
Go on Ladz, Get Stuck In! ability in the same phase.
KEYWORDS | DESTRUCTION, ORRUK, MAW-KRUSHA, IRONJAWZ, MONSTER, HERO, MEGABOSS, GORDRAKK |
A charging Maw-krusha is a terrifying force of destruction, capable of pulverising entire formations single-handedly. TheMegabosses that ride these beasts are amongst the most deadly of their kind, inspiring their lads through feats of excessive brutality.
Innard-bursting Bellow |
| Innard-bursting Bellow | 8" | D6 | 2+ | 3+ | -1 | 1 |
Boss Gore-hacka and Choppa |
| Boss Gore-hacka and Choppa | 2" | 8 | 3+ | 3+ | -1 | 2 |
Boss Choppa and Rip-toof Fist |
| Boss Choppa and Rip-toof Fist | 1" | 6 | 3+ | 3+ | -1 | 2 |
Mighty Fists and Tail |
| Mighty Fists and Tail | 1" |  | 3+ | 3+ | -2 | 2 |
0-3 | 12" | 8 | 8 dice |
4-6 | 10" | 7 | 7 dice |
7-10 | 8" | 6 | 6 dice |
11-13 | 6" | 5 | 5 dice |
14+ | 4" | 4 | 4 dice |
Unit Size: 1 Points: 460
Battlefield Role: Leader, Behemoth
A Megaboss on Maw-krusha is a single model armed with one of the following weapon options: Boss Gore-hacka and Choppa; or Boss Choppa and Rip-toof Fist.
MOUNT: This model’s Maw-krusha attacks with an Innard-bursting Bellow and its Mighty Fists and Tail.
Destructive Bulk: A Maw-krusha is an unstoppable avalanche of ill-tempered muscle that turns all in its path into pulverised meat.
After this model makes a
charge move, you can pick 1 enemy unit within 1" of this model and roll a number of dice equal to the Destructive Bulk value on this model’s damage table. For each 5+, that enemy unit suffers 1
mortal wound.
If the mortal wounds inflicted by this model’s Destructive Bulk mean there are no enemy models left within 3" of it, then it can attempt to make another charge move, and it can make another Destructive Bulk attack after that move if the charge is successfully carried out. This model can attempt to make any number of charge moves in a single turn, so long as each one results in all enemy models within 3" being slain.
Rip-toof Fist: Orruks armed with one of the jagged gauntlets of heavy pig iron known as a rip-toof fist can block an enemy’s blow before launching a deadly counter-attack with the weapon’s fearsome twin-pronged spikes.
If the unmodified
save roll for an attack made with a melee weapon that targets a model with a Riptoof-fist is 6, the attacking unit suffers 1
mortal wound after all of its attacks have been resolved.
Strength from Victory: Themore fights a Megaboss wins, the stronger they become.
At the end of the
combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, add 1 to this model’s Wounds characteristic and add 1 to the Attacks characteristic of this model’s Boss Choppa and Rip-toof Fist or this model’s Boss Gore-hacka and Choppa.
Go on Ladz, Get Stuck In!: With a well-timed punch or ear-splitting bellow, a Megaboss inspires the Ironjawz under their command to fight all the harder.
You can use this
command ability at the start of the
combat phase. If you do so, pick 1 friendly
IRONJAWZ unit wholly within 12" of a friendly model with this command ability, or wholly within 18" of a friendly model with this command ability that is a MONSTER. Until the end of that phase, add 1 to
hit rolls for attacks made by that unit. A unit cannot benefit from this command ability more than once per phase
KEYWORDS | DESTRUCTION, ORRUK, MAW-KRUSHA, IRONJAWZ, MONSTER, HERO, MEGABOSS |
Behemoth
Basilisks are creatures so inimical to life that they poison the very ground they walk on. They are a living blight that can swiftly reduce an area to ruinous wasteland, destroying crops and slaughtering livestock with venom that suffuses both body and spirit.
