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.


Books

BookKindEditionVersionLast update
  Orruk Warclans
  Orruk WarclansBattletome31.1December 2021
  Battlescroll: Gods & Heroes
  Battlescroll: Gods & HeroesRulebook3December 2021
  Warhammer Underworlds: Harrowdeep
  Warhammer Underworlds: HarrowdeepWarscroll3October 2021
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021
  Warhammer Legends: Grand Alliance Destruction
  Warhammer Legends: Grand Alliance DestructionIndex31.0August 2021
  Ironsunz
  IronsunzWhite Dwarf2February 2020

Designers’ Commentary

Battletome: Orruk Warclans

Q:If Kragnos is included in an Orruk Warclans, Gloomspite Gitz, Ogor Mawtribes or Sons of Behemat army, does he benefit from the allegiance abilities of those armies?
A:
No.

Allies

FACTIONALLIES
Orruk WarclansGloomspite Gitz

Orruk Warclans Armies

There are 4 different types of Orruk Warclans army, and you must decide which type your Orruk Warclans army will be. The 4 types of Orruk Warclans army are: a Kruleboyz army, an Ironjawz army, a Bonesplitterz army and a Big Waaagh! army.

If you choose a Kruleboyz army, all ORRUK WARCLANS units in the army must have the KRULEBOYZ keyword. If you choose an Ironjawz army, all ORRUK WARCLANS units in the army must have the IRONJAWZ keyword. If you choose a Bonesplitterz army, all ORRUK WARCLANS units in the army must have the BONESPLITTERZ keyword. If you choose a Big Waaagh! army, you can include any units with the ORRUK WARCLANS keyword in your army. Record your choice on your army roster.

Each type of Orruk Warclans army has its own battle traits and enhancements and does not use the battle traits or enhancements of the others. A Big Waaagh! army is the exception to this, as it uses a selection of battle traits from those of the other armies. In addition, if you choose a Big Waaagh! army, you can pick enhancements from any of the enhancement tables in this book (units can still only be given enhancements if they have the appropriate keyword; for example, only KRULEBOYZ WIZARDS can be given a spell from the Lore of the Swamp).


Kruleboyz Battle Traits

Kruleboyz Warclans

The different Kruleboyz warclans each have their own distinct methods of waging war.

You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All KRULEBOYZ units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.

Venom-encrusted Weapons

The weapons used by Kruleboyz are smeared with toxins extracted from poison sludge, venomous swamp creatures and the orruks’ own spit, so the wounds they inflict quickly become infected.

If the unmodified hit roll for an attack made by a KRULEBOYZ ORRUK model is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a wound roll or save roll). This ability has no effect on attacks made by a mount unless noted otherwise.

Kruleboyz Waaagh!

In typically Morky fashion, Kruleboyz wait until they have the enemy surrounded before calling a Waaagh! - and when they do, the enemy’s fate is usually sealed.

Once per battle, in the combat phase, when you pick a friendly KRULEBOYZ general to fight, you can say that they are calling a Kruleboyz Waaagh!. If you do so, pick up to 2 other friendly KRULEBOYZ units wholly within 18” of that general and that have not yet fought in that combat phase. That general and the units you picked can fight one after the other in the order of your choice.

Dirty Tricks

Kruleboyz will use whatever devious and dastardly means they can to gain the upper hand over the foe.

After the players have received their starting command points but before the start of the first turn, you can pick 1 of the following Dirty Tricks to employ during the battle:

Noisy Racket: On the eve of battle, you make sure the enemy receives no respite as your war drums and rattle-skulls ring out into the night.
Subtract 1 from wound rolls for attacks made by enemy units in the first battle round.

Lethal Surprise: Your scouts have laid cunningly disguised pitfall traps out in no man’s land.
Roll 3 dice. For each 4+, you can pick 1 different terrain feature or different objective that is not wholly within enemy territory and secretly note it down. The first time any enemy unit finishes a move within 1" of that terrain feature or objective, roll a dice. On a 2+, that unit suffers D6 mortal wounds.

Disappearin’ Act: You have sent out your grots to lure a band of enemy warriors into the swamp mists until they become utterly lost.
Roll 3 dice. For each 4+, you can pick 1 different enemy unit on the battlefield that has not been reinforced. Then, roll a dice for each unit you picked. If the roll is greater than that unit’s Wounds characteristic, your opponent must remove that unit from the battlefield and set it up as a reserve unit. At the end of your opponent’s first movement phase, they must set up that unit on the battlefield wholly within their territory and more than 9" away from all enemy units. This Dirty Trick cannot be picked if the battleplan has the ‘No Reserves’ rule (for example Tooth and Nail).

Covered in Mud: After some ‘hard finkin’, you command a group of warriors to slather themselves in muck and sneak up on the unwitting enemy.
Roll 3 dice. For each 4+, pick 1 friendly unit that is not a HERO or MONSTER. While that unit is in cover, it is not visible to enemy units.

Kruleboyz Command Traits

KILLABOSS, SNATCHABOSS or BREAKA-BOSS only.

Slippery Skumbag

This wily boss has mastered the art of the feint and counter-charge.

This general can retreat and charge in the same turn.

Supa Sneaky

This boss is renowned for the ingenuity of his ambush manoeuvres.

If this general is on the battlefield at the start of the first battle round, before determining who has the first turn, you can pick 1 friendly KRULEBOYZ unit and set it up again anywhere on the battlefield that is more than 9" from all enemy units.

Egomaniak

This self-important boss is willing to use anyone to protect his own hide.

If this general is within 3" of another friendly unit, roll a dice before you allocate a wound or mortal wound to this general or instead of making a ward roll for this general. On a 4+, pick 1 other friendly unit within 3" of this general. That wound is allocated to that unit instead and cannot be negated.


Kruleboyz Artefacts of Power

KRULEBOYZ HERO only.

Eye-biter Ash

Stored in a heat-proof pouch, this strange ash never stops smouldering. The hearer can cast it at a foes, creating a cloud of blistering ash that blinds the targets and causes them terrible pain.

Once per battle, at the start of the combat phase, you can say that the bearer will hurl the Eye-biter Ash at a foe. If you do so, pick 1 enemy unit within 3" of the bearer and roll a dice. On a 1-2, nothing happens. On a 3-4, subtract 1 from hit rolls for attacks made by that unit for the rest of that phase. On a 5+, subtract 1 from hit rolls for attacks made by that unit for the rest of the battle.

Mork’s Eye Pebble

When rubbed, this dark-grey rock produces a swirling bank of thick fog that protects the bearer and their allies from harm.

