Orruk Warclans – Warscrolls
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Contents

Leader, Behemoth


14
5+
6
WARSCROLL

Gobsprakk, the Mouth of Mork

Canniest and gnarliest of all Swampcalla Shamans, Gobsprakk is heralded by the Kruleboyz as the Prophet of Mork. Bedecked in the gruesome remains of rival wizards, he has a flair for wreaking arcane devastation, and can rely on his hideous steed Killabeak to shred the enemy when the fighting gets up close and personal.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bogbark Staff
Bogbark Staff3"23+3+-1D3
Beak and Flesh-tearing Talons
Beak and Flesh-tearing Talons1"4+3+-12
Stinger
Stinger1"13+-1D6
Back-up Stabba
Back-up Stabba1"24+4+-1
DAMAGE TABLE
Wounds SufferedMoveBeak and Flesh-tearing TalonsStinger
0-514"52+
6-812"43+
9-1110"34+
12+8"25+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 240
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single, Unique

Gobsprakk, the Mouth of Mork, is armed with a Bogbark Staff.

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. If this unit is part of an Orruk Warclans army, it knows all of the spells from the Lore of the Swamp in addition to the other spells it knows.

MOUNT: This unit’s Corpse-rippa Vulcha is armed with a Beak and Flesh-tearing Talons, and a Stinger. The Venom-encrusted Weapons battle trait applies to attacks made with a Corpserippa Vulcha’s Beak and Flesh-tearing Talons and its Stinger even though it is a mount.

COMPANION: This unit is accompanied by the grot Rinklefinga, who is armed with a Back-up Stabba.

FLY: This unit can fly.

Glyphic Banners: The leathery banners upon Gobsprakk’s trophy rack have a potent spiritual connection to Kragnos, and the magical glyphs marked upon them channel a measure of the Drogrukh god’s immortal energies.
This model has a ward of 6+.

Mork Sez No!: Gobsprakk takes particular pride in hunting down enemy wizards to add their grisly remains to his trophy rack. As they foolishly attempt to weave their magics, he summons tapewyrm sguigs into their guts and fills their minds with so much Waaagh! energy that they sometimes explode!
Each time this unit unbinds a spell, the caster suffers D3 mortal wounds. If the spell was unbound with an unbinding roll of 10+, the caster suffers D6 mortal wounds instead.

Mouth of Mork: Gobsprakk speaks words he claims come to him directly from Mork - gibbering, rumbling foretellings that thunder across the battlefield and give warning to the assembled Kruleboyz of the enemy’s intentions.
If this unit issues the Redeploy command to a KRULEBOYZ unit, you can re-roll the dice that determines the distance the unit that receives the command can move.

If this unit issues the Unleash Hell command to a KRULEBOYZ unit, you do not have to subtract 1 from the hit rolls for the attacks made by the unit that receives the command.

Screamin’ Mandrakk: Rinklefinga carries with him a hideous root that emits a shrill cry when squeezed or pinched. The awful sound wreaks havoc on the concentration of enemy wizards who are trying to cast spells.
Once per battle, when this unit attempts to unbind a spell, you can say that it is using its Screamin’ Mandrakk. If you do so, the unbinding roll for that attempt is made with 3D6 instead of 2D6.

Summon Boggy Mist: Raising their hands with a guttural belch, the Swampcalla transmutes the ground into marshland. As they do so, thick and foul-smelling swamp mists smother the field, distracting enemies and aiding the Kruleboyz in a stealthy advance.
Summon Boggy Mist is a spell that has a casting value of 7. If successfully cast, until your next hero phase, add 1 to charge rolls for friendly KRULEBOYZ ORRUK units on the battlefield and subtract 1 from charge rolls for other units on the battlefield.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, HERO, MONSTER, TOTEM, WIZARD, CORPSE-RIPPA VULCHA, SWAMPCALLA SHAMAN, GOBSPRAKK


20
4+
8
WARSCROLL

Gordrakk, the Fist of Gork

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Innard-bursting Bellow
Innard-bursting Bellow8"62+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Smasha
Smasha1"52+3+-12
Kunnin’
Kunnin’1"52+3+-12
Mighty Fists and Tail
Mighty Fists and Tail1"3+3+-23
DAMAGE TABLE
Wounds SufferedMoveMighty Fists and TailDestructive Bulk
0-612"94
7-1210"83
13-168"72
17+6"61
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 420
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single, Unique

Gordrakk, the Fist of Gork, is armed with Smasha and Kunnin’.

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

WARMASTER: If this unit is included in an Orruk Warclans army, it is treated as a general even if it is not the model picked to be the army’s general.

MOUNT: This unit’s Maw-krusha is armed with an Innard-bursting Roar and its Mighty Fists and Tail.

FLY: This unit can fly.

Destructive Bulk: A Maw-krusha is an unstoppable avalanche of ill-tempered muscle that turns all in its path into pulverised meat.
If you carry out a Stomp monstrous rampage with this unit and the enemy unit you picked suffers any mortal wounds, that enemy unit suffers an additional number of mortal wounds equal to the Destructive Bulk value on this unit’s damage table. After all models slain by those mortal wounds have been removed from play, if there are no enemy models within 3" of this unit, you can move this unit D6" and then you can carry out another Stomp monstrous rampage with this unit even though you have already carried out the Stomp monstrous rampage in that phase.

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 with Smasha is 4+ and the target is a HERO but not a WIZARD, the target suffers 2 mortal wounds and the attack sequence ends (do not make a save roll).

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 with Kunnin’ is 4+ and the target is a WIZARD, the target suffers 2 mortal wounds and the attack sequence ends (do not make a save roll).

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.
This unit can issue the same command up to 3 times in the same phase. If it does so, no command point is spent the second and third times this unit issues that command in that phase.

Strength From Victory: The more fights a Megaboss wins, the stronger he becomes.
At the end of the combat phase, if any models were slain by a wound caused by an attack made by this unit in that combat phase, add 1 to this unit’s Wounds characteristic and add 1 to the Attacks characteristic of this unit’s melee weapons, excluding those of its mount.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, MAW-KRUSHA, IRONJAWZ, HERO, MONSTER, TOTEM, MEGABOSS, GORDRAKK


14
4+
7
WARSCROLL

Killaboss on Corpse-rippa Vulcha

The Killaboss rules through strength as well as cunning, for he has an expert eye for picking out an enemy’s weak spot and driving a blade into it. In battle, those who ride the immense raptor-like creatures known as Corpse-rippa Vulchas dive out of the mists without warning, striking from nowhere to gut the enemy force.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Jagged Boss-stikka
Jagged Boss-stikka1"43+3+-12
Beak and Flesh-tearing Talons
Beak and Flesh-tearing Talons1"4+3+-12
Stinger
Stinger1"13+-1D6
DAMAGE TABLE
Wounds SufferedMoveBeak and Flesh-tearing TalonsStinger
0-514"52+
6-812"43+
9-1110"34+
12+8"25+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 190
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single

A Killaboss on Corpse-rippa Vulcha is armed with a Jagged Boss-stikka.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Thumb

MOUNT: This unit’s Corpse-rippa Vulcha is armed with a Beak and Flesh-tearing Talons, and a Stinger. The Venom-encrusted Weapons battle trait applies to attacks made with a Corpse-rippa Vulcha’s Beak and Flesh-tearing Talons and its Stinger even though it is a mount.

FLY: This unit can fly.

All Part of Da Plan: Kruleboyz tend to be very impressed by a Killaboss’s kunnin’ feats - so long as the boss has a plan, they are willing to face down even the most unlikely odds.
If a friendly KRULEBOYZ unit fails a battleshock test within 3" of any friendly units with this ability, only 1 model in that unit will flee.

Commanding View: From their position high above the battlefield, a Killaboss riding a Corpse-rippa Vulcha can keep a careful eye on the battle as it unfolds, allowing them to issue exactly the right command wherever or whenever it is needed.
You can use the same command ability more than once in the same phase if you pick this unit to issue the command (this unit still cannot issue more than 1 command in the same phase and a unit still cannot receive more than 1 command in the same phase).

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, HERO, MONSTER, TOTEM, CORPSE-RIPPA VULCHA, KILLABOSS


18
2+
10
WARSCROLL

Kragnos, the End of Empires

A roaring, trampling god of earthquakes and wanton destruction, Kragnos is known as the End of Empires. In his gnarled hands, the Dread Mace can shatter the walls of cities even as the shield Tuskbreaker keeps him all but inviolate.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
The Dread Mace
The Dread Mace3"63+2+-34
Tuskbreaker
Tuskbreaker1"33+2+-2D3
Hooves of Wrack and Ruin
Hooves of Wrack and Ruin1"3+2+-12
DAMAGE TABLE
Wounds SufferedMoveHooves of Wrack and RuinBellow of RageMightiest Makes Rightiest
0-910"65+30
10-129"54+25
13-158"43+20
16+7"32+18
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 700
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single, Unique

Kragnos, the End of Empires, is armed with the Dread Mace, Tuskbreaker and Hooves of Wrack and Ruin.

WARMASTER: This unit can be included in an Orruk Warclans, Gloomspite Gitz, Ogor Mawtribes or Sons of Behemat army. If it is, it is treated as a general even if it is not the model picked to be the army’s general. In addition, you can still use the army’s allegiance abilities even though this unit is not from the army’s faction; however, this unit does not benefit from them.

Bellow of Rage: When wounded, Kragnos bellows at the top of his lungs, the sound waves bursting the eardrums of those nearby and rocking buildings at their foundations.
At the end of any phase, if any wounds were allocated to this unit in that phase, roll a dice for each other unit and each defensible terrain feature within 6" of this unit. If the roll is equal to or greater than the Bellow of Rage value shown on this unit’s damage table, that unit suffers D3 mortal wounds or that defensible terrain feature is demolished.

The End of Empires: Where Kragnos rampages, the hordes of Destruction follow in his wake, bolstered by his presence and eager to share in the violence he metes out.
If a friendly DESTRUCTION unit is wholly within 12" of this unit, you can attempt a charge with that unit if it is within 18" of an enemy unit instead of 12". In addition, when making a charge roll for a friendly DESTRUCTION unit wholly within 12" of this unit, roll 3D6 instead of 2D6.