Acidic Spittle |
| Acidic Spittle | 10" | 1 | 5+ |  | -1 | 1 |
Venomous Bite |
| Venomous Bite | 2" | 1 | 3+ | 3+ |  | 3 |
Clutching Claws |
| Clutching Claws | 1" | 6 | 4+ | 4+ | -1 | 1 |
0-1 | 10" | -2 | 2+ |
2-3 | 9" | -2 | 3+ |
4-5 | 8" | -1 | 4+ |
6-7 | 7" | -1 | 5+ |
8+ | 6" | - | 6+ |
Unit Size: 1 Points: 160
Battlefield Role: Behemoth
A Basilisk is a single model armed with Acidic Spittle, a Venomous Bite and Clutching Claws.
Corrosive Miasma: The poisons that emanate from the Basilisk’s skin are so toxic that they leave anyone nearby choking on their own blood as they fall victim to their corrosive effects.
At the start of the
combat phase, roll 1 dice for each enemy unit within 3" of this model. On a 2+, that unit suffers 1
mortal wound.
Malignant Gaze: The Basilisk focuses its malice upon its intended victim, its eyes radiating with evil as the enemy slowly melts into a pile of steaming flesh and blistering metal.
In your
hero phase, you can pick 1 enemy unit within 12" of this model that is visible to it, and roll a dice. On a 1, nothing happens. On a 2-3, that unit suffers D3
mortal wounds. On a 4+, that unit suffers D3+1 mortal wounds.
KEYWORDS | DESTRUCTION, MONSTER, BASILISK |
Dread Maws are massive reptilian worms that spend most of their lives below ground, only surfacing to hunt. They use their hard rock-like coils to bind and crush their prey, and are able to tunnel through rock and soil as a fish swims through water.
Slime Spray |
| Slime Spray | 12" | 1 | 4+ | 3+ | -2 | D6 |
Cavernous Maw |
| Cavernous Maw | 3" | 3 | 3+ | 2+ |  | D6 |
Writhing Coils |
| Writhing Coils | 2" |  | 4+ | 4+ | -1 | 1 |
0-3 | 14" | -3 | 3D6 |
4-6 | 12" | -2 | 2D6 |
7-9 | 10" | -2 | D6 |
10-12 | 8" | -1 | D3 |
13+ | 6" | -1 | 1 |
Unit Size: 1 Points: 460
Battlefield Role: Behemoth
A Dread Maw is a single model armed with a Cavernous Maw, Writhing Coils and Slime Spray.
Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge on any part of a battlefield without hindrance, taking its prey by surprise.
Instead of setting up this model on the battlefield, you can place it to one side and say that it is tunnelling through the earth in
reserve. If you do so, at the end of your second
movement phase, you must set up this model on the battlefield more than 9" from any enemy units.
Impenetrable Hide: Long exposure to the taint left behind from the Age of Chaos has made the armoured scales of Dread Maws all but impervious to harm.
Roll a dice each time you allocate a
mortal wound to this model. On a 4+ that mortal wound is negated.
Tunnel Worm: The Dread Maw grinds through rock and soil without resistance.
When this model makes a move, it can pass across
terrain features and other models in the same manner as a model that can
fly.
Yawning Maw: Their circular mouths studded with rows of sickle-shaped teeth, Dread Maws can swallow a fully armoured man whole.
You can re-roll
wound rolls of 1 for attacks made with this model’s Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.
KEYWORDS | DESTRUCTION, MONSTER, DREAD MAW |
Incarnate Elementals of Beasts are gruesome fusions of meat and bone, bound together and given will by the raw magic of Ghur. Savage beyond imagining, they slash and gore their way through whole armies, reducing their enemies to mutilated heaps of flesh.
Amber Breath |
| Amber Breath | 12" | D6 | 5+ | 3+ | -2 | D3 |
Savage Talons |
| Savage Talons | 2" |  | 3+ | 4+ | -2 | 1 |
Impaling Horns |
| Impaling Horns | 2" | 4 | 4+ | 3+ | -1 | D3 |
0-3 | 10" | 3+ | 12 |
4-6 | 8" | 4+ | 10 |
7-9 | 7" | 4+ | 8 |
10-12 | 6" | 5+ | 6 |
13+ | 5" | 6+ | 4 |
Unit Size: 1 Points: 300
Battlefield Role: Behemoth
An Incarnate Elemental of Beasts is a single model armed with Savage Talons, Impaling Horns and Amber Breath.
Savage Frenzy: These creatures are at their most dangerous in their final moments, lashing out at their enemies in vengeful hatred.
