Orruk Warclans – Orruk Gore-gruntas
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Orruk Gore-gruntas

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pig-iron Choppa
Pig-iron Choppa1"43+3+-11
Jagged Gore-hacka
Jagged Gore-hacka2"33+3+-11
Tusks and Hooves
Tusks and Hooves1"44+4+-1

Unit Size: 3      Points: 170
Battlefield Role: None
Base size: 90 x 52mm
Notes: Battleline in an Ironjawz or Big Waaagh! army


This warscroll can be used in the following warscroll battalions:
 • Gorefist
 • Ironfist


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.

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.
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.
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.

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

Leader, Behemoth
© Vyacheslav Maltsev 2013-2021