Once per battle, at the start of the enemy shooting phase, you can say the bearer will rub their Mork’s Eye Pebble. If you do so, the bearer and all friendly units wholly within 12" of the bearer have a ward of 5+ until the start of the next phase.

Beastkilla Slop

This potion is brewed from a sweet-smelling plant that grows only in the shadiest bogs. It wreaks havoc on the nervous systems of larger beasts; as such, some of the more cautious Kruleboyz carry a philtre or two of the stuff to smash against the snout of any predator that might try to eat them.

Once per battle, at the start of the combat phase, you can pick 1 enemy MONSTER within 3" of the bearer and roll a dice. On a 1, nothing happens. On a 2-5, that MONSTER suffers D6 mortal wounds. On a 6, that MONSTER suffers 2D6 mortal wounds.

Spiker Seeds

When cast upon the ground, these seeds sprout a mass of iron-hard thorns. They cause mayhem when thrown in front of a charging foe.

Once per battle, after an enemy unit finishes a charge move within 6" of the bearer, you can say the bearer will throw their Spiker Seeds. If you do so, roll a dice for each model in that enemy unit. For each 5+, that enemy unit suffers 1 mortal wound.


Kruleboyz Warclans

Grinnin’ Blades

The Grinnin’ Blades are the epitome of Morkiness, ever seeking to get one over their foe before the battle is joined in earnest. Their Swampcalla Shamans are experts at concealing the boys with obfuscating mists, hiding them from sight until the enemy is completely surrounded.

Out of the Mists: The shamans of the Grinnin’ Blades make sure that the lads are swathed in thick, concealing fog before the battle begins.
During the first battle round, friendly GRINNIN’ BLADES units are not visible to enemy models that are more than 12" away from them.

Big Yellers

The Big Yellers are seen as pretty lazy by the other Kruleboyz, but it is precisely this trait that has led to them spending a lot of time tinkering with their wargear and making ‘kustom modifikashuns’. As such, the Deffspikerz of this warclan invariably wield the flashiest, shootiest missile weapons - after all, it saves them the long walk that is usually required in order to shank a foe.

Only Da Best: The crossbows of the Big Yellers are just that bit better than those of other Kruleboyz - not that the rival warclans would ever admit it.
Add 3" to the Range characteristic of missile weapons used by friendly BIG YELLERS ORRUK units. In addition, in the first battle round, each time a friendly BIG YELLERS ORRUK unit shoots, you can re-roll 1 of the hit rolls for 1 of the attacks made by that unit.

Skulbugz

Even other greenskins think that the Skulbugz are an unsettling bunch. They have an affinity with creeping, crawling things, and are usually surrounded by undulating swarms of gangly swamp-midges and nasty, scuttling critters that are likely to run up a foe’s leg. Understandably, this can be extremely distracting to their enemies in battle.

Crawly Swarm: The Skulbugz and their loathsome warbeasts are magnets for all kinds of biting, wriggling creepy crawlies.
When an enemy unit is picked to fight, roll a dice if it is within 3" of any friendly SKULBUGZ units. Add 2 to the roll if that enemy unit is within 3" of any friendly SKULBUGZ MONSTERS. On a roll of 6+, subtract 1 from hit rolls for attacks made by that enemy unit in that phase.

Ironjawz Battle Traits

Ironjawz Warclans

The different Ironjawz warclans each have their own distinct methods of waging war.

You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All IRONJAWZ units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.

Ironjawz Waaagh!

Ironjawz don’t mess around; they throw themselves into the fray when their boss bellows ‘Waaagh!’.

Once per battle, at the start of your charge phase, you can pick 1 friendly IRONJAWZ general on the battlefield and say that they are calling an Ironjawz Waaagh!. Until the end of that turn, add 1 to charge rolls for friendly IRONJAWZ units and improve the Rend characteristic of melee weapons used by friendly IRONJAWZ units by 1.

Mighty Destroyers

The Ironjawz won’t let anything get between them and a good scrap.

You can use this command ability in your hero phase. The model that issues the command must be an IRONJAWZ model and the unit that receives the command must be an IRONJAWZ unit.

- If the unit that received the command is more than 12" from all enemy units, you must make a normal move with the unit.

- If the unit that received the command is within 3" of an enemy unit, you must make a pile-in move with each model in the unit.

- If the unit is within 12" of an enemy unit and more than 3" from all enemy units, you must attempt a charge with the unit.

Smashing and Bashing

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

In the combat phase, after a friendly IRONJAWZ unit has fought, if any enemy units were destroyed by an attack made by that unit, 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 friendly IRONJAWZ unit fights immediately.

Ironjawz Command Traits

Brutal Warlords

MEGABOSS only.

Hulking Brute

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

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

Mega Bossy

This boss’s booming voice constantly rings out across the battlefield, ‘encouraging’ his lads to get stuck into the fight.

This general can issue the Mighty Destroyers command even if it has already been issued by another friendly model in the same phase.

Mighty Waaagh! Leader

This Megaboss is a true leader of orruk-kind, and knows just how to get the most out of a seething green sea of boys. This usually involves demonstrating that he is the ’ardest and ’killiest of the lot, of course.

If this general calls an Ironjawz Waaagh!, you can re-roll charge rolls for friendly IRONJAWZ units wholly within 12" of them until the end of that turn.


Champions of the Weird

IRONJAWZ WIZARD only.

Touched by the Waaagh!

This shaman is a particularly sensitive conduit for Waaagh! energy, though some of the smarter lads know not to stand too close to him when the fighting starts...

Before attempting to cast a spell with this general, you must pick a unit within 6" of them. That unit suffers D3 mortal wounds but you can add the number of mortal wounds caused to that unit to the casting roll for the spell. If you pick this general to suffer the mortal wounds and they are slain by one of those wounds, the spell is not successfully cast.

Master of the Weird

This shaman is capable of channelling the energy of the Waaagh! in all sorts of strange and destructive ways.

You can pick 1 extra spell for this general from the Lore of the Weird.


Ironjawz Artefacts of Power

MEGABOSS only.

Armour of Gork

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

The bearer has a ward of 6+ and you can add 1 to hit rolls for attacks made with melee weapons by the bearer. However, you must subtract 2" from the bearer’s Move characteristic and the bearer cannot run.

Destroyer

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

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

The Boss Skewer

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

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


Ironjawz Warclans

Ironsunz

Tactically gifted so far as orruks go, the Ironsunz have learnt to trick the enemy into thinking they are slow and ponderous by advancing at a steady pace, before exploding into a sudden, ground-shaking charge.