If this model is slain, before removing the model from play, it can make a
pile-in move and then attack with all of the melee weapons it is armed with. This model is then removed from play.
Howl of the Great Beast: The howl of an Incarnate Elemental of Beasts can freeze the blood of all who hear it.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of this model.
Incarnate of Ghur: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
In your
hero phase, you can
heal up to D3 wounds allocated to this model if the battle is taking place in
Ghur, the Realm of Beasts. In addition, you can re-roll
wound rolls of 1 for attacks made by this model if the battle is taking place in Ghur, the Realm of Beasts.
The Lure of Spilt Blood: The potent aroma of freshly spilt blood sends these creatures into a frenzy.
You can re-roll
charge rolls for this model while it is within 12" of any enemy models that have any
wounds allocated to them.
KEYWORDS | DESTRUCTION, MONSTER, INCARNATE ELEMENTAL OF BEASTS |
An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
Fiery Bolts |
| Fiery Bolts | 18" |  | 4+ | 4+ | -1 | 1 |
Tendrils of Fire |
| Tendrils of Fire | 2" | 6 | 3+ | 4+ | - | 1 |
Burning Lance |
| Burning Lance | 3" | 3 | 3+ | 2+ | -2 | 2 |
0-3 | 8" | 3+ | 10 |
4-6 | 7" | 4+ | 8 |
7-9 | 6" | 4+ | 6 |
10-12 | 5" | 5+ | 4 |
13+ | 4" | 6+ | 2 |
Unit Size: 1 Points: 300
Battlefield Role: Behemoth
An Incarnate Elemental of Fire is a single model armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.
Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified
hit roll for an attack made by this model is 6, double the Damage characteristic for that attack.
Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the
combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3
mortal wounds.
Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
In your
hero phase, you can
heal up to D3 wounds allocated to this model if the battle is taking place in
Aqshy, the Realm of Fire. In addition, you can re-roll
wound rolls of 1 for attacks made by this model if the battle is taking place in Aqshy, the Realm of Fire.
KEYWORDS | DESTRUCTION, MONSTER, INCARNATE ELEMENTAL OF FIRE |
These primordial beasts are among the most malevolent of dragon kind. Their gullet burns with the intensity of a raging volcano, and when roused to wrath they incinerate their foes with jets of flame, or else tear them to shreds with their enormous claws and fangs.
Brimstone Dragonfire |
| Brimstone Dragonfire | 18" | |
Furnace-hot Jaws |
| Furnace-hot Jaws | 3" | 4 | 3+ | 2+ |  | D6 |
Crushing Claws |
| Crushing Claws | 2" |  | 4+ | 3+ | -1 | 2 |
0-4 | 16" | -3 | 8 |
5-8 | 14" | -3 | 7 |
9-12 | 12" | -2 | 6 |
13-16 | 10" | -2 | 5 |
17+ | 8" | -1 | 4 |
Unit Size: 1 Points: 540
Battlefield Role: Behemoth
A Magma Dragon is a single model armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.
Brimstone Dragonfire: Unleashing the heat within, the Magma Dragon spews gouts of whitehot fire upon its prey.
Do not use the attack sequence for an attack made with this model’s Brimstone Dragonfire. Instead, roll a dice. On a 2+, the target unit suffers D6
mortal wounds. If the target unit has 10 or more models, it suffers 2D6 mortal wounds instead of D6.
Burning Blood: The lifeblood that flows through Magma Dragons is molten rock. To spill it is akin to standing beside a volcanic eruption.
Roll a dice each time a wound or
mortal wound that was inflicted by a melee weapon is allocated to this model. On a 4+, the attacking unit suffers 1 mortal wound. On a 6, the attacking unit suffers D3 mortal wounds instead.
KEYWORDS | DESTRUCTION, DRAGON, MONSTER, MAGMA DRAGON |
Merwyrms are nightmarish creatures able to traverse both land and sea. Harbouring a malice cultivated in their endless struggle for survival upon the ocean floor, they loose this hatred upon any foolish enough go into battle against them.
