Orruk Warclans – Orruk Ardboys
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Orruk Ardboys

Mobs of Ardboys plough into the fray to the sound of booming war-drums and the clatter of heavy iron plate. Each Ardboy is a ferocious, battle-scarred fighter,smashing his way through the ranks of the enemy with a variety of crude but deadly weapons.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ardboy Choppas
Ardboy Choppas1"34+3+-1

Unit Size: 5      Points: 80
Battlefield Role: Battleline
Base size: 32mm

Each model in an Orruk Ardboys unit is armed with Ardboy Choppas. Up to 2 in every 5 models the unit can also have an Orruk-forged Shield.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Ardfist
 • Ironfist
 • Weirdfist
 • Da Bossfist
 • Dakkbad’s Brawl
 • Moggorz’s Rekrootin’ Krew

CHAMPION: 1 model in this unit can be an Ardboy Boss. Add 1 to the Attacks characteristic of that model’s melee weapons.

STANDARD BEARER: 1 in every 5 models in this unit can be a Gorkamorka Glyph Bearer. Add 1 to the Bravery characteristic of a unit that includes any Gorkamorka Glyph Bearers.

MUSICIAN: 1 in every 5 models in this unit can be a Waaagh! Drummer. You can add 1 to charge rolls for a unit that includes any Waaagh! Drummers.

Drawn to the Waaagh!: The powerful beat drummed out by a Warchanter draws ever more Ardboys to the fight.
If this unit’s champion issues the Rally command to this unit while this unit is wholly within 12" of a friendly WARCHANTER, you can return 1 slain model to this unit for each roll of a 4+ instead of a 6.

Orruk-forged Shields: Ardboy shields are almost as tough as the orruks who carry them.
A model that has an Orruk-forged Shield has a ward of 6+.

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.
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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.

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

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

At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.

You can only return models to that unit that have a combined Wounds characteristic of 10 or less. For example, if the unit that received the command has a Wounds characteristic of 2, you can return a maximum of 5 models to that unit.

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

© Vyacheslav Maltsev 2013-2023