Alright, Get ’Em!: At a bellowed command, the Ironsunz suddenly launch themselves at their foes, catching them utterly off guard.
You can use this command ability at the end of the enemy charge phase. The unit that receives the command must be a friendly IRONSUNZ unit that is within 12" of an enemy unit and more than 3" from all enemy units. That IRONSUNZ unit can attempt a charge.

Bloodtoofs

The Bloodtoofs hold to a simple philosophy: the first orruk into the fight gets to experience the best of the scrapping. Clearly, riding a hungry grunta is often the ideal way to achieve just that.

Hunt and Crush: Bloodtoofs Gore-gruntas eagerly smash their way through anybody foolish enough to stand before them.
At the end of the combat phase, friendly BLOODTOOFS GORE-GRUNTAS units that fought in that phase and are within 3" of any enemy units can make a pile-in move. In addition, those that fought but are not within 3" of any enemy units can each make a normal move or attempt a charge.

Da Choppas

Da Choppas revel in brutal acts of vandalism. Whooping and howling at the tops of their voices, vast mobs of Ardboys charge forwards in a rowdy scrum, worked into a frenzy by the warclan’s many Warchanters.

Rabble Rousers: Da Choppas Warchanters are old hands at whipping the lads into a frenzy.
When you use the Violent Fury ability of a friendly DA CHOPPAS WARCHANTER, you can pick up to 3 different friendly DA CHOPPAS BRUTES units or DA CHOPPAS ARDBOYS units, in any combination, to be affected by the ability instead of 1 friendly IRONJAWZ unit.

Bonesplitterz Battle Traits

Bonesplitterz Warclans

The different Bonesplitterz warclans each have their own distinct methods of waging war.

You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All BONESPLITTERZ units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction (pg 93). If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.

Warpaint

Bonesplitterz daub themselves with warpaint that they believe safeguards them from harm. Their collective conviction is so great that these markings actually do protect them; arrows, blades and even bolts of magic are all deflected by this aura of faith.

Friendly BONESPLITTERZ units have a ward of 6+.

Bonesplitterz Waaagh!

When the Bonesplitterz sound a Waaaghl, their warpaint blazes with a ferocious energy, ’scaring off’ the attacks of the enemy and granting the orruks uncanny protection.

Once per battle, at the start of the combat phase, you can pick 1 friendly BONESPLITTERZ general on the battlefield and say that they are calling a Bonesplitterz Waaagh!. If you do so, until the end of that phase, friendly Bonesplitterz units have a ward of 4+ instead of 6+.

Spirit of Gorkamorka

When a Bonesplitterz orruk gets stuck into the fight with the rest of da boys, he is carried along on the wave of infectious battle-lust that sees him raining down blows on the foe with even wilder abandon.

If the unmodified hit roll for an attack made with a melee weapon by a friendly BONESPLITTERZ unit that has 5 or more models is 6, that attack scores 2 hits on the target instead of 1 (make a wound roll and save roll for each hit).

Tireless Trackers

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

After deployment but before the first battle round begins, half of the BONESPLITTERZ units in your 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 Command Traits

Savage Warlords

SAVAGE BIG BOSS only.

Killa Instinkt

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

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

Great Hunter

This tireless orruk drives his warclan relentlessly onward in pursuit of prey.

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

Monster Killa

No beast worth its bones can escape the bite of this boss’s chompa.

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


Shamanistic Quirks

BONESPLITTERZ WIZARD only.

One Wiv Da Beast

This shaman has consumed the spirits of many a beast, strengthening his connection to the Twin-Headed God and allowing him to channel the Waaagh! in a myriad ways.

You can pick 1 extra spell for this general from the Lore of the Savage Beast.

Voice of Da Great Green God

This imposing shaman speaks with the bellowing authority of the god of all orruks.

When this general issues a command, it can be received by a friendly unit wholly within 24" of them instead of 18".


Bonesplitterz Artefacts of Power

Boss Bones and other Gubbinz

BONESPLITTERZ HERO only.

Dokk Juice

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

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

Lucky Bone

Some bones are just lucky.

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

Glowin’ Tattooz

The beast spirits in these tattoos are so fierce that death itself shies away from them.

Add 2 to ward rolls made for the bearer.


Reservoirs of Waaagh! Energy

BONESPLITTERZ WIZARD only.

Mork’s Boney Bitz

These bits of bone are especially strong in the power of kunnin’ Mork.

You can add 1 to casting, dispelling and unbinding rolls for the bearer for each enemy MONSTER within 24" of the bearer.

Beast-lure Glyphs

A shaman marked with these designs draws errant beast-spirits to him like a dying rhinox draws hungry Snarlfangs, allowing him to harness their power in the midst of battle.

Once per battle, at the start of your hero phase, you can pick 1 spell from the Lore of the Savage Beast that the bearer does not know and has not attempted to cast during the battle. The bearer can attempt to cast that spell in that hero phase in addition to any other spells that they can attempt to cast.


Bonesplitterz Warclans

Bonegrinz

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

Barrage of Arrows: Though they are not great at hitting anything they are actually aiming at, Bonegrinz Arrowboys fill the sky with so many missiles that it rarely makes much difference.
Add 1 to the Attacks characteristic of missile weapons used by friendly BONEGRINZ SAVAGE ORRUK ARROWBOYS.

Icebone

The Icebone hail from the frozen tundras of Ghur. Rampaging forth on white-furred war boars, they swing weapons crafted from supernatural ice that chill their foes’ blood in their veins.

Freezing Strike: Icebone orruks are armed with weapons made from ice infused with Waaagh! energy that are capable of freezing whatever they hit.
If the unmodified wound roll for an attack made with a melee weapon by a friendly ICEBONE model is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a save roll).

Drakkfoot

No warclan channels the weird magic of Gorkamorka with as much potency as the Drakkfoot. Crazed 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.

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.
Ward rolls cannot be made for wounds and mortal wounds caused by attacks made by friendly DRAKKFOOT units.

Big Waaagh! Battle Traits

Kunnin’, Brutal and Savage

A Big Waaagh! is made up of orruks of all stripes, each with their own distinct ways of krumpin’ the foe.

A Big Waaagh! army uses the following 3 battle traits in addition to the other battle traits below:

’Ere We Go, ’Ere We Go, ’Ere We Go!

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

This is a heroic action that you can carry out with 1 friendly ORRUK WARCLANS HERO instead of picking 1 from the table in the core rules. If you do so, roll a dice. If the roll is greater than the number of the current battle round, you receive a number of Waaagh! points equal to the number of the current battle round. For example, in the third battle round, on a roll of 4+, you would receive 3 Waaagh! points.