Chill Breath |
| Chill Breath | 8" | 6 | 4+ | 3+ | -1 | 1 |
Hideous Jaws |
| Hideous Jaws | 1" | 3 | 3+ | 3+ |  | D3 |
Powerful Tail |
| Powerful Tail | 2" | 1 | 4+ | 3+ | -1 |  |
0-2 | 8" | -3 | 6 |
3-4 | 7" | -2 | D6 |
5-7 | 6" | -2 | D3 |
8-9 | 5" | -1 | 2 |
10+ | 4" | - | 1 |
Unit Size: 1 Points: 260
Battlefield Role: Behemoth
A Merwyrm is a single model armed with Chill Breath, Hideous Jaws and a Powerful Tail.
Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a preternatural talent for latching onto their quarry and tearing away great chunks of flesh.
If the unmodified
wound roll for an attack made with this model’s Hideous Jaws is 6, that attack has a Damage characteristic of D6 instead of D3.
Stench of the Deep: The air around this beast is filled with an unholy stench of rotting flesh and brackish filth. This putrid smell upturns stomachs and stings eyes, weakening and blinding its enemies before they can attack.
Subtract 1 from
hit rolls for attacks made with melee weapons that target this model.
Unnatural Metabolism: The Merwyrm’s cavernous jaws are so huge that stories abound of its ability to swallow a person whole, its wounds sealing each time it devours an unfortunate victim.
At the end of the
combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can
heal up to D3 wounds allocated to this model.
KEYWORDS | DESTRUCTION, MONSTER, MERWYRM |
Crudely fashioned by orruk shamans from rocks and battlefield debris, Rogue Idols are daubed with sigils and animated by Waaagh! energy. They are drawn inexorably to the biggest battles, storming out of the wilderness to clobber their foes.
Boulder Fists |
| Boulder Fists | 3" | 2 | 3+ |  | -2 | D6 |
Stompin’ Feet |
| Stompin’ Feet | 2" |  | 3+ | 3+ | -2 | 2 |
0-4 | 10" | 2+ | 10 |
5-8 | 8" | 3+ | 8 |
9-11 | 6" | 3+ | 6 |
12-13 | 4" | 4+ | 4 |
14+ | 2" | 5+ | 2 |
Unit Size: 1 Points: 420
Battlefield Role: Behemoth
A Rogue Idol is a single model armed with Boulder Fists and Stompin’ Feet.
Avalanche!: Even in death, Rogue Idols cause widespread devastation, their stony forms collapsing in a rain of heavy boulders and rubble that has left more than one elated champion crushed flat by the remains of the very beast he just bested.
If this model is slain, before removing the model from play, roll a dice for each unit within 3" of this model. On a 4+, that unit suffers D3
mortal wounds. This model is then removed from play.
Da Big ’Un: Nothing more, in truth, than a monumental pile of rocks in motion, the Rogue Idol has few weaknesses and does not feel pain.
Roll a dice each time you
allocate a wound or
mortal wound to this model. On a 5+, that wound or mortal wound is negated.
Livin’ Idol: The crackling spiritual power of the Waaagh! is the lifeblood of the Rogue Idol, such that orruk shamans can tap into it when casting their magic.
Add 1 to
casting rolls for friendly
ORRUK WIZARDS and friendly
GROT WIZARDS while they are within 6" of any friendly models with this ability. In addition, add 1 to the Bravery characteristic of friendly
ORRUK and friendly
GROT units while they are wholly within 18" of any friendly models with this ability.
Rubble and Ruin: A Rogue Idol doesn’t particularly care about where it’s treading, and chunks of stone and bits of former victims are forever falling off its thunderous bulk.
At the end of the
combat phase, roll a dice for each enemy unit within 3" of this model. On a 4+, that unit suffers 1
mortal wound.
Spirit of the Waaagh!: Rogue Idols storm relentlessly into battle, driven ever onwards by the will of Gorkamorka, smashing their enemies flat with one thunderous charge after another.
You can re-roll
hit rolls of 1 for attacks made by this model if it made a
charge move in the same turn.
KEYWORDS | DESTRUCTION, ORRUK, BONESPLITTERZ, GREENSKINZ, IRONJAWZ, MONSTER, ROGUE IDOL |
Warscroll Battalion
| | |
| Unit Size: - Points: 120 Battlefield Role: Warscroll Battalion
Drawn to the Waaagh!: The powerful beat drummed out by a Warchanter draws ever more Ardboys to the fight.