Avatar of Destruction: Kragnos is the embodiment of Ghur’s ferocious nature and no single strike can lay him low.
If the effect of a spell or ability would slay this model without any wounds or mortal wounds being caused by the spell or ability, this model suffers D6 mortal wounds instead of being slain.

Mightiest Makes Rightiest: Known as the End of Empires, the Living Earthquake and the Lord of Wreck and Ruin, the warlike spirit of Kragnos is matched by none.
For the purposes of contesting objectives, this unit counts as a number of models equal to the Mightiest Makes Rightiest value on its damage table.

Rampaging Destruction: This galloping god pounds through the press of his foes, his hooves flattening armoured warriors left and right.
After this unit makes a charge move, you can either roll a dice for each enemy unit within 1" of this unit or you can pick 1 enemy MONSTER within 1" of this unit and roll 2D6.

If you roll a dice for each enemy unit within 1" of this unit, on a 2+, that enemy unit suffers D6 mortal wounds.

If you pick 1 enemy MONSTER within 1" of this unit and roll 2D6, on a 7, nothing happens. On any other roll, that enemy MONSTER suffers a number of mortal wounds equal to the score of the dice used for the 2D6 roll multiplied together. For example, a 2D6 roll of 2 and 6 would inflict 12 mortal wounds (2 x 6 = 12).

The Shield Inviolate: Tuskbreaker makes Kragnos impervious to even the most potent magical hexes and bolts.
This unit has a ward of 6+. In addition, each time this unit is affected by a spell or the abilities of an endless spell, you can roll 3D6. If the roll is greater than the casting value of that spell or the spell used to summon that endless spell, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit.

KEYWORDS
DESTRUCTION, DROGRUKH, HERO, MONSTER, TOTEM, KRAGNOS


18
4+
8
WARSCROLL

Megaboss on Maw-krusha

A charging Maw-krusha is a terrifying force of destruction, capable of pulverising entire formations single-handedly. The Megabosses that ride these beasts are amongst the most deadly of their kind, inspiring their lads through feats of excessive brutality.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Innard-bursting Bellow
Innard-bursting Bellow8"42+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boss Gore-hacka and Choppa
Boss Gore-hacka and Choppa2"93+3+-12
Boss Choppa and Rip-toof Fist
Boss Choppa and Rip-toof Fist1"73+3+-12
Mighty Fists and Tail
Mighty Fists and Tail1"3+3+-23
DAMAGE TABLE
Wounds SufferedMoveMighty Fists and TailDestructive Bulk
0-612"83
7-1210"72
13-168"61
17+6"50
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 450
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single

A Megaboss on Maw-krusha is armed with 1 of the following weapon options: Boss Gore-hacka and Choppa; or Boss Choppa and Rip-toof Fist.

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

SHIELD: If this unit is armed with a Boss Choppa and Rip-toofFist, it has a Save characteristic of 3+ instead of 4+.

MOUNT: This unit’s Maw-krusha is armed with an Innard-bursting Roar and its Mighty Fists and Tail.

FLY: This unit can fly.

Destructive Bulk: A Maw-krusha is an unstoppable avalanche of ill-tempered muscle that turns all in its path into pulverised meat.
If you carry out a Stomp monstrous rampage with this unit and the enemy unit you picked suffers any mortal wounds, that enemy unit suffers an additional number of mortal wounds equal to the Destructive Bulk value on this unit’s damage table. After all models slain by those mortal wounds have been removed from play, if there are no enemy models within 3” of this unit, you can move this unit D6" and then you can carry out another Stomp monstrous rampage with this unit even though you have already carried out the Stomp monstrous rampage in that phase.

Skull-shaking Bellow: The roared commands issued by a Megaboss riding a Maw-krusha reach far and wide, inspiring Ironjawz under their command to fight all the harder.
This unit can issue the same command up to 3 times in the same phase. If it does so, each command must be received by a friendly IRONJAWZ unit. No command point is spent the second and third times this unit issues that command in that phase.

Strength From Victory: The more fights a Megaboss wins, the stronger he becomes.
At the end of the combat phase, if any models were slain by a wound caused by an attack made by this unit in that combat phase, add 1 to this unit’s Wounds characteristic and add 1 to the Attacks characteristic of this unit’s melee weapons, excluding those of its mount.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, MAW-KRUSHA, IRONJAWZ, MONSTER, HERO, TOTEM, MEGABOSS


8"
14
4+
6
WARSCROLL

Snatchaboss on Sludgeraker Beast

Experts at capturing prisoners in the mayhem of battle, Snatchabosses regard war as an opportunity to scoop up some prize captives. The Sludgeraker Beasts that bear them into the fighting smell so appalling their scent alone can unman a prospective target.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chain-linked Grappling Hook
Chain-linked Grappling Hook3"33+3+-13
Grasping Talons
Grasping Talons3"3+3+-12
Noisome Bite
Noisome Bite1"13+2+-1
Thrashing Tail
Thrashing Tail1"23+-22
DAMAGE TABLE
Wounds SufferedGrasping TalonsNoisome BiteThrashing Tail
0-56D3+32+
6-85D3+23+
9-114D3+14+
12+3D35+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 290
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Snatchaboss on Sludgeraker Beast is armed with a Chain-linked Grappling Hook.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Trophy Finga

MOUNT: This unit’s Sludgeraker Beast is armed with Grasping Talons, a Noisome Bite and a Thrashing Tail. The Venom-encrusted Weapons battle trait applies to attacks made with a Sludgeraker Beast’s Grasping Talons and Noisome Bite even though it is a mount.

Sludgeraker Venom: The underbelly of a Sludgeraker Beast is coated in rotting detritus, encrusted marsh-slime and the beast’s own excretions - a highly virulent mixture which is used by nearby Kruleboyz to coat their weapons.
Add 1 to the number of mortal wounds caused by the Venom-encrusted Weapons battle trait if the unmodified hit roll was 6 and the attacking unit is wholly within 12" of any friendly units with this ability.

Designer’s Note: If a unit is affected by this ability and has been given a poison from the Swampcalla Shaman’s Poisons and Elixirs ability, this ability does not affect unmodified hit rolls of 5 and only affects unmodified hit rolls of 6.

Snatch and Grab: A Snatchaboss and their Sludgeraker Beast work together with terrifying precision to seize a victim, disarm them and stuff them into a waiting cage.
Once per battle, at the end of the combat phase, you can pick 1 enemy model that has a Wounds characteristic of 7 or less, does not have a mount and is within 3" of this unit, and roll 2D6. If the roll is greater than that enemy model’s Wounds characteristic, it is slain.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, SLUDGERAKER BEAST, KRULEBOYZ, HERO, MONSTER, SNATCHABOSS


8"
15
4+
6
WARSCROLL

Swampboss Skumdrekk

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spiked Snatcha-stikk
Spiked Snatcha-stikk3"43+3+-12
Grasping Talons
Grasping Talons3"3+3+-12
Noisome Bite
Noisome Bite1"13+2+-1
Thrashing Tail
Thrashing Tail1"23+-22
DAMAGE TABLE
Wounds SufferedGrasping TalonsNoisome BiteThrashing Tail
0-56D3+42+
6-85D3+33+
9-114D3+24+
12+3D3+15+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 270
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single, Unique

Swampboss Skumdrekk is armed with a Spiked Snatcha-stikk.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Trophy Finga

MOUNT: This unit’s Sludgeraker Beast is armed with Grasping Talons, a Noisome Bite and a Thrashing Tail. The Venom-encrusted Weapons battle trait applies to attacks made with a Sludgeraker Beast’s Grasping Talons and Noisome Bite even though it is a mount.

Bet-master: Skumdrekk and his hobgrot kountin’ krew take bets at the start of a battle as to which of the lads will die first. If they win, as more often than not they do, they gloat loudly about their good judgement and the takings they will rake in at battle’s end.
If this unit is part of your army, after deployment but before the first battle round begins, you can pick 1 friendly HOBGROT unit to be the Kountin’ Krew and 1 friendly unit to be the bet. You cannot pick this unit or the Kountin’ Krew to be the bet.

If the bet is the first friendly unit to be destroyed during the battle, you can pick 1 extra triumph enhancement for your army that can be used during the battle and even if the points total of your army is not less than that of your opponent’s army. The unit that is chosen to benefit from the triumph must be either this unit or the Kountin’ Krew.

Sludgeraker Venom: The underbelly of a Sludgeraker Beast is coated in rotting detritus, encrusted marsh-slime and the beast’s own excretions - a highly virulent mixture which is used by nearby Kruleboyz to coat their weapons.
Add 1 to the number of mortal wounds caused by the Venom-encrusted Weapons battle trait if the unmodified hit roll was 6 and the attacking unit is wholly within 12" of any friendly units with this ability.

Designer’s Note: If a unit is affected by this ability and has been given a poison from the Swampcalla Shaman’s Poisons and Elixirs ability, this ability does not affect unmodified hit rolls of 5 and only affects unmodified hit rolls of 6.

Expert Snatch and Grab: Skumdrekk and Sloppklaw work together with terrifying precision to seize a victim, disarm them and stuff them into a waiting cage.
Once per battle, at the end of the combat phase, you can pick 1 enemy model that has a Wounds characteristic of 7 or less, does not have a mount and is within 3" of this unit, and roll 2D6. If the roll is equal to or greater than that enemy model’s Wounds characteristic, it is slain.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, SLUDGERAKER BEAST, KRULEBOYZ, GRINNIN’ BLADES, HERO, MONSTER, SNATCHABOSS, SWAMPBOSS SKUMDREKK


14
3+
8
WARSCROLL

Tuskboss on Maw-grunta

Riding atop a particularly ferocious Maw-grunta mount, a Tuskboss steers their stampeding behemoth straight into the lines of the enemy with explosive impact, striking down foes left and right with their hefty pig-hacka as the beast barrels forward.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pig-hacka
Pig-hacka1"63+3+-12
Mighty Tusks
Mighty Tusks2"23+3+-3
Trampling Trotters
Trampling Trotters1"43+3+-1D3
Kill-choppas
Kill-choppas2"23+3+2
MOMENTUM TABLE
Wounds SufferedMoveKill-choppasMighty Tusks
19"-1D3
2-310"-1D3+1
4-511"-2D3+2
612"-3D3+3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 350
Battlefield Role: Leader, Behemoth
Notes: Single

A Tuskboss on Maw-grunta is armed with a Pig-hacka.