The Power of the Waaagh!

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

During the battle, you receive Waaagh! points (pts) as shown in the table below:

D6 ptsAt the start of your hero phase, if your general is on the battlefield.
2 ptsAt the start of your hero phase, if there are any friendly WARCHANTERS on the battlefield.
1 ptAt the start of your hero phase, if there are any friendly BONESPLITTERZ WIZARDS on the battlefield.
1 ptIn your charge phase, for each friendly ORRUK unit that finishes a charge move.
1 ptAt the end of the combat phase, for each friendly ORRUK unit that is within 3" of an enemy unit.


When you have received enough Waaagh! points (pts), your army gains the corresponding ability, referred to as a Waaagh! power, shown in the table below. Waaagh! powers are cumulative, which means that when your army gains the next one in the table, it can still use those it gained earlier in the battle.

PtsWaaagh! Power
8Zog ’Em: As the power of the Waaagh! builds, the orruks surge forwards, eager to get to grips with the foe.
You can add 1 to run rolls for friendly ORRUK units.
10Get ’Em: The growing power of the Waaagh! sees the orruks charge into battle with reckless haste.
Add 1 to charge rolls for friendly ORRUK units.
12Zap ’Em: The rampant Waaagh! energy empowers the magical abilities of orruk shamans.
Add 1 to casting, dispelling and unbinding rolls for friendly ORRUK WIZARDS.
16Smash ’Em: As the Waaagh! pounds through their skulls, the orruks fight with a trance-like intensity and focus.
Add 1 to hit rolls for attacks made with melee weapons by friendly ORRUK units.
20Bash ’Em: As the Waaagh! reaches a crescendo, its infectious energy strengthens the sinews of the orruks.
Add 1 to wound rolls for attacks made with melee weapons used by friendly ORRUK units.
24WAAAGH!: The Waaagh! becomes barely containable, and requires just one last push to reach critical mass.
At the start of the combat phase, you can say you will release the power of the Waaagh!. If you do so, add 1 to the Attacks characteristic of melee weapons used by friendly ORRUK units for the rest of that phase. At the end of that phase, you lose all the Waaagh! points you have received so far, and your army loses all the Waaagh! powers it has gained so far.

Mount Traits

Regardless of the type of Orruk Warclans army you chose, you can pick 1 ORRUK WARCLANS HERO with a mount in your army to have 1 of the following mount traits.

Choose Yer Ride

Tough ’Un

This ferocious creature is noticeably more resilient than others of its breed.

MONSTER only. Unless this model has a number of wounds allocated to it that exceeds half its Wounds characteristic, use the top row on its damage table, regardless of how many wounds it has suffered.

Fast ’Un

This aggressive beast can close in on its prey with shocking swiftness.

Once per battle, in your hero phase, this model can make a normal move.

Mean ’Un

This savage monster loves nothing more than to tear its victims into bloody chunks.

MONSTER only. When you carry out the Stomp monstrous rampage with this model, the enemy unit you pick suffers D6 mortal wounds on a 2+ instead of D3.

Loud ’Un

The blood-curdling roars of this beast leave even the mightiest enemies stunned and disorientated.

MONSTER only. When you carry out the Roar monstrous rampage with this model, pick all enemy units within 3" of this model instead of 1.

Weird ’Un

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

This model has a ward of 4+ against mortal wounds caused by spells and the abilities of endless spells.

Smelly ’Un

A horrible stench emanates from this creature, growing stronger the longer it lingers in one place.

Subtract 1 from hit rolls for attacks made with melee weapons that target this model if it has not made a charge move in the same turn.


Spell Lores

Lore of the Swamp

KRULEBOYZ WIZARD (including Unique units) only.

Da Black Pit

The shaman taps his staff on the ground. Forking out from that spot, and surging towards a nearby foe, the earth turns into a noisome quagmire that sucks victims below its surface to their doom.

Da Black Pit is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. Roll a dice for each model in that unit. For each 6, and for each other roll that is equal to or greater than that unit’s Save characteristic, that unit suffers 1 mortal wound.

Choking Mist

The shaman summons a cloud of corrosive vapour that scorches the lungs of any caught within it, causing them to fall to the floor gasping for breath.

Choking Mist is a spell that has a casting value of 7 and a range of 24". If successfully cast, pick a point on the battlefield within range and visible to the caster. All units within 6" of that point are affected by choking mist until the start of your next hero phase. While a unit is affected by choking mist, subtract 1 from the Attacks characteristic of melee weapons used by it (to a minimum of 1), and it cannot run.

Sneaky Miasma

The shaman waves his staff as if he were stirring an invisible cauldron, causing a thick miasma to obscure one of the Kruleboyz’ warbeasts from view. A few moments of eerie silence follow before the monster reveals itself once more, usually at the flank of the enemy force.

Sneaky Miasma is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 friendly KRULEBOYZ MONSTER within range and visible to the caster. That MONSTER can make a normal move.

Nasty Hex

Foul syllables spill from the shaman’s lips as coiling tendrils of cursed swamp-gas weave between the enemy like hungry blindworms in a vulcha nest, dissolving their arcane defences.

Nasty Hex is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. Until the end of your turn, ward rolls cannot be made for models in that unit.


Lore of the Weird

IRONJAWZ WIZARD (including Unique units) only.

Foot of Gork

The shaman raises his arms and implores the sky with wild gesticulations. After a moment’s pause, an almighty green foot descends to stomp on the foe with a resounding ‘KRUNCH’!

Foot of Gork is a spell that has a casting value of 10 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D6 mortal wounds. Then, roll a dice. On a 1-3, the sequence stops. On a 4+, the unit suffers D6 mortal wounds. Keep rolling dice in this way until the sequence stops or the target unit is destroyed.

Mighty ’Eadbutt

The shaman headbutts the air, projecting a wave of green energy that seeks out enemy bosses to nut. Wizards are particularly vulnerable to this brutal front of Waaagh! magic.

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

Da Great Big Green Hand of Gork

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

Da Great Big Green Hand of Gork is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 friendly ORRUK unit wholly within range, visible to the caster and more than 3" from all enemy units. Remove that unit from the battlefield and set it up again anywhere on the battlefield more than 9" from any enemy units. It cannot move in the following movement phase.

Bash ’Em, Ladz!

Pulsing waves of Waaagh! energy radiate from the shaman, boosting the fighting prowess of nearby Ironjawz.

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


Lore of the Savage Beast

BONESPLITTERZ WIZARD (including Unique units) only.

Squiggly Curse

The shaman transforms a target into a tiny squiggly beast. Scooping up the indignant creature, the shaman bags himself a new squeaky wotsit that he can squeeze to boost his spells.

