Orruk Warclans – Savage Orruk Arrowboys
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Savage Orruk Arrowboys

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stinga Bow
Stinga Bow18"25+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bone Shiv
Bone Shiv1"14+4+-1

Unit Size: 10 - 30      Points: 120
Battlefield Role: None
Notes: Battleline in Bonesplitterz or Big Waaagh! army


This warscroll can be used in following warscroll battalions:
 • Kunnin’ Rukk


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.

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.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.

The BONESPLITTERZ keyword is used in following Orruk Warclans warscrolls:

• Wardokk
© Vyacheslav Maltsev 2013-2021