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

MOUNT: This unit’s Maw-grunta is armed with Mighty Tusks and Trampling Trotters.

CREW: This unit’s Hakkin’ Krew is armed with Kill-choppas.

Head of the Stampede: At the forefront of a grunta stampede rides the Tuskboss, racing to be the first to charge into the fray.
If this unit makes a charge move, you can re-roll charge rolls for all friendly MAW-GRUNTA units on the battlefield until the end of the phase.

Unstoppable Momentum: Once a Maw-grunta begins its charge, it can only stop by crashing into something, and as its speed increases, it becomes ever more deadly.
This unit has a momentum score that affects the values represented by a for this unit as shown on the momentum table above. At the start of the battle, this unit has a momentum score of 1. Each time this unit finishes a run or charge move, add D3 to its momentum score. This unit’s momentum score can never exceed 6. At the end of the battle round, subtract 1 from this unit’s momentum score (to a minimum of 1).

Headlong Charger: Once a Maw-grunta begins its charge, only the strongest of blows can bring it to a halt.
While this unit has a momentum score of 4 or more, this unit can charge even if it ran earlier in the turn.

Hack ’n’ Charge: The job of the Hakkin Krew is to clear a path through hordes of enemies to ensure the Maw-grunta maintains its momentum.
You can carry out the Carve a Path monstrous rampage below with this unit instead of any other monstrous rampage you can carry out with this unit.

MONSTROUS RAMPAGE
Carve a Path: Pick an enemy unit with a Wounds characteristic of 4 or less within 3" of this unit and roll a dice. If the roll is less than this unit’s momentum score, that enemy unit suffers a number of mortal wounds equal to the roll and you can immediately attempt a charge with this unit even though it is within 3" of an enemy unit. When a unit charges in this manner, it can pass across enemy units with a Wounds characteristic of 4 or less in the same manner as a unit that can fly.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, HERO, MONSTER, MAW-GRUNTA, TUSKBOSS, GRUNTA STAMPEDE


11
4+
7
WARSCROLL

Orruk Warboss on Wyvern*

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boss Choppa
Boss Choppa1"63+3+-11
Pair of Boss Choppas
Pair of Boss Choppas1"83+3+-11
Horns, Claws and Teeth
Horns, Claws and Teeth2"4+3+-12
Venomous Barbed Tail
Venomous Barbed Tail3"24+-13
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveHorns, Claws and TeethVenomous Barbed Tail
0-412"52+
5-610"43+
7-88"34+
9+6"25+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 265
Battlefield Role: Leader, Behemoth
Notes: Single

DESCRIPTION

An Orruk Warboss on Wyvern is armed with one of the following weapon options: Boss Choppa and Boss Shield; or two Boss Choppas.

SHIELD: If this unit is armed with a Boss Choppa and Boss Shield, it has a Save characteristic of 3+ instead of 4+.

MOUNT: This unit’s Wyvern is armed with Horns, Claws and Teeth, and a Venomous Barbed Tail.

FLY: This unit can fly.

ABILITIES

Agonising Venom: If the unmodified hit roll for an attack made with a Venomous Barbed Tail is 6, the target suffers 3 mortal wounds and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, GREENSKINZ, ORRUK, WYVERN, MONSTER, HERO, ORRUK WARBOSS

Leader


5"
12
4+
7
WARSCROLL

Breaka-boss on Mirebrute Troggoth

The Breaka-boss towers over his minions, largely because he rides upon the shoulders of a massive Mirebrute Troggoth. By goading this dim-witted beast, he can drive it into a frenzy - though it is the enemy that feels its wrath.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bident-goad
Bident-goad1"53+3+-2
Iron-bound Clubs
Iron-bound Clubs1"43+3+-23
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Leader
Base size: 80mm
Notes: Single

A Breaka-boss on Mirebrute Troggoth is armed with a Bident-goad.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Trophy Finga

MOUNT: This unit’s Mirebrute Troggoth is armed with Iron-bound Clubs.

Breaka-harness: When a Breaka-boss enters combat, he yanks his Mirebrute Troggoth’s harness savagely to get the beast good and angry!
At the start of the combat phase, you can say that the Breaka-boss is yanking on his Mirebrute Troggoth’s harness. If you do so, this unit suffers D3 mortal wounds but for each mortal wound it suffers, you can add 2 to the Attacks characteristic of its Iron-bound Clubs until the end of that phase.

Regeneration: Troggoths are able to regrow injured flesh almost as quickly as it is harmed.
In your hero phase, you can roll a dice for this unit. If you do so, on a 4+, heal up to D3 wounds allocated to this unit.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, TROGGOTH, MIREBRUTE TROGGOTH, KRULEBOYZ, HERO, BREAKA-BOSS


5"
7
5+
8
WARSCROLL

Hedkrakka, Gob of Gork

The self-proclaimed Gob of Gork says he can hear the voice of Gorkamorka through his pet squig-snake. It was that same serpent that convinced Hedkrakka and his mates to seek out and kill the Beastgrave, though it has yet to reveal how.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wurrgog Staff
Wurrgog Staff1"44+3+-D3
Fanged Maw
Fanged Maw1"24+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 200
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Hedkrakka, Gob of Gork and Hedkrakka’s Madmob must be taken as a set. Although taken as a set, each is a separate unit.

Hedkrakka, Gob of Gork, is armed with a Wurrgog Staff.

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

COMPANION: This unit is accompanied by a Squiggly Snake that is armed with a Fanged Maw.

Gobby Mask: Hedkrakka’s special Wurrgog mask instils a primal dread in those who try to strike him.
Subtract 1 from hit rolls for attacks made with melee weapons that target this unit.

An Eye for Weakness: The canny Hedkrakka has an equally uncanny ability to spot an enemy’s weak point.
In your hero phase, you can pick 1 enemy unit within 18" of this unit and visible to it. Until your next hero phase, add 1 to hit rolls for attacks made by this unit that target that enemy unit. In addition, until your next hero phase, add 1 to hit rolls for attacks made by a friendly HEDKRAKKA’S MADMOB unit that target that enemy unit.

Venomous Bite: The retractable fangs of Hedkrakka’s squiggly snake drip with a deadly toxin.
If the unmodified hit roll for an attack made with this unit’s Fanged Maw is 6, the target suffers 1 mortal wound and the attack sequence ends (do not make a wound roll or save roll).

Bone Krusha: A swirl of green energy coalesces around the shaman’s head before punching towards the enemy, breaking bones and rupturing organs.
Bone Krusha is a spell that has a casting value of 6 and a range of 24". If successfully cast, pick 1 enemy unit within range and visible to the caster. If that unit is within 6" of the caster, it suffers D6 mortal wounds. If that unit is more than 6" from and within 12" of the caster, it suffers D3 mortal wounds. If that unit is more than 12" from the caster, it suffers 1 mortal wound.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, BONEGRINZ, HERO, TOTEM, WIZARD, WURRGOG PROPHET, HEDKRAKKA


10"
10
3+
7
WARSCROLL

Killaboss on Great Gnashtoof

Particularly storied Killabosses are able to procure all manner of terrifying, swamp-dwelling mounts from the Beastbreakaz to show off their status. Great Gnashtoofs are one such monster, huge and vicious hounds whose swiftness is matched only by their ferocity.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Jagged Boss-stikka
Jagged Boss-stikka1"43+3+-12
Bone-crushing Fangs
Bone-crushing Fangs1"43+3+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 105 x 70mm
Notes: Single

A Killaboss on Great Gnashtoof is armed with a Jagged Boss-stikka.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Thumb

MOUNT: This unit’s Great Gnashtoof attacks with its Bone-crushing Fangs.

All Part of Da Plan: Kruleboyz tend to be very impressed by a Killaboss’s kunnin’ feats - so long as the boss has a plan, they are willing to face down even the most unlikely odds.
If a friendly KRULEBOYZ unit fails a battleshock test within 3" of any friendly units with this ability, only 1 model from that unit will flee.

Savage Hound: Great Gnashtoofs are canine monsters bred for feral savagery. When the stench of blood is in the air, they find the urge to bound forward and pounce nearly irresistible - this suits their Killaboss riders just fine, given the terror it inspires in the foe.
Add 1 to hit rolls for attacks made by this unit if this unit made a charge move in the same turn.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, HERO, KILLABOSS, KILLABOSS ON GREAT GNASHTOOF


5"
6
4+
7
WARSCROLL

Killaboss with Stab-grot

Killabosses are the warlords of the Kruleboyz. Each has wrested their position from rivals by being not only a potent warrior but also possessed of true Morkish kunnin’, willing to use anyone or anything to garner an advantage.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boss-hacka
Boss-hacka1"43+3+-12
Rusting Flail
Rusting Flail2"23+3+-11
Prized Shiv
Prized Shiv1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader
MODELBASE SIZE
Killaboss40mm
Stab-grot25mm
Notes: Single

A Killaboss with Stab-grot is armed with 1 of the following weapon options: Boss-hacka and Rusting Flail; or Boss-hacka and Skareshield.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Jab Finga
 • Thumb
 • The Weeping Fangz

SHIELD: If this unit is armed with a Boss-hacka and Skareshield, it has a Save characteristic of 3+ instead of 4+.

COMPANION: This unit’s Stab-grot is armed with a Prized Shiv. The Stab-grot must remain within 1" of the Killaboss. For rules purposes, the Killaboss and Stab-grot are treated as a single model.

All Part of Da Plan: Kruleboyz and their allies tend to be very impressed by a Killaboss’s kunnin’ feats - so long as the boss has a plan, they are willing to face down even the most unlikely odds.
If a friendly KRULEBOYZ unit fails a battleshock test within 3" of any friendly units with this ability, only 1 model from that unit will flee.