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

Glowy Green Tusks

A swirl of green energy coalesces around a mob of boarboys, sending their mounts into a frenzy and causing their tusks to glow with the power of the Waaagh!.

Glowy Green Tusks is a spell that has a casting value of 5 and a range of 18". If successfully cast, pick 1 friendly BONESPLITTERZ unit wholly within range and visible to the caster. Until the start of your next hero phase, improve the Rend characteristic of weapons used by that unit’s mounts by 2.

Gorkamorka’s War Cry

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

Gorkamorka’s War Cry is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. In the following combat phase, that unit can only be picked to fight at the end of that phase.

Power of the Were-boar

The shaman summons a stampede of roaring swine-spirits that temporarily transform a mob of Bonesplitterz into snarling, rage-filled demi-beasts.

Power of the Were-boar is a spell that has a casting value of 6 and a range of 24". If successfully cast, pick 1 friendly BONESPLITTERZ unit wholly within range and visible to the caster. Until your next hero phase, add 1 to run rolls and charge rolls for that unit, and add 1 to hit rolls for attacks made by that unit, but that unit cannot shoot.


PATH TO GLORY

Path to Glory

The following section includes rules for your Path to Glory campaign if you are using an Orruk Warclans army.

When you choose the Orruk Warclans faction for your Path to Glory army, you must choose which type of Orruk Warclans army it will be. An Orruk Warclans army cannot change its type during its Path to Glory campaign.

Your aim as an orruk boss in a Path to Glory campaign is to ransack neighbouring civilised lands and eventually become the leader of your own Big Waaagh!, bringing untold destruction to the Mortal Realms.

The Gathering the Big Waaagh! and Calling the Big Waaagh! rules below are only used if you chose a Kruleboyz, Ironjawz or Bonesplitterz army. The rest of the rules in this section are used regardless of the type of Orruk Warclans army you chose.

Gathering the Big Waaagh!

In step 7 of the aftermath sequence, you can add Orruk Warclans units to your order of battle even if they do not have the keyword associated with your type of Orruk Warclans army. For example, if you have a Kruleboyz army, you can add IRONJAWZ and BONESPLITTERZ units to your order of battle. In Path to Glory, these units are referred to as rival warclan units.

Rival warclan units can be given enhancements from the appropriate enhancement table in this book. For example, if your Orruk Warclans army is a Kruleboyz army and there is a MEGABOSS on your order of battle, that Megaboss can be given an artefact of power from the Da Boss’s Hoard table.

If there are any rival warclan units on your order of battle, they can only be included in your army in battles fought against another Path to Glory army. The number of rival warclan units that can be included in your army is determined by the tier of battle, as shown in the table below:

Tier of BattleRival Warclan Units
Lower1 in 4
Middle1 in 2
HigherAny number

Rival warclan HEROES cannot be picked to be your general, and if your warlord is killed, they cannot be picked to become your new warlord.

Calling the Big Waaagh!

When fighting a higher tier Path to Glory battle, before deployment, you can call the Big Waaagh!. If you do so, you must spend 1 glory point for each rival warclan unit in your army. When you call the Big Waaagh!, your army uses the following allegiance abilities in addition to the other allegiance abilities it uses:

Ransacking Territories

When you make an exploration roll, on a 61-66, you can pick a territory from the Orruk Warclans Territories table. These territories work differently to other territories in Path to Glory. Firstly, you do not spend any glory points to control them (you can do so automatically). Secondly, these territories cannot be upgraded. Instead they can be ransacked.

An Orruk Warclans army doesn’t stay in one place for very long; it is always on the move, looking for new lands to overrun and new settlements to destroy.

In order to ransack a territory, you must complete the ‘Ransack’ quest or win a major victory when playing the Tornado of Destruction battleplan. If you choose to ransack a territory, in step 6 of the aftermath sequence, pick 1 territory you control, follow the instructions for ransacking it on the Orruk Warclans Territories table, then remove the territory from your roster.

Quests

When you pick a quest, you can pick from the following quests in addition to those in the Core Book.

QUEST

Ransack

‘Smash it all down and nick their stuff!’
At the end of a Path to Glory battle, you complete this quest if you won a major victory.

Pick 1 territory you control that can be ransacked and follow the instructions for ransacking it on the Orruk Warclans Territories table. Then, remove the territory from your roster.

QUEST

Break da Beast

The beasts ridden by orruks are wild of heart, and only the most formidable warriors can truly tame them.
Pick 1 unit from your order of battle that has a mount but does not have a mount trait enhancement, and pick 1 mount trait from the Choose Yer Ride table. Note these down in your quest log.

At the end of a Path to Glory battle, you complete this quest if that unit destroyed any enemy units during the battle.

When you complete this quest, you can add the mount trait you picked to your vault but it can only be given to the unit you picked when you embarked on this quest (note down the name of the unit next to the mount trait). If that unit is removed from your order of battle, then remove the mount trait from your vault too.

QUEST

Tornado of Destruction

The best way for an orruk warlord to get more lads to join their Big Waaagh! is by overrunning and destroying the settlements built by the puny races.
At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log if you won a minor victory, and add 3 quest points if you won a major victory.

Once you have gained 3 or more quest points, you can fight Path to Glory battles using the ‘Tornado of Destruction’ battleplan. If you win a minor victory or major victory in that battleplan, you complete this quest. The rewards of completing this quest are listed in the battleplan.

QUEST

Monster Hunt

A group of Bonesplitterz in your army seek to hunt and kill a mighty monster in the vicinity to harness its spirit and bolster their strength.
At the end of a Path to Glory battle, roll a dice for each friendly unit wholly within enemy territory. Add 2 to the roll for BONESPLITTERZ units. For each 4+, you discover 1 clue to the monster’s whereabouts. Keep a tally of how many clues you discover.

Once you have discovered 3 or more clues, you can fight Path to Glory battles using the ‘Monster Hunt’ battleplan. If you win a minor victory or major victory in that battleplan, you complete this quest. The rewards of completing this quest are listed in the battleplan.

Veteran Abilities

Each time an ORRUK WARCLANS unit on your Path to Glory roster gains a veteran ability, you can pick from the following veteran abilities in addition to those in the Core Book.