You can use this command ability if the ORRUK WARCHANTER from this battalion is on the battlefield when a unit from this battalion is destroyed. If you do so, roll a dice. On a 4+, a new unit identical to the one that was destroyed is added to your army. Set up the new unit wholly within 6" of the edge of the battlefield and more than 9" from any enemy units. You cannot use this command ability more than once per phase. | |
| | |
| | |
| As the rukks of a Bonesplitterz warclan gather in number, the roiling Waaagh! energy that surrounds them reaches a fever pitch. Thewarpaint covering each orruk’s hide glows and squirms with renewed vigour, deflecting even the most sundering strikes as the savage mobs charge headlong into the fray. Unit Size: - Points: 80 Battlefield Role: Warscroll Battalion
Big Rukk Warpaint: When a Big Rukk gathers for battle, the raging power of the Waaagh! that surrounds its warriors powers up their warpaint and makes it even more protective.
When you use the Warpaint battle trait for a unit from this battalion, you can re-roll the dice that determines if a wound or mortal wound is negated. | |
| | |
| | |
| The ground shakes under the clanking, shuddering march of an Ironjawz brawl. Filled with mobs of hulking, bloody-minded orruks smashed together into mighty fists by their bosses, it is a vast green tide that sweeps away armies, kingdoms and empires in an endless storm of belligerent violence. Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
Boss Waaagh!: The Megaboss that leads a brawl is able to channel and direct the Waaagh! energy generated by the orruks under his command through his subordinate war leaders.
Once per battle, if your general is from this battalion and is on the battlefield, another ORRUK HERO from this battalion can use the Ironjawz Waaagh! command ability. This does not stop the general from using the Ironjawz Waaagh! command ability, but you cannot use the command ability more than once in the same combat phase. | |
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| Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
Savage Swiftness: Every Bonesplitter wants to be first into the scrap, and they will run at breakneck pace to ensure they get to the most powerful bones first.
Units from this battalion that are wholly within 12" of the same battalion’s Big Boss at the start of the charge phase can run and still charge later in the same turn. | |
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| | • | 3-5 Orruk Brutes units | Pick 1 Brute Boss from a unit in this battalion to be the battalion’s Big Boss. That model has a Wounds characteristic of 5 instead of 3. |
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Unit Size: - Points: 120 Battlefield Role: Warscroll Battalion
Green-skinned Battering Ram: A Brutefist is a tide of destruction that can pulverise even the toughest of foes.
After a model from a unit in this battalion makes a charge move, you can pick 1 enemy unit within 1" of that model and roll a dice. On a 4+, that enemy unit suffers 1 mortal wound. If that model’s unit has more than 1 model, roll to determine if a mortal wound is inflicted each time a model from that unit completes its charge move, but do not allocate the mortal wounds until all of the models in that unit have moved. | |
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| | • | 3-5 Orruk Gore-gruntas units | Pick 1 Gore-grunta Boss from a unit in this battalion to be the battalion’s Big Boss. That model has a Wounds characteristic of 7 instead of 5. |
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Unit Size: - Points: 130 Battlefield Role: Warscroll Battalion
Da Boss’s Big Idea: Gore-grunta Big Bosses often come up with all manner of ‘kunnin’ taktikz’ to ensure their lads can get into the scrap. Once the battle gets properly underway, however, such formations invariably break apart in all the excitement.
In your first hero phase, each unit from this battalion that is wholly within 18" of the Big Boss from the same battalion at the start of that hero phase can make a normal move, but cannot run. | |
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| | • | 3-5 Orruk Brutes, Orruk Gore-gruntas or Orruk Ardboys units in any combination | Pick 1 Brute Boss or Gore-grunta Boss from a unit in this battalion to be the battalion’s Big Boss. Add 2 to that model’s Wounds characteristic. |
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Unit Size: - Points: 160 Battlefield Role: Warscroll Battalion
Up and At ’Em: Urged on by their Big Boss, the mobs of an Ironfist are forever rushing forwards to get stuck into the fight.
Once in each of your hero phases, the Big Boss from this battalion can use the Mighty Destroyers command ability without spending 1 command point. | |
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| Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
Savage Weird Power: The build up of Waaagh! energy in the presence of so many crazed orruks supercharges the Wardokks’ power, making them even more dangerous.