You Hold ’Em Off: A Killaboss is not above using their Stab-grot lackey as a living shield when things get dicey.
Before you allocate a wound or mortal wound to this unit, or instead of making a ward roll for this unit, you can choose to risk this unit’s Stab-grot. If you do so, you must roll a dice. On a 1-5, the Stab-grot is killed and the wound is negated. On a 6, the Stab-grot is not killed and the wound is negated. If the Stab-grot is killed, the model representing it is removed from play before the wound is negated.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, HERO, KILLABOSS, KILLABOSS WITH STAB-GROT


12"
6
6+
7
WARSCROLL

Maniak Weirdnob

Their minds 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 the Bonesplitterz into a deadly fury.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bonebeast Staff
Bonebeast Staff1"34+3+-1D3
Tusks and Hooves
Tusks and Hooves1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Base size: 60 x 35mm
Notes: Single

A Maniak Weirdnob is armed with a Bonebeast Staff.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Snaga Rukk

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

MOUNT: This unit’s War Boar is armed with Tusks and Hooves.

Bone Spirit: The Maniak Weirdnob draws out the great spirit locked within his bonebeast staff and infuses nearby mobs of Bonesplitterz with its bestial fury.
Bone Spirit is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 friendly BONESPLITTERZ unit wholly within range and visible to the caster. Until your next hero phase, add 1 to wound rolls for attacks made with melee weapons by that unit.

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 Tusks and Hooves by this unit if this unit made a charge move in the same turn.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, HERO, WIZARD, MANIAK WEIRDNOB


5"
6
4+
7
WARSCROLL

Murknob with Belcha-banna

Murknobs are champion warriors amongst the Kruleboyz, and they revel in taking the heads of their adversaries - honestly or otherwise. They alone are granted the honour of carrying the Belcha-bannas into battle, each a foul relic with all manner of strange powers.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Murknob Cleaver
Murknob Cleaver1"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 60
Battlefield Role: Leader
Base size: 40mm
Notes: Single

A Murknob with Belcha-banna is armed with a Murknob Cleaver.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Middul Finga

Power of Kragnos: Each Belcha-banna is said to be linked to the mighty Kragnos. Certainly, the terrible roars that emanate from these icons are capable of chasing away even the power of the arcane.
When a friendly KRULEBOYZ ORRUK unit wholly within 12" of this unit is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 5+, ignore the effect of that spell or the effects of that endless spell’s abilities on that unit.

Breath of the Mire-drakes: Belcha-bannas are typically built around the severed tongue of a mire-drake, creatures so vile that even after death, their remains belch forth clouds of soul-shrivelling gas.
At the start of the combat phase, roll a dice for each enemy unit within 3" of this unit. On a 1, nothing happens. On a 2-5, that enemy unit suffers 1 mortal wound. On a 6, that enemy unit suffers D3 mortal wounds.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, HERO, TOTEM, MURKNOB, MURKNOB WITH BELCHA-BANNA


4"
7
3+
8
WARSCROLL

Orruk Megaboss

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boss Choppa and Rip-toof Fist
Boss Choppa and Rip-toof Fist1"83+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Base size: 60mm
Notes: Single

An Orruk Megaboss is armed with a Boss Choppa and Rip-toof Fist.

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

Ear-splitting Bellow: The roared commands issued by a Megaboss reach far and wide, inspiring Ironjawz under their command to fight all the harder.
This unit can issue the same command up to 2 times in the same phase. If it does so, each command must be received by a friendly IRONJAWZ unit. No command point is spent the second time this unit issues that command in that phase.

Dead Fighty: So much Waaagh! energy pulses through a Megaboss’s hulking frame that even if he is brought down, it can be a good few moments before he realises it - enough time to kick in a few more skulls!
If this unit is destroyed in the combat phase and it has not fought in that combat phase, it can fight immediately, then it is removed from play.

Strength From Victory: The more fights a Megaboss wins, the stronger he becomes.
At the end of the combat phase, if any models were slain by a wound caused by an attack made by this unit in that combat phase, add 1 to this unit’s Wounds characteristic and add 1 to the Attacks characteristic of this unit’s melee weapons.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, HERO, TOTEM, MEGABOSS


4"
6
4+
7
WARSCROLL

Orruk Warchanter

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gorkstikk and Morkstikk
Gorkstikk and Morkstikk1"63+3+-D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single

An Orruk Warchanter is armed with a Gorkstikk and Morkstikk.

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

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 unit. 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.

Warbeats: In battle, the pounding rhythms and warbeats of each Warchanter inspire nearby Ironjawz to wreak destruction and ruin upon their enemies.
When you pick this unit to be part of your army, you can pick 1 of the following warbeats for it to know and write it on your army roster. A unit can only attempt the warbeat that it knows.

When this unit attempts its warbeat, roll a dice. On a 3+, the attempt is successful. This unit cannot attempt a warbeat that has been attempted by another friendly unit in the same turn.

Fixin’ Beat: This warbeat can be attempted in your hero phase. If the attempt is successful, pick 1 friendly model within 12" of this unit and heal up to D3 wounds allocated to that model.

Get ’Em Beat: This warbeat can be attempted at the start of your charge phase. If the attempt is successful, pick 1 friendly IRONJAWZ unit wholly within 12" of this unit. In that charge phase, you can attempt a charge with that friendly IRONJAWZ unit if it is within 18" of an enemy unit instead of 12". In addition, roll 3D6 instead of 2D6 when making a charge roll for that unit in that charge phase.

Killa Beat: This warbeat can be attempted at the start of the combat phase. If the attempt is successful, pick 1 enemy unit within 12" of this unit. Add 1 to hit rolls for attacks made with melee weapons that target that enemy unit in that phase.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, HERO, WARCHANTER


4"
6
5+
6
WARSCROLL

Orruk Weirdnob Shaman

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Waaagh! Staff
Waaagh! Staff1"34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader
Base size: 40mm
Notes: Single

An Orruk Weirdnob Shaman is armed with a Waaagh! Staff.

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

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Brutal Power: A Weirdnob Shaman channels the Waaagh! energy emitted by nearby orruk mobs.
If this unit is within 12" of 10 or more other friendly IRONJAWZ models at the end of your 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.

Green Puke: The Weirdnob vomits forth a green river of searing ectoplasm.
Green Puke is a spell that has a casting value of 6 and a range of 2D6". If successfully cast, pick 1 point on the battlefield within range and visible to the caster. Draw a straight line between that point and the closest point on the caster’s base. Each unit that has models passed across by that line suffers D3 mortal wounds.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, HERO, WIZARD, WEIRDNOB SHAMAN


5"
6
6+
7
WARSCROLL

Savage Big Boss

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boss Chompa
Boss Chompa1"63+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Savage Big Boss is armed with a Boss Chompa.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Brutal Rukk
 • Kunnin’ Rukk
 • Teef Rukk
 • Da Snorter’s Kop Rukk

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 unit has fought in the 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 unit. That unit fights immediately.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, HERO, SAVAGE BIG BOSS


5"
6
5+
6
WARSCROLL

Swampcalla Shaman and Pot-grot

Even for Kruleboyz, Swampcalla Shamans are foul creatures. These spell-flingers have an innate connection to the mires they inhabit, which they channel into noisome spells of debilitation while brewing up vile elixirs to aid their green-skinned kin.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bogbark Staff
Bogbark Staff3"23+3+-1D3
Back-up Stabba
Back-up Stabba1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
MODELBASE SIZE
Swampcalla Shaman40mm
Pot-grot25mm
Notes: Single

A Swampcalla Shaman and Pot-grot is armed with a Bogbark Staff.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Thumb

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

COMPANION: This unit’s Pot-grot is armed with a Back-up Stabba. The Pot-grot must remain within 1" of the Swampcalla Shaman. For rules purposes, the Swampcalla Shaman and Pot-grot are treated as a single model.

Poisons and Elixirs: Swampcalla Shamans brew up deadly poisons and disgusting but life-saving elixirs, which they distribute to their Kruleboy mates to aid them in battle.
At the start of your hero phase, if this unit is more than 3" from all enemy units you can say that it is brewing either a poison or an elixir. If you do so, pick 1 friendly KRULEBOYZ ORRUK unit wholly within 12" of this unit, more than 3" from all enemy units and that has at least 1 model within 3" of this unit to be given that poison or elixir. A unit that has been given a poison or elixir cannot be given another poison or elixir in the same hero phase.

If that unit is given a poison, until your next hero phase, when you use the Venom-encrusted Weapons battle trait for that unit, mortal wounds are caused on an unmodified hit roll of 5+ instead of 6. If that unit is given an elixir, add 1 to save rolls for attacks that target that unit until your next hero phase.

Summon Boggy Mist: Raising their hands with a guttural belch, the Swampcalla transmutes the ground into marshland. As they do so, thick and foul-smelling swamp mists smother the field, distracting enemies and aiding the Kruleboyz in a stealthy advance.
Summon Boggy Mist is a spell that has a casting value of 7. If successfully cast, until your next hero phase, add 1 to charge rolls for friendly KRULEBOYZ ORRUK units on the battlefield and subtract 1 from charge rolls for other units on the battlefield.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, HERO, WIZARD, SWAMPCALLA SHAMAN, SWAMPCALLA SHAMAN AND POT-GROT


5"
5
6+
7
WARSCROLL

Wardokk

Each Wardokk is a potent shaman, their maddened capering a tribute to the Great Green God. The magic of their ritual dances can shield their allies from harm, attract yet more Waaagh! energy, and even heal the most grievous of wounds.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bonebeast Stikk
Bonebeast Stikk1"14+3+-D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Wardokk is armed with a Bonebeast Stikk.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Kop Rukk
 • Da Snorter’s Kop Rukk

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

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, instead of attempting to dispel an endless spell or cast any spells with this unit in that phase, you can say that it is performing 1 of the following dances:

Grimdokk Dance: Pick 1 friendly BONESPLITTERZ model within 12" of this unit and roll a dice. On a 3+, heal up to D3 wounds allocated to that model.

Glyphdokk Dance: Pick 1 friendly BONESPLITTERZ unit wholly within 12" of this unit 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 be affected by this dance more than once per phase.