ORRUK WARCLANS VETERAN ABILITIES
Kunnin’ Plans: This mob has devised all kinds of kunnin’ plans to avoid getting shot up before they can get stuck into the fight.
This unit can use this veteran ability once per battle in the first battle round when it is picked as the target of an attack in the shooting phase. Until the end of that phase, only hit rolls of an unmodified 6 score a hit on this unit.
Dead Choppy: As battle rages all around them, all these lads can think about is, ‘Chop! Chop! Chop! Chop!’
This unit can use this veteran ability once per battle when it is picked to fight in the combat phase. Improve the Rend characteristic of that unit’s melee weapons by 1 until the end of that phase.
Bring it On!: Eager for the fight, what this mob lacks in discipline, it makes up for in unbridled ferocity.
This unit can use this veteran ability once per battle at the end of the enemy charge phase. This unit can attempt a charge.
Backstabberz: While the enemy are preoccupied with another threat, this mob likes to deliver the killing blow - usually into their exposed backs.
KRULEBOYZ units only. This unit can use this veteran ability once per battle in the combat phase after another friendly unit within 12" of this unit has fought. This unit fights immediately.
Call that a Krumpin’?: This Ironjawz mob considers itself to be the hardest and toughest mob in the warclan, and they are more than willing to prove it!
IRONJAWZ units only. This unit can use this veteran ability once per battle when it is picked to fight in the combat phase. Until the end of that phase, add 1 to the Attacks characteristic of melee weapons used by that unit if the target is an enemy unit that has already been targeted by an attack made by another friendly unit in that phase.
Shout Down da Magic!: The obnoxiously loud yelling and bawling of these Bonesplitterz resonates not only on the physical plane but also on the magical plane, which is extremely distracting to enemy wizards as they attempt to weave their spells.
BONESPLITTERZ units only. This unit can use this veteran ability once per battle when an enemy WIZARD within 30" of this unit attempts to cast a spell. This unit can attempt to unbind that spell in the same manner as a WIZARD.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the Core Book that corresponds to a roll of 21-42. Some of these territories allow you to send a unit to them. A unit cannot be sent to more than 1 territory in each aftermath sequence, and any such units cannot be picked for the ‘Borderlands’ territory in the Core Book.

ORRUK WARCLANS FACTION TERRITORIES (D66)
61 DUARDIN MINE
Dem stunties are busy mining like it’s the old days or sumfing. For now, we’re happy just nikkin’ stuff from ’em every once in a while, but if they find sumfing good, we’ll raid ’em proper and take it all!
In step 1 of the aftermath sequence, roll a dice. On a 4+, you receive 1 glory point. In addition, keep a tally of how deep the mines go. The tally starts at 0, and you must add D3 to the tally in step 6 of each subsequent aftermath sequence (record the tally on your roster).
Ransack: You receive D6 extra glory points plus a number of glory points equal to this territory’s tally.

62 HUMAN SETTLEMENT
Who do these umies think they are, tryin’ to bring their cities here? Once they’ve built enough towers, we’ll send in the lads to knock ’em over!
This territory has no effect until it is ransacked.
Ransack: You receive 2D6 glory points. If the last Path to Glory battle you fought with this army used the Siege Warfare rules and you were the attacker, you receive 3D6 glory points instead.

63 AELF SHRINE
What in Gork’s name is dis?! We’re not sure why da pointy-ears are always building these silly things up in the mountains and guardin’ ’em, but it’s a right laugh sending da boys at night to muck ’em up - and if that ever gets boring, well, we’ll probably just set ’em on fire!
In step 3 of the aftermath sequence, you can pick 1 unit on your order of battle to be sent to this territory to deface it. If you do so, roll a dice. On a 4+, that unit gains 1 renown point and you receive 1 glory point. However, on a 1, that unit must either make an injury roll or have its casualty score increased by 1 (whichever is applicable).
Ransack: You receive 2D6 glory points. In addition, pick 1 unit on your order of battle: that unit gains D6 renown points (they were the ones that set the shrine on fire).

64 CITY OF THE DEAD
We found a city full of bony lads. Starvin’ ’em out won’t work cos they aren’t bovvered about grub. Well, one of da bosses sez he has a plan...
This territory has no effect until it is ransacked.
Ransack: You receive 3D6 glory points. In addition, pick 1 HERO on your order of battle that is not your warlord: that HERO gains 15 renown points (they are the one who came up with the plan).

65 CHAOS DREADHOLD
This place is full of spiky gitz, all holed up doin’ nasty stuff like they are proper bad boys. Well, there’s a Mega-Gargant round ’ere who owes us a favour. Once he knocks down the gate, we’ll give ’em a good krumpin’.
In step 7 of the aftermath sequence, you can pick 1 HERO on your order of battle to be sent to this territory to convince the Mega-Gargant to join you. If you do so, roll a dice. On a 1 that HERO is eaten and is removed from your order of battle as if they were killed. On a 2-5, nothing happens. On a 6, you can add 1 MEGA-GARGANT to your order of battle without spending any glory points.
Ransack: You receive 4D6 glory points. If there is a MEGA-GARGANT on your order of battle, you receive 5D6 glory points instead.

66 REALMGATE
It’s a bit weird, this thing: go in one side and you come out somewhere different. What’s good, though, is that all sorts of gitz are trying to take it from us. We’ll enjoy givin’ ’em all a good bashin’!
You can only control 1 territory of this type at a time. When setting up terrain in a Path to Glory battle against another Path to Glory army, if you can set up faction terrain, you can instead set up 1 REALMGATE wholly within your territory. Once per battle, in your hero phase, a friendly unit wholly within 6" of the REALMGATE can step through. If they do so, remove that unit from the battlefield and set it up as a reserve unit. At the end of your movement phase, you can set up that unit anywhere on the battlefield, wholly within 6" of the battlefield edge and more than 9" from all enemy units.
Ransack: You receive 6D6 glory points.

Heroic Upgrades

During your Path to Glory campaign, you may be able to pick a heroic upgrades for your HEROES. A heroic upgrade replaces the warscroll of a HERO with another, more powerful one and represents them becoming a mighty champion in your army.

You can pick a heroic upgrade in step 7 of the aftermath sequence. To do so, consult the table below and pick 1 of the eligible options. Each heroic upgrade lists the warscroll the HERO will be upgraded to, which warscroll is required, the amount of renown points that HERO must have, and the amount of glory points you must spend. Once you have picked a heroic upgrade, replace your HERO’s warscroll on your order of battle with the new one chosen. You can only pick 1 heroic upgrade in each aftermath sequence.

If the new warscroll is a type that is limited on your order of battle - for example, if it is a MONSTER - you will need to have increased your order of battle limits to accommodate it before it can be upgraded.

CORE ENHANCEMENTS
When you pick a heroic upgrade for a HERO, they keep their renown points and any core enhancements that they are still eligible for. If your HERO had any core enhancements that they are no longer eligible for, they lose those core enhancements. If this enables you to pick a new core enhancement for your order of battle, you can do so.