At the start of your hero phase, you can pick 1 WARDOKK from this battalion that is wholly within 18" of 2 or more units from the same battalion that each have 10 or more models. That WARDOKK can attempt to cast the Fists of Gork spell from the Wurrgog Prophet warscroll in that phase, in addition to any other spells it can cast. | |
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| Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
Dead Sneaky: The small mobs that make up a Kunnin’ Rukk can be surprisingly sneaky when they want to be, catching out the foe with a sudden surprise attack.
In your hero phase, pick 1 unit from this battalion that is wholly within 12" of the SAVAGE BIG BOSS from the same battalion. That unit can make a normal move or shoot. Units from this battalion cannot have more than 20 models. | |
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| Unit Size: - Points: 120 Battlefield Role: Warscroll Battalion
Maniak Stampede: Nothing can stop the mobs of a Snaga Rukk from charging full pelt once they have the enemy in sight.
You can re-roll charge rolls for units from this battalion while they are wholly within 12" of the MANIAK WEIRDNOB from the same battalion. | |
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| Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
We’re Da Best!: The Big Stabbas of a Teef Rukk are always looking to prove to their boss that they are killier than any of the other mobs in the warclan.
Add 1 to the Attacks characteristic of melee weapons used by units from this battalion while they are wholly within 12" of the SAVAGE BIG BOSS from the same battalion. | |
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| Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
Weird Energy: The focused Waaagh! energy absorbed by a Weirdfist’s shaman has a tendency to overcharge their spells and incantations.
If the WEIRDNOB SHAMAN from this battalion is wholly within 18" of 2 or more units from the same battalion that each have 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. | |
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| At the head of the Ironsunz hordes comes Dakkbad Grotkicker, the grand overboss himself. Around him are assembled the ’ardest orruks he can muster, their prowess further enhanced by his formidable kunnin’. Unit Size: - Points: 220 Battlefield Role: Warscroll Battalion
Da Boss ’Imself: Dakkbad Grotkicker is arguably the greatest, and certainly the most kunnin’, Megaboss ever to rule the Ironsunz warclan.
Dakkbad must have the Right Fist of Dakkbad command trait. In addition, if Dakkbad is on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.
Battlescarred Veterans: The orruks that make up Dakkbad’s Bossfist are amongst the most deadly fighters of their brutal green-skinned race.
Add 1 to the Attacks characteristic of melee weapons used by models in this battalion (including those used by their mounts). | |
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| The seething hordes of the Ironsunz have fully embraced the kunnin’ brutality of Gorkamorka. They seek nothing less than to become the greatest orruks that ever were. If they are not stopped, they just might succeed. Unit Size: - Points: 120 Battlefield Role: Warscroll Battalion
Boss Waaagh!: Dakkbad is able to channel and direct the Waaagh! energy generated by the Ironsunz under his command through his subordinate bosses and hangers-on.
Once per battle, if Dakkbad is on the battlefield, another ORRUK HERO from this battalion can use the Ironjawz Waaagh! command ability. This does not stop Dakkbad from using the Ironjawz Waaagh! command ability, but you cannot use the command ability more than once in the same combat phase. | |
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| Under the steely gaze of Moggorz and his Rekrootin’ Krew, mobs of orruks from across the realms fight for the chance of becoming true-blue Ironsunz. Though not as kunnin’ as the warclan’s own, their desire to impress lends them a deadly courage in battle. | • | 1 Megaboss (Moggorz) | • | 1 Brute unit (Da Rekrootin’ Krew) | • | 1-5 Orruk Brutes or Orruk Ardboys units in any combination (Aspirants) | This battalion can only be taken as part of an Ironjawz army that is from the IRONSUNZ warclan. You cannot include more than 1 Moggorz’s Rekrootin’ Krew warscroll battalion in your army. |
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Unit Size: - Points: 150 Battlefield Role: Warscroll Battalion
Out To Impress: Though not yet Ironsunz themselves, the boyz that fight alongside the Rekrootin’ Krew will face down truly insane odds without fear to earn Moggorz’s approval.
The Ironsunz Kunnin’ ability does not apply to Aspirant units from this battalion. Instead, do not take battleshock tests for Aspirant units from this battalion while they are wholly within 18" of Moggorz or Da Rekrootin’ Krew. | |
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