Weirddokk Dance: Pick 1 friendly BONESPLITTERZ WIZARD within 12" of this unit 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 be affected by this dance more than once per phase.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, HERO, WIZARD, WARDOKK


5"
7
5+
8
WARSCROLL

Wurrgog Prophet

Filled with the power of the Waaagh!, the Wurrgog Prophets lead the endless beast hunts of the Bonesplitter warclans. The magic of these powerful wizards is awe-inspiring to behold – that is, for those not on the receiving end of their destructive spells.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wurrgog Staff
Wurrgog Staff1"34+3+-1D3
Fanged Maw
Fanged Maw1"24+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Wurrgog Prophet is armed with a Wurrgog Staff.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Kop Rukk
 • Da Snorter’s Kop Rukk

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

COMPANION: This unit is accompanied by a Squiggly Beast that is armed with a Fanged Maw.

Wurrgog Mask: By tapping into the power of this mask, the wearer can shoot deadly green bolts from their eyes - but if they stare too long, their head may explode!
At the start of your hero phase, instead of attempting to dispel an endless spell or cast any spells with this unit in that phase, you can pick 1 enemy unit within 12" of this unit that is visible it and roll a dice. On a 3+, that enemy unit suffers D3 mortal wounds.

If you wish, you can say that this unit will continue staring at the enemy unit. If you do so, roll an additional dice. On a 3+, the enemy unit suffers D3 mortal wounds, but on a 1-2, this unit suffers D6 mortal wounds. You can keep rolling additional dice in this way until the enemy unit is destroyed, this unit is destroyed or you decide to stop.

Fists of Gork: Great green fists rain down from the sky to pummel the foe.
Fists of Gork is a spell that has a casting value of 5 and a range of 24". If successfully cast, pick 1 enemy unit within range and visible to the caster, 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+, that unit suffers 1 mortal wound for each 4+ instead of each 6.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, HERO, TOTEM, WIZARD, WURRGOG PROPHET


4"
6
3+
7
WARSCROLL

Ardboy Big Boss

Only the toughest of Ardboys survive long enough to become a Big Boss. These formidable warriors can turn t a horde of boisterous orruks into a disciplined killing machine that advances forward in a semblance of formation before crashing into the enemy like an armoured fist.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boss-hacka and Choppa
Boss-hacka and Choppa2"53+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader
Notes: Single

An Ardboy Big Boss is armed with a Boss-hacka and Choppa.

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

Iron-fisted Commander: No Ardboy would dare quit the fight with the boss around.
This unit can issue the Rally command up to 2 times in the same phase. If it does so, each command must be received by a friendly ARDBOYS unit. No command point is spent the second time this unit issues that command in that phase. In addition, when a friendly ARDBOYS unit receives the Rally command from a friendly unit with this ability, you can return 1 slain model to that unit for each 5+ instead of each 6.

‘Get Bashin!’: Shields are made for krumping in the eyes of a Big Boss, who makes sure their boys are using them the ‘propa way’.
Add 1 to shield bash rolls made for friendly ARDBOYS units while they are wholly within 12" of any friendly units with this ability.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, HERO, ARDBOY BIG BOSS


4"
7
3+
8
WARSCROLL

Zoggrok Anvilsmasha

Accompanied by his rockbrow squig companion, Zoggrok Anvilsmasha commands the power of Gorkamorka. The weapons of nearby orruks are bolstered until they glow green-hot with raging Waaagh! energy, while the choppa he wields in battle can shatter any protective charms or wards.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skull-crushing Basha
Skull-crushing Basha1"33+3+-12
Ward-smashing Choppa
Ward-smashing Choppa2"23+2+-23
Grunta-tongs
Grunta-tongs1"43+4+-1
Ramming Head
Ramming Head1"33+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Notes: Single, Unique

Zoggrok Anvilsmasha is armed with a Skullcrushing Basha and 1 of the following weapon options: Ward-smashing Choppa; or Grunta-tongs.

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

COMPANION: This unit’s rockbrow squig, Klonk, is armed with a Ramming Head. Klonk must remain within 1" of Zoggrok Anvilsmasha. For rules purposes, Zoggrok Anvilsmasha and Klonk are treated as a single model.

Power of Da Great Green God: Channelling the raw energies of the Waaagh! with his ‘bashin’ tools’, Zoggrok can empower the weapons of orruks gathered around him.
In your hero phase, you can pick 1 friendly IRONJAWZ unit wholly within 12" of this unit and roll a dice. Add 2 to the roll if this unit is armed with Grunta-tongs. On a 4+, that unit’s weapons are green-hot until the start of your next hero phase. While a unit’s weapons are green-hot, unmodified hit rolls of 6 for attacks made with melee weapons by that unit cause 1 mortal wound in addition to any damage they inflict.

Ward-smashing Choppa: A strike from this formidable choppa not only leaves a foe black and blue but also shatters arcane wards and other protections for good.
If the unmodified hit roll for an attack made with this unit’s Ward-smashing Choppa is 6 and the target has any wards, that unit’s wards are smashed. If a unit’s wards are smashed, for the rest of the battle, ward rolls cannot be made for that unit.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, IRONSUNZ, HERO, ZOGGROK ANVILSMASHA


5"
6
4+
7
WARSCROLL

Mannok da Kunnin’

Mannok da Kunnin’ is a member of the Beastbreakaz tribe; with his envenomed tri-prodda and cruel lash, he can reduce even the toughest opponents to spasming wrecks.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Scary Beak and Talons
Scary Beak and Talons3D6"34+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tri-prodda and Lash
Tri-prodda and Lash3"43+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique. Mannok da Kunnin’ and Da Kunnin’ Krew units must be taken as a set. Although taken as a set, each is a separate unit.

Mannok da Kunnin’ is armed with a Tri-prodda and Lash.

COMPANION: This unit is accompanied by a Morkrow armed with a Scary Beak and Talons.

Kunnin’ Tricks: Mannok is renowned amongst the Kruleboyz for the depth and effectiveness of his dirty tricks.
If this unit is part of a Kruleboyz army, after you have picked which Dirty Tricks to employ during the battle, roll a dice. Add 1 to the roll if this unit is your general. On a 5+, you can pick another Dirty Trick to employ during the battle. This Dirty Trick must be different to the others that you picked.

Spasming Wreck: The venom that coats Mannok’s tri-prodda and lash is especially virulent.
When you use the Venom-encrusted Weapons battle trait for this unit, mortal wounds are caused on an unmodified hit roll of 5+ instead of 6.

You Lot Hold ’Em Off: Mannok is not above using his lackeys as a living shield when things get dicey.
Before you allocate a wound or mortal wound to this unit, or instead of making a ward roll for a wound or mortal wound that would be allocated to this unit, if this unit is within 3" of a friendly DA KUNNIN’ KREW unit, you can roll a dice.

On a 1, that wound or mortal wound is allocated to this unit as normal. On a 2-5, that wound or mortal wound is allocated to that friendly DA KUNNIN’ KREW unit instead of this unit. On a 6, that wound or mortal wound is negated.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, GRINNIN’ BLADES, HERO, BREAKA-BOSS, MANNOK DA KUNNIN’


5"
7
4+
9
WARSCROLL

Fimirach Noble*

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Baleglyph Maul
Baleglyph Maul2"53+3+-21
Club Tail
Club Tail1"14+3+-1D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 50mm
Notes: Single

DESCRIPTION

A Fimirach Noble is armed with a Baleglyph Maul and Club Tail.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION keyword.

ABILITIES

Baleglyph Maul: 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 causes 1 mortal wound to the target in addition to any damage it inflicts.

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.
This model has a ward of 6+.

Unnatural Flesh: Fimir are wholly unnatural creatures whose 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: Fimirach Nobles are well-versed in the intricacies of warfare, able to direct their warriors to exploit their foes’ smallest weaknesses.
In the combat phase, after this model has fought in that phase for the first time, you can pick 1 friendly FIMIR unit that has not fought in that phase, that is within 3" of an enemy unit and that is wholly within 12" of this unit. That unit fights immediately.

KEYWORDS
DESTRUCTION, FIMIR, HERO, FIMIRACH NOBLE


5"
5
5+
6
WARSCROLL

Orruk Great Shaman*

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Totemic Staff
Totemic Staff2"14+3+-D3
Jagged Tusks
Jagged Tusks1"24+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 135
Battlefield Role: Leader
Notes: Single

DESCRIPTION

An Orruk Great Shaman is armed with a Totemic Staff.

MOUNT: This unit can have a War Boar mount that is armed with Jagged Tusks. A unit with a War Boar mount has a Move characteristic of 9" instead of 5".

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

ABILITIES

Waaagh! Energy: Add 1 to casting rolls for this unit if it is within 8" of 20 or more ORRUK models.

War Boar Charge: Add 1 to wound rolls for attacks made with Jagged Tusks if the attacking unit made a charge move in the same turn.

Gaze of Mork: Gaze of Mork is a spell that has a casting value of 6 and a range of 20". If successfully cast, pick up to 3 different enemy units within range and visible to the caster, and roll a dice for each of those units. On a 1, nothing happens. On a 2-5, that unit suffers 1 mortal wound. On a 6, that unit suffers D3 mortal wounds.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, GREENSKINZ, ORRUK, HERO, WIZARD, ORRUK GREAT SHAMAN


5"
6
4+
7
WARSCROLL

Orruk Warboss*

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boss Choppa
Boss Choppa1"63+3+-11
Massive Choppa
Massive Choppa1"34+3+-2D3
Pair of Boss Choppas
Pair of Boss Choppas1"83+3+-11
Jagged Tusks
Jagged Tusks1"24+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 155
Battlefield Role: Leader
Notes: Single

DESCRIPTION

An Orruk Warboss is armed with one of the following weapon options: Boss Choppa and Boss Shield; Massive Choppa; or Pair of Boss Choppas.

SHIELD: If this unit is armed with a Boss Choppa and Boss Shield, it has a Save characteristic of 3+ instead of 4+.

MOUNT: This unit can have a War Boar mount that is armed with Jagged Tusks. If this unit has a War Boar mount, it has a Move characteristic of 9" instead of 5".

GREAT WAAAGH! BANNER: If this unit does not have a War Boar mount, it can have a Great Waaagh! Banner. If this unit has a Great Waaagh! Banner, it gains the TOTEM keyword.