Battleplan

Tornado of Destruction

Your warclan has been looking for a good scrap for ages, and at last they have found opponents who seem like they could put up a decent fight. What’s more, the gits seem determined to protect their puny buildings and idols. The prospect of a good punchup and the chance to inflict a bit of mindless violence has filled your boys with glee, and they can hardly wait to get stuck in!

QUEST BATTLEPLAN
This battleplan is used with the Path to Glory battlepack in the Core Book. You can use this battleplan if one player is using an Orruk Warclans army, has embarked on the Tornado of Destruction quest and has earned 3 or more quest points.

THE ARMIES
The player embarked on the Tornado of Destruction quest is the Orruk player and their opponent is the guardian. The Orruk player must use an Orruk Warclans army.

After they have picked their army, the Orruk player can pick 1 friendly WIZARD to know the Gorkamorka Stomp! spell (see below) in addition to the other spells they know.

THE BATTLEFIELD
The Orruk player chooses which long edge of the battlefield is the northern edge and then sets up the battlefields terrain features. At least 6 terrain features must be set up: at least 3 in the eastern half and at least 3 in the western half.

The guardian then chooses which half of the battlefield will be their territory. The terrain features in that half represent the locations that the guardian is defending from the orruks.

FACTION TERRAIN
The guardian can set up a faction terrain feature.

DEPLOYMENT
The Orruk player sets up their army first, wholly within their territory and more than 9" from enemy territory. Then the guardian sets up their army, wholly within their territory and more than 9" from enemy territory.

LIVING BULWARK
At the start of their hero phase, the guardian can pick up to D3 friendly units wholly within 18" of their general. Until their next hero phase, those units cannot make normal moves, run, retreat or make charge moves, but the guardian 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
At the start of their hero phase, the Orruk player can pick 1 terrain feature that is wholly within the guardian’s territory and within 3" of a friendly unit, and 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 that terrain feature to the roll. If the Orruk player rolls higher, then the feature has been vandalised.

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! is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 terrain feature within range and visible to the caster, and roll 2D6. If the roll is equal to or greater than the distance between the caster and the terrain feature, then the terrain feature has been vandalised (see above).

BATTLE LENGTH
The battle lasts for 5 battle rounds or until one player wins a major victory.

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

If neither player has won a major victory by the end of the fifth turn, the Orruk 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.

PATH TO GLORY REWARDS
If the Orruk player wins the battle, they can ransack 1 territory they control. In addition, In step 7 of the aftermath sequence, they can add 1 new unit to their Order of battle, That unit must be a rival warclans unit.

BONUS RENOWN
At the end of the battle, each unit on the battlefield gains 1 renown point.


Battleplan

Monster Hunt

Your lads have cornered an enemy force that includes a large number of stompy beasts. You have set your eye on these monsters, reasoning that their remains would make flashy trophies indeed. Of course, the enemy will try and stop you from taking them, but that will just make the impending scrap a lot more fun!

QUEST BATTLEPLAN
This battleplan is used with the - Path to Glory battlepack in the Core Book. You can use this battleplan if one player is using an Orruk Warclans army, has embarked on the Monster Hunt quest and has earned 3 or more clues.

THE ARMIES
The player embarked on the Monster Hunt quest is the Orruk player and their opponent is the quarry. The Orruk player must use an Orruk Warclans army. 1 in every 4 units in the quarry’s army must be MONSTERS.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge.

FACTION TERRAIN
The quarry can set up a faction terrain feature.

DEPLOYMENT
The quarry sets up their army first, wholly within their territory. Then, the Orruk player sets up each of their units wholly within 6" of the edge of the battlefield.

FIRST TURN
The Orruk player chooses which player takes the first turn in the first battle round.

THRILL OF THE HUNT
The orruks 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 ORRUK units in the Orruk Warclans army.

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

BATTLE LENGTH
The battle lasts for 5 battle rounds or until one player wins a major victory.

GLORIOUS VICTORY
The Orruk player wins a major victory if all of the MONSTERS in the quarry’s army are slain. The quarry wins a major victory if every unit in the Orruk Warclans army is destroyed.

If neither player has won a major victory by the end of the fifth turn, the Orruk player wins a minor victory if at least half of the MONSTERS in the quarry’s army have been slain, and the quarry wins a minor victory if fewer than half of the MONSTERS in their army have been slain.

PATH TO GLORY REWARDS
If the Orruk player wins the battle, they can pick 1 ORRUK WARCLANS unit in their army that destroyed a MONSTER during the battle to be rewarded. In step 3 of the aftermath sequence, that unit gains the number of renown points needed for it to earn the next rank. A unit cannot be picked if its rank is already ‘Legendary Veteran Warriors’ or ‘Mighty Hero’. If there are no eligible units for the Orruk player to pick, they receive D6 glory points instead.

BONUS RENOWN
At the end of the battle, each unit on the battlefield gains 1 renown point.


MATCHED PLAY

If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.

Grand Strategies

After you have picked your army, you can pick 1 of the grand strategies from the list below and record it on your army roster.

WOT’S DA PLAN?
Orruk Warclans army only.

In and Out, Ladz: You can pick this grand strategy only if the model picked to be your general has the KRULEBOYZ keyword. When the battle ends, you complete this strategy if that general has not been slain and fewer than half of the units in your starting army have been destroyed.
Show ’Em Who’s Boss!: You can pick this grand strategy only if the model picked to be your general has the IRONJAWZ keyword. When the battle ends, you complete this strategy if 2 or more enemy HEROES were slain by attacks made by that general, and your general has not been slain.
Get Dem Bones!: You can pick this grand strategy only if the model picked to be your general has the BONESPLITTERZ keyword. After deployment, pick 1 terrain feature wholly within enemy territory. When the battle ends, you complete this strategy if you control that terrain feature.
Waaagh!: When the battle ends, you complete this strategy if the model picked to be your general or a friendly Battleline unit is wholly within enemy territory.
Krump ’Em All!: You can only pick this grand strategy if your army includes KRAGNOS, GOBSPRAKK or GORDRAKK. When the battle ends, you complete this strategy if there are fewer than 3 enemy units on the battlefield.

Battle Tactics

At the start of your hero phase, you can pick 1 battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

BATTLE TACTICS
Orruk Warclans army only.