ABILITIES

War Boar Charge: Add 1 to wound rolls for attacks made with Jagged Tusks if the attacking unit made a charge move in the same turn.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, GREENSKINZ, ORRUK, HERO, ORRUK WARBOSS

Battleline


5"
2
5+
5
WARSCROLL

Gutrippaz

Gutrippaz form the slimy heart of the Kruleboyz. These mobs of sadistic greenskins are known for their vicious kunnin’ and the spiteful amusement they find in laying low the enemy with their wicked, poisoned weapons.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wicked Stikka
Wicked Stikka2"24+4+-1
Wicked Hacka
Wicked Hacka1"24+3+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 150
Battlefield Role: Battleline
Base size: 32mm

Each model in a Gutrippaz unit is armed with 1 of the following weapon options: Wicked Stikka; or Wicked Hacka. All models in the unit must be armed with the same weapon option.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Jab Finga
 • The Weeping Fangz

CHAMPION: 1 model in this unit can be a Gutrippa Boss. Add 1 to the Attacks characteristic of that model’s melee weapon.

STANDARD BEARER: 1 in every 10 models in this unit can be a Gutrippa Banner Bearer. Add 1 to the Bravery characteristic of a unit that includes any Gutrippa Banner Bearers.

MUSICIAN: 1 in every 10 models in this unit can be a Gutrippa Drummer or Gutrippa Hornblower. You can add 1 to charge rolls for a unit that includes any Gutrippa Drummers or Gutrippa Hornblowers.

Scare Taktikz: Gutrippaz use all manner of means to unnerve and soften up their foes before the first blow is struck, from gruesome ‘skareshields’ to ululating battle cries that echo from the boggy mists.
Subtract 1 from hit rolls for attacks made with melee weapons by enemy units that are not HEROES or MONSTERS that target this unit.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, GUTRIPPAZ


4"
3
4+
6
WARSCROLL

Orruk Brutes

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brute Choppas
Brute Choppas1"43+3+-11
Jagged Gore-hacka
Jagged Gore-hacka2"33+3+-21
Gore-choppa
Gore-choppa2"34+3+-22
Boss Choppa
Boss Choppa1"33+3+-12
Boss Klaw and Brute Smasha
Boss Klaw and Brute Smasha1"44+3+-12
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 140
Battlefield Role: Battleline
Base size: 40mm

Each model in an Orruk Brutes unit is armed with 1 of the following weapon options: Brute Choppas; or Jagged Gore-hacka. All models in the unit must be armed with the same weapon option. 1 in every 5 models can replace their weapon option with a Gore-choppa.

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

CHAMPION: 1 model in this unit can be a Brute Boss. Replace that model’s weapon option with a Boss Choppa, or a Boss Klaw and Brute Smasha.

You Messin’?: Most beings with half an ounce of common sense swiftly wither under the furious gaze of an orruk Brute who has marked his territory.
Enemy models with a Wounds characteristic of 1 that are within 3" of this unit cannot contest objectives.

Duff Up da Big Thing: The Brutes of the Ironjawz excel at fighting and killing the most powerful foes.
Add 1 to hit rolls for attacks made by this unit that target a unit with a Wounds characteristic of 4 or more.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, BRUTES


5"
2
5+
5
WARSCROLL

Savage Orruks

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chompa
Chompa1"24+3+-1
Savage Stikka
Savage Stikka2"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 160
Battlefield Role: Battleline
Base size: 32mm

Each model in a Savage Orruks unit is armed with 1 of the following weapon options: Chompa; or Savage Stikka. All models in the unit must be armed with the same weapon option.

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

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

STANDARD BEARER: 1 in every 10 models in this unit can be a Bone Totem Bearer. Add 1 to the Bravery characteristic of a unit that includes any Bone Totem Bearers.

MUSICIAN: 1 in every 10 models in this unit can be a Skull Thumper. You can add 1 to charge rolls for a unit that includes any Skull Thumpers.

Primal Surge: Savage Orruks ride the wave ofWaaagh! energy that courses through their veins as they crash into the enemy.
Add 1 to wound rolls for attacks made by this unit if this unit made a charge move in the same turn.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, SAVAGE ORRUKS


4"
2
3+
5
WARSCROLL

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 that smashes their way through the ranks of the enemy with a variety of crude but deadly weapons.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ardboy Choppas
Ardboy Choppas1"23+3+-11
Ardboy Stikkas
Ardboy Stikkas2"24+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 190
Battlefield Role: Battleline
Base size: 32mm

Each model in an Orruk Ardboys unit is armed with 1 of the following weapon options: Ardboy Choppas; or Ardboy Stikkas. All models in the unit must be armed with the same weapon option.

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 10 models in this unit can be a Gorkamorka Glyph Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Gorkamorka Glyph Bearers.

’Ere We Go!: Ardboys who favour choppas usually have little patience in battle; the first to wade in, they swing their weapons to lop heads off shoulders.
Add 1 to the Attacks characteristic of this unit’s Ardboy Choppas if this unit made a charge move in the same turn.

Da Stikkas: Charging a unit of Ardboys with stikkas can be a daunting prospect as their crude weapons punch through armour with ease.
Improve the Rend characteristic of this unit’s Ardboy Stikkas by 1 if the target made a charge move in the same turn.

Shield Bash: Each time this unit fights, after all of its attacks have been resolved, pick 1 enemy unit within 1" of this unit and roll a dice for each model in this unit within 1" of
Each time this unit fights, after all of its attacks have been resolved, pick 1 enemy unit within 1" of this unit and roll a dice for each model in this unit within 1" of that unit. These dice rolls are referred to as shield bash rolls. For each shield bash roll of 6+, that enemy unit suffers 1 mortal wound.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, ARDBOYS


5"
1
5+
5
WARSCROLL

Orruk Mob*

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Orruk Bow
Orruk Bow18"14+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Choppa
Choppa1"14+4+-11
Pair of Choppas
Pair of Choppas1"13+4+-11
Pigstikka Spear
Pigstikka Spear2"14+4+-1
Cutta
Cutta1"14+5+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 90
Battlefield Role: Battleline

DESCRIPTION

Each model in an Orruk Mob is armed with one of the following weapon options: Choppa and Waaagh! Shield; Pigstikka Spear and Waaagh! Shield; Pair of Choppas; Orruk Bow and Cutta. All models in the unit must be armed with the same weapon option.

SHIELD: If this unit is armed with Waaagh! Shields, it has a Save characteristic of 4+ instead of 5+.

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

STANDARD BEARER: 1 in every 10 models in this unit can be an Orruk Banner Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Orruk Banner Bearers.

MUSICIAN: 1 in every 10 models in this unit can be a Waaagh! Drummer. Add 1 to charge rolls for this unit if it includes any Waaagh! Drummers.

ABILITIES

Mob Rule: Add 1 to hit rolls for this unit if it has more than 5 models.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, GREENSKINZ, ORRUK, ORRUK MOB

None


5"
2
6+
5
WARSCROLL

Hedkrakka’s Madmob

Together, the claw-fisted Boss Toofdagga, the club-wielding Wallop da Skul and the arrowboy Dakko Sharp-stikka form the faithful entourage of the shaman Hedkrakka. These mad lads gladly follow their Wurrgog Prophet into the most dangerous wilds of Ghur.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stinga Bow
Stinga Bow18"24+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Paired Toofdaggas
Paired Toofdaggas1"43+4+-1
Big Chompa
Big Chompa1"24+3+-2
Bone Shiv
Bone Shiv1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 200
Battlefield Role: None
MODELBASE SIZE
Toofdagga40mm
Wollop da Skul, Dakko Sharp-stikka32mm
Notes: Single, Unique. Hedkrakka, Gob of Gork and Hedkrakka’s Madmob must be taken as a set. Although taken as a set, each is a separate unit.

The models in Hedkrakka’s Madmob are Toofdagga, Wollop da Skul and Dakko Sharp-Stikka. Toofdagga is armed with Paired Toofdaggas. Wollop da Skul is armed with a Big Chompa. Dakko Sharp-Stikka is armed with a Stinga Bow and a Bone Shiv.

CHAMPION: Toofdagga is the unit champion.

Primal Surge: Hedkrakka’s Madmob ride the wave of Waaagh! energy that courses through their veins as they crash into the enemy.
Add 1 to wound rolls for attacks made by this unit if this unit made a charge move in the same turn.

Da Mad Mob: Hedkrakka’s Madmob will fight fanatically to protect the Wurrgog Prophet from harm.
If a friendly HEDKRAKKA is within 3" of this unit, before you allocate a wound or mortal wound to him, or instead of making a ward roll for him, you can roll a dice. On a 4+, that wound is allocated to this unit instead and cannot be negated.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, BONEGRINZ, HEDKRAKKA’S MADMOB


5"
1
6+
4
WARSCROLL

Hobgrot Slittaz

Mobs of Hobgrot Slittaz have often been witnessed accompanying the Kruleboy orruks to war. These malicious little brutes delight in eviscerating the foe with their slitta-knives and employing explosive devices pilfered from their duardin paymasters to blow unlucky enemies apart.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sulphuric Scrap-grenades
Sulphuric Scrap-grenades8"14+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slitta-knives
Slitta-knives1"24+5+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 80
Battlefield Role: None
Base size: 25mm

Each model in a Hobgrot Slittaz unit is armed with Slitta-knives and Sulphuric Scrap-grenades.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Light Finga

CHAMPION: 1 model in this unit can be a Hobgrot Boss. Add 1 to the Attacks characteristic of that model’s Slitta-knives.

STANDARD BEARER: 1 in every 10 models in this unit can be a Scrap Totem Bearer. You can re-roll battleshock tests for a unit that includes any Scrap Totem Bearers.

MUSICIAN: 1 in every 10 models in this unit can be a Noise-maker. This unit can run and still shoot later in the turn if it includes any Noise-makers.

Stab ’Em Good!: Hobgrot Slittaz are surprisingly dexterous and are able to wield two weapons extremely effectively (for grots).
If the unmodified hit roll for an attack made with Slitta-knives is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, HOBGROT, KRULEBOYZ, HOBGROT SLITTAZ


4"
2
4+
5
WARSCROLL

Ironskull’s Boyz

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boss Choppas
Boss Choppas1"53+3+-11
Big Choppa
Big Choppa1"24+3+-12
Smashas
Smashas1"33+3+-11
Choppas
Choppas1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 80
Battlefield Role: None
Base size: 32mm
Notes: Single, Unique

The models in Ironskull’s Boyz are Gurzag Ironskull, Bonekutta, Basha and Hakka. Gurzag Ironskull is armed with Boss Choppas. Bonekutta is armed with a Big Choppa. Basha is armed with Smashas. Hakka is armed with Choppas.

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

CHAMPION: Gurzag Ironskull is the unit champion.

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.
Gurzag Ironskull has a ward of 5+. The other models in this unit have a ward of 6+.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, IRONSUNZ, ARDBOYS, IRONSKULL’S BOYZ


5"
2
6+
5
WARSCROLL

Man-skewer Boltboyz

The fiendish crossbows wielded by the Man-skewer Boltboyz are powerful enough to take down a charging grunta with one shot, while the poisons coating their projectiles induce spasming deaths that are highly entertaining to these cruel orruks.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Man-skewer Crossbow: Hasty Shot
Man-skewer Crossbow: Hasty Shot12"24+3+-12
Man-skewer Crossbow: Aimed Shot
Man-skewer Crossbow: Aimed Shot24"12+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Jaggedy Blade
Jaggedy Blade1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 120
Battlefield Role: None
Base size: 32mm
Notes: Battleline in a Big Yellers army

Each model in a Man-skewer Boltboyz unit is armed with a Man-skewer Crossbow and Jaggedy Blade.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Middul Finga
 • The Weeping Fangz
 • Big Grikk’s Kruleshots

CHAMPION: 1 model in this unit can be a Boltboy Boss. Add 1 to the Attacks characteristic of that model’s missile weapons.

Pick ’Em Off: Boltboyz prefer to keep well away from the main battleline when possible, remaining stationary to fire carefully aimed shots at their enemies.
When this unit attacks with a Man-skewer Crossbow, use the Aimed Shot missile weapon characteristics if it did not make a normal move in the same turn and is more than 3" from all enemy units. Otherwise, use the Hasty Shot missile weapon characteristics.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, MAN-SKEWER BOLTBOYZ


6"
12
4+
5
WARSCROLL

Marshcrawla Sloggoth

Creeping along on all fours come the Marshcrawla Sloggoths, sniffing the air to home in on fresh prey. On their backs are howdahs full of sneaky grots, banging war-drums and cackling as their vile beasts catch and squish the foe.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Catchin’ Nets and Snatcha-stikks
Catchin’ Nets and Snatcha-stikks2"44+4+-1
Raking Claws
Raking Claws1"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: None
Base size: 105 x 70mm
Notes: Single

A Marshcrawla Sloggoth is armed with Catchin’ Nets and Snatcha-stikks, and Raking Claws.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Trophy Finga

Grot Snatcha-krew: The grots that ride atop a Marshcrawla Sloggoth are constantly on the lookout for new victims to grab and chain up.
At the end of the combat phase, you can pick 1 enemy model within 2" of this unit and roll a dice. If the roll is at least double that model’s Wounds characteristic, it is slain.

Krew Drummer: The drummer that rides with a snatcha-krew beats out a powerful rhythm that inspires nearby allies to fight at their hardest.
Add 1 to hit rolls for attacks made with melee weapons by friendly units that are wholly within 18" of any friendly units with this ability.

Regeneration: Being a type of troggoth, the sloggoth is able to regrow injured flesh almost as quickly as it is harmed.
In your hero phase, you can roll a dice for this unit. If you do so, on a 4+, heal up to D3 wounds allocated to this unit.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, KRULEBOYZ, GROT, TROGGOTH, MARSHCRAWLA SLOGGOTH


4"
3
4+
6
WARSCROLL

Morgok’s Krushas

The Brute Boss Morgok was chosen by the living mountain known as the Beastgrave, though whether as dinner or as a champion remains unclear. He and his cronies, ’Ardskull and Thugg, are formidable opponents.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gore-Basha
Gore-Basha2"34+3+-12
Smashas
Smashas1"53+3+-1
Boss Choppas
Boss Choppas1"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 80
Battlefield Role: None
Base size: 40mm
Notes: Single, Unique

The models in Morgok’s Krushas are Morgok, Thugg and ’Ardskull. Morgok is armed with Boss Choppas. Thugg is armed with Smashas. ’Ardskull is armed with a Gore-basha.

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

CHAMPION: Morgok is the unit champion.

Beastbashas: Morgok and his mob hunt down the most fearsome monsters in Ghur, growing more ferocious and belligerent with each such creature they smash and hack to bits.
The first time a 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.

Duff Up da Big Thing: The Brutes of the Ironjawz excel at fighting and killing the most powerful foes.
Add 1 to hit rolls for attacks made by this unit that target a unit with a Wounds characteristic of 4 or more.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, IRONSUNZ, BRUTES, MORGOK’S KRUSHAS


9"
5
4+
6
WARSCROLL

Orruk Gore-gruntas

Brutish snorting and ground-shaking hoofbeats herald the approach of the Gore-gruntas. 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+-21
Tusks and Hooves
Tusks and Hooves1"43+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 170
Battlefield Role: None
Base size: 90 x 52mm
Notes: Battleline in a Bloodtoofs army

Each model in an Orruk Gore-gruntas unit is armed with 1 of the following weapon options: Pig-iron Choppas; or Jagged Gore-hacka. All models in the unit must be armed with the same weapon option.

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

MOUNT: This unit’s Gore-gruntas are each armed with Tusks and Hooves.

CHAMPION: 1 model in this unit can be a Gore-grunta Boss. Add 1 to the Attacks characteristic of that model’s melee weapons, excluding those of its mount.

Gore-grunta Charge: Even by the destructive standards of the Ironjawz, the carnage caused by a Gore-grunta charge is horrific to behold.
After a model in this unit finishes a charge move, roll a dice for each enemy unit within 1" of that model. Add 1 to the roll if the model is armed with a Jagged Gore-hacka. On a 3+, that enemy unit suffers 1 mortal wound.

If this unit has more than 1 model, roll to determine if mortal wounds are caused after each model finishes its charge move, but do not allocate the mortal wounds until after all of the models in the unit have finished their charge moves.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, GORE-GRUNTAS, GRUNTA STAMPEDE


5"
4
6+
6
WARSCROLL

Savage Big Stabbas

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gorktoof
Gorktoof3"33+3+-22
PITCHED BATTLE PROFILE

Unit Size: 2      Points: 100
Battlefield Role: None
Base size: 60 x 35mm

Each model in a Savage Big Stabbas unit is armed with a Gorktoof.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Teef Rukk
 • Da Snorter’s Kop Rukk

Da Final Fling: Should a BigStabba team be slain, they will use their final breath to hurl their Gorktoof at the foe.
Each time a model in 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 enemy unit suffers D3 mortal wounds.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, SAVAGE BIG STABBAS


12"
3
6+
6
WARSCROLL

Savage Boarboy Maniaks

Maniaks are amongst the most unhinged of all Bonesplitterz, each one brimming with the power of the Waaagh! Their mounted mobs hoot and holler as they charge across the battlefield, smashing into the foe and laying about them with wild abandon.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chompas
Chompas1"34+3+-1
Tusks and Hooves
Tusks and Hooves1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 150
Battlefield Role: None
Base size: 60 x 35mm

Each model in a Savage Boarboy Maniaks unit is armed with Chompas.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Snaga Rukk
 • Da Snorter’s Kop Rukk

MOUNT: This unit’s War Boars are each armed with Tusks and Hooves.

CHAMPION: 1 model in this unit can be a Savage Boar Boss Maniak. Add 1 to the Attacks characteristic of that model’s melee weapons, excluding those of its mount.

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

MUSICIAN: 1 in every 5 models in this unit can be a Skull Thumper. You can add 1 to charge rolls for a unit that includes any Skull Thumpers.

Maniak Fury: When Maniaks charge into battle, things start to get crazy! Waaagh!
Add 1 to the Attacks characteristic of this unit’s Chompas if this unit made a charge move in the same turn.

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 Tusks and Hooves by this unit if this unit made a charge move in the same turn.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, SAVAGE BOARBOY MANIAKS


12"
3
5+
5
WARSCROLL

Savage Boarboys

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chompa
Chompa1"24+3+-1
Savage Stikka
Savage Stikka2"24+4+-1
Tusks and Hooves
Tusks and Hooves1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 140
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline in an Icebone army

Each model in a Savage Boarboys unit is armed with 1 of the following weapon options: Chompa; or Savage Stikka. All models in the unit must be armed with the same weapon option.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Brutal Rukk

MOUNT: This unit’s War Boars are each armed with Tusks and Hooves.

CHAMPION: 1 model in this unit can be a Savage Boar Boss. Add 1 to the Attacks characteristic of that model’s melee weapons, excluding those of its mount.

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

MUSICIAN: 1 in every 5 models in this unit can be a Skull Thumper. You can add 1 to charge rolls for a unit that includes any Skull Thumpers.

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 a Savage Stikka or Tusks and Hooves by this unit if this unit made a charge move in the same turn.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, SAVAGE BOARBOYS


5"
2
6+
5
WARSCROLL

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"24+4+-1
Chompa
Chompa1"24+3+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 140
Battlefield Role: None
Base size: 32mm
Notes: Battleline in a Bonegrinz army

Each model in a Savage Orruk Arrowboys unit is armed with a Stinga Bow and Bone Shiv.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Kunnin’ Rukk
 • Da Snorter’s Kop Rukk

CHAMPION: 1 model in this unit can be a Savage Arrow Boss. Replace that model’s Bone Shiv with a Chompa.

STANDARD BEARER: 1 in every 10 models in this unit can be a Bone Totem Bearer. Add 1 to the Bravery characteristic of a unit that includes any Bone Totem Bearers.

MUSICIAN: 1 in every 10 models in this unit can be a Skull Thumper. You can add 1 to charge rolls for a unit that includes any Skull Thumpers.