Time to Get Stuck In!: You can pick this battle tactic only in your first or second turn. You complete this tactic if the model picked to be your general and all of the models in your army that are on the battlefield are within 12" of an enemy unit at the end of this turn.
Wait For It, Ladz...: You can pick this battle tactic only if your army has at least 24 Waaagh! points. You complete this tactic if your army has at least 30 Waaagh! points at the end of this turn.
Squish Da Puny Gitz: You can pick this battle tactic only if the model picked to be your general has the IRONJAWZ keyword and there is at least 1 enemy Battleline unit on the battlefield. You complete this tactic if there are no enemy Battleline units on the battlefield at the end of this turn.
Kill Da Big ’Un!: You can pick this battle tactic only if the model picked to be your general has the BONESPLITTERZ keyword. Pick 1 enemy MONSTER. You complete this tactic if that MONSTER was slain by attacks made by a friendly BONESPLITTERZ unit during this turn.
Take Dat, Ya Suckers!: You can pick this battle tactic only if the model picked to be your general has the KRULEBOYZ keyword. You complete this tactic if the following 2 criteria are met:

- At least 10 wounds or mortal wounds in any combination that were caused by friendly units are allocated to enemy models this turn.

- Fewer than 10 wounds or mortal wounds in any combination that were caused by enemy units are allocated to friendly models this turn.
Destroyer of Empires: You can pick this battle tactic only if a friendly KRAGNOS is on the battlefield. Pick 1 faction terrain feature on the battlefield that was set up by your opponent and that has not been demolished. You complete this tactic if that faction terrain feature is demolished this turn.

Core Battalions

You can include any of the following core battalions in an Orruk Warclans army if the battlepack you are using says that you can use core battalions.

IRONJAWZ FIST
KRULEBOYZ FINGA
BONESPLITTERZ RUKK


UNIT ICONS
(Mandatory/Optional)
Ironjawz Troops: IRONJAWZ unit that is not Leader, Artillery or Behemoth.
Kruleboyz Sub-commander: KRULEBOYZ Leader with a Wounds characteristic of less than 10.
Kruleboyz Troops: KRULEBOYZ unit that is not Leader, Artillery or Behemoth.
Hobgrot Slittaz: HOBGROT SLITTAZ unit.
Bonesplitterz Sub-commander: BONESPLITTERZ Leader with a Wounds characteristic of less than 10.
Bonesplitterz Troops: BONESPLITTERZ unit that is not Leader, Artillery or Behemoth.
BATTALION ABILITY ICONS
Unified: One-drop Deployment (see 26.2.1).
Expert: Once per battle, 1 unit from this battalion can receive the All-out Attack or All-out Defence command without the command being issued and without a command point being spent.
Magnificent: When you pick enhancements for your army (see 27.3), you can pick 1 extra enhancement.
Slayers: Once per battle, 1 unit from this battalion can receive the All-out Attack or Unleash Hell command without the command being issued and without a command point being spent.
Strategists: Once per battle, when you receive command points at the start of your hero phase, you can receive 1 extra command point.
Swift: Once per battle, 1 unit from this battalion can receive the At the Double or Forward to Victory command without the command being issued and without a command point being spent.

The IRONJAWZ keyword is used in the following Orruk Warclans warscrolls:

The BONESPLITTERZ keyword is used in the following Orruk Warclans warscrolls:

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

Leader
Leader, Behemoth
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
25.3.2 Reinforced Units
A reinforced unit has twice as many models as its minimum unit size. If you can include reinforced units in your army, you can reinforce units with the Battleline battlefield role twice. A unit that is reinforced twice has 3 times as many models as its minimum unit size and counts as 2 units towards the number of reinforced units you can include in your army. If the description for a unit says that it is a single model, it cannot be reinforced.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.

The KILLABOSS keyword is used in the following Orruk Warclans warscrolls:

Leader
Leader, Behemoth

The SNATCHABOSS keyword is used in the following Orruk Warclans warscrolls:

Leader, Behemoth

The BREAKA-BOSS keyword is used in the following Orruk Warclans warscrolls:

Leader
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

The SKULBUGZ and MONSTER keywords are used in the following Orruk Warclans warscrolls:

Leader, Behemoth
Behemoth
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.

The MEGABOSS keyword is used in the following Orruk Warclans warscrolls:

Leader
Leader, Behemoth

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

Leader
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.

The IRONSUNZ keyword is used in the following Orruk Warclans warscrolls:

The BLOODTOOFS and GORE-GRUNTAS keywords are used in the following Orruk Warclans warscrolls:

None

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

Leader

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

Battleline

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

Battleline
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.

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

Leader

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

Leader
• Wardokk

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

Leader
• Wardokk
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

The BONEGRINZ and SAVAGE ORRUK ARROWBOYS keywords are used in the following Orruk Warclans warscrolls:

None

The ICEBONE keyword is used in the following Orruk Warclans warscrolls:

The DRAKKFOOT keyword is used in the following Orruk Warclans warscrolls:

The WARCHANTER keyword is used in the following Orruk Warclans warscrolls:

Leader

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

Leader
• Wardokk
Leader, Behemoth

The KRULEBOYZ and MONSTER keywords are used in the following Orruk Warclans warscrolls:

Leader, Behemoth
Behemoth

The warscrolls using MEGA-GARGANT keyword can be found in the following Factions:

Destruction: Gloomspite Gitz, Sons of Behemat.

The MEGA-GARGANT keyword is used in the following warscrolls:

Battleline, Leader, Behemoth
Behemoth

The WIZARD keyword is used in the following Orruk Warclans warscrolls:

Leader
• Wardokk
Leader, Behemoth
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
Battlefield Roles
The Contest of Generals table lists the minimum number of Leader and Battleline units you must include in your starting army, and the maximum number of Leader, Behemoth and Artillery units you can include in your starting army.

A player’s starting army is made up of the units from the army that were set up before the first battle round, including any reserve units. Units that are added to a player’s army after the battle has begun are not included, and neither are units that have been destroyed and subsequently returned to play.

The KRAGNOS keyword is used in the following Orruk Warclans warscrolls:

Leader, Behemoth

The GOBSPRAKK keyword is used in the following Orruk Warclans warscrolls:

Leader, Behemoth

The GORDRAKK keyword is used in the following Orruk Warclans warscrolls:

Leader, Behemoth

The HOBGROT SLITTAZ keyword is used in the following Orruk Warclans warscrolls:

None
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
At the Double
Eager for battle, the warriors pick up their pace and surge towards the enemy.
You can use this command ability after you declare that a friendly unit will run. That unit must receive the command. The run roll is not made for that unit. Instead, 6" is added to that unit’s Move characteristic in that phase. The unit is still considered to have run.
Forward to Victory
Nothing will stop these ferocious warriors from reaching combat.
You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit.
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2022