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.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, SAVAGE ORRUK ARROWBOYS


5"
2
6+
6
WARSCROLL

Savage Orruk Morboys

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chompa and Toof Shiv
Chompa and Toof Shiv1"34+3+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 160
Battlefield Role: None
Base size: 32mm
Notes: Battleline in a Drakkfoot army

Each model in a Savage Orruk Morboys unit is armed with a Chompa and Toof Shiv.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Kop Rukk
 • Da Snorter’s Kop Rukk

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

STANDARD BEARER: 1 in every 10 models in this unit can be a Bone Totem Bearer. Add 1 to the Bravery characteristic of a unit that includes any Bone Totem Bearers.

MUSICIAN: 1 in every 10 models in this unit can be a Skull Thumper. You can add 1 to charge rolls for a unit that includes any Skull Thumpers.

Morboy Fury: When Morboys charge into battle, things start to get crazy! Waaagh!
Add 1 to the Attacks characteristic of this unit’s melee weapons if this unit made a charge move in the same turn.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, SAVAGE ORRUK MORBOYS


5"
3
5+
5
WARSCROLL

Daggok’s Stab-ladz

Daggok and his ladz are on a murderous mission to decapitate the realms’ brightest fighters. With each head Daggok takes, his kunnin’ increases – or so he believes – and he means to gather enough smarts to make him a Killaboss.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wicked Hakkas and Stikkas
Wicked Hakkas and Stikkas1"34+3+-1
Bita-flail
Bita-flail1"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 70
Battlefield Role: None
Base size: 32mm
Notes: Single, Unique

The models in Daggok’s Stab-ladz are Daggok Finksteala, Hurrk da Howla, Jagz da Bleeda and Grakk da Hook. Daggok Finksteala, Hurrk da Howla and Jagz da Bleeda are armed with Wicked Hakkas and Stikkas. Grakk da Hook is armed with a Bita-flail.

ELITE: Models in this unit can issue commands to their own unit.

Outfink ’Em: Led by the deceptively cunning boss Daggok Finksteala, the Stab-ladz are endlessly concocting schemes and plans to gain ‘da upper hand’.
At the start of each battle round, and each time an enemy unit receives a command while it is within 18" of this unit, this unit gains a Finkin’ token (to a maximum of 6).

Instead of spending a command point to issue a command to this unit, you can remove 1 of its Finkin’ tokens.

Roar of Kragnos: The massive horn carried by Hurrk da Howla emits a booming blast that leaves the Stab-ladz’ enemies disorientated.
While this unit includes Hurrk da Howla, at the start of the combat phase, you can pick 1 enemy unit within 3" of this unit and roll a dice. On a 4+, subtract 1 from the Attacks characteristic of that unit’s melee weapons (to a minimum of 1) until the end of the phase.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, GRINNIN’ BLADES, DAGGOK’S STAB-LADZ


4"
3
5+
7
WARSCROLL

Brute Ragerz

Taking up huge, two-handed weapons and eschewing the armour typically worn by Brutes, Brute Ragerz hurl themselves at the biggest and meanest foes. Having previously suffered a humiliating defeat in battle, they are determined to prove just how ’ard they really are.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chain-smasha
Chain-smasha2"64+4+-12
Mighty Gore-hacka
Mighty Gore-hacka2"33+3+-22
Brute Crusha
Brute Crusha2"34+4+-1D3
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 100
Battlefield Role: None

Each model in a Brute Ragerz unit is armed with 1 of the following weapon options: Chain-smasha; Mighty Gore-hacka; or Brute Crusha.

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

ELITE: Models in this unit can issue commands to their own unit.

Berserkers: These brutes forego heavy plate so they can get stuck in to the fighting as quickly as possible.
This unit can run and still charge later in the turn.

Bone-shattering Strike: A satisfying ‘KRUNCH’ rings out each time a hapless foe bears the full brunt of a Brute crusha strike.
If the unmodified hit roll for an attack made with a Brute Crusha is 6, that attack causes 3 mortal wounds to the target and the attack sequence ends (do not make a wound roll or save roll).

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, BRUTES, BRUTE RAGERZ


4"
3
5+
7
WARSCROLL

Weirdbrute Wrekkaz

Sent into a maddening frenzy by the Waaagh!, Weirdbrute Wrekkaz carve a path of destruction through the enemy lines. Their maniacal nature numbs them to all but the most grievous of wounds, ensuring carnage is unleashed upon the foe in all directions before they are finally laid low.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chain-smasha
Chain-smasha2"64+4+-12
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 120
Battlefield Role: None

Each model in a Weirdbrute Wrekkaz unit is armed with a Chain-smasha.

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

ELITE: Models in this unit can issue commands to their own unit.

Green Rage: When these crazed warriors hurl themselves into the largest mobs of enemy fighters, nothing short of absolute destruction is wrought.
If the unmodified hit roll for an attack made by this unit is 6 and the target unit has 10 or more models, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit.

Berserkers: These brutes forego heavy plate so they can get stuck in to the fighting as quickly as possible.
This unit can run and still charge later in the turn.

Weirdbrute Masks: The strange masks worn by these orruks pulsate with Waaagh! energy, sending the wearer into a battle frenzy that renders them numb to pain.
This unit has a ward of 5+ while it is within 3" of any enemy units.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, BRUTES, WEIRDBRUTE WREKKAZ


5"
2
5+
6
WARSCROLL

Da Kunnin’ Krew

Da Kunnin’ Krew is a ragtag collection of orruks, hobgrots and grots. It is led by the armoured Torka Tuffskul, an expert at corralling foes with his spiked mansnappa. He is backed up by two grots, Gikkit and Shank, who are kept in line by a malicious paymaster known as Krookgrin.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Firebombs
Firebombs8"D34+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Mansnappa
Mansnappa1"43+3+-11
Krule Irons
Krule Irons1"24+4+-1
Krude Net
Krude Net3"14+4+-D3
Krule Dagger
Krule Dagger1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 150
Battlefield Role: None
MODELBASE SIZE
Torka Toughskull40mm
Gikkit, Shank, Krookgrin25mm
Notes: Single, Unique. Mannok da Kunnin’ and Da Kunnin’ Krew units must be taken as a set. Although taken as a set, each is a separate unit.

The models in Da Kunnin’ Krew are Torka Tuffskul, Gikkit, Shank and Krookgrin. Torka Tuffskul is armed with a Mansnappa. Gikkit is armed with Krule Irons. Shank is armed with a Krude Net. Krookgrin is armed with a Krule Dagger and Firebombs.

CHAMPION: Torka Tuffskul is the unit champion. Add 1 to that model’s Wounds characteristic.

Snatcha-krew: Da Kunnin’ Krew are constantly on the lookout for new victims to grab and chain up.
At the end of the combat phase, you can pick 1 enemy model within 2" of this unit and roll a dice. Add 1 to the roll if this unit includes Torka Tuffskul, and add 1 to the roll if this unit includes Shank. If the roll is at least double that model’s Wounds characteristic, it is slain.

Paymaster: Krookgrin the hobgrot is Da Kunnin’ Krew’s paymaster, and as long as he is still standing, the rest of the Krew will not desert him.
Do not take battleshock tests for this unit if it includes Krookgrin.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, GRINNIN’ BLADES, DA KUNNIN’ KREW


5"
2
5+
5
WARSCROLL

Kruleboyz Monsta-killaz

Masters of the sudden ambush and the devious ruse, Kruleboyz Monsta-killaz are sadistic, underhanded beast-hunters who eagerly employ every kunnin’ trick in the book to capture their quarry and defeat those who would stand in their way.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Monsta-killaz Weapons
Monsta-killaz Weapons2"34+3+-11
Spiky Shell
Spiky Shell1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 8      Points: 130
Battlefield Role: None
MODELBASE SIZE
Beastnob40mm
6 x Monsta-killaz32mm
Klutcha-grot28.5mm

Each model in this unit is armed with Monsta-killaz Weapons.

BEASTNOB: 1 in every 8 models in this unit must be a Beastnob. Add 1 to the Attacks characteristic of that model’s Monsta-killaz Weapons. That model can issue commands to their own unit.

MUSICIAN: 1 in every 8 models in this unit must be a Bawla Boy. While this unit includes any Bawla Boyz, enemy MONSTERS within 3" of this unit cannot retreat.

KLUTCHA-GROT: 1 in every 8 models in this unit must be a Klutcha-grot. That model is armed with a Spiky Shell instead of Monsta-killaz Weapons.

A Tough Grot to Swallow: The small, spiky-armoured Klutcha-grot is usually gobbled up by the Monsta-killaz’ prey, causing the monster to choke, retch and vomit up the little git – to the chortles and guffaws of the Kruleboyz. Of course, sometimes the grot just gets eaten, which the orruks find equally hilarious.
Once per phase, when an enemy MONSTER within 6" of this unit is picked to carry out a monstrous rampage, if this unit has any Klutcha-grots, you can say that the MONSTER will try to gobble up a Klutcha-grot. If you do so, roll a dice. On a 2+, that MONSTER cannot carry out a monstrous rampage that phase. On a 1, a Klutcha-grot in this unit is slain.

Bait and Trap: The Monsta-killaz have perfected the art of baiting even the greatest of monsters into deadly and debilitating traps.
At the start of the combat phase, you can pick 1 enemy MONSTER within 6" of this unit and roll a dice. Add 1 to the roll if that MONSTER has any wounds allocated to it. On a 3+, the strike-last effect applies to that MONSTER until the end of that phase.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, KRULEBOYZ MONSTA-KILLAZ


5"
3
4+
7
WARSCROLL

Fimir Warriors*

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Baleglyph Maul
Baleglyph Maul2"33+3+-21
Club Tail
Club Tail1"14+3+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 150
Battlefield Role: None
Base size: 50mm
Notes: Battleline if general is a FIMIRACH NOBLE

DESCRIPTION

Each model in a Fimir Warriors unit is armed with a Baleglyph Maul and Club Tail.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION keyword.

ABILITIES

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 causes 1 mortal wound to the target in addition to any damage it inflicts.

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.
This unit has a ward of 6+.

Unnatural Flesh: Fimir are wholly unnatural creatures whose flesh twists and writhes, sealing wounds mere moments after they are inflicted.
In your hero phase, you can heal 1 wound allocated to this unit.

KEYWORDS
DESTRUCTION, FIMIR, FIMIR WARRIORS


9"
6
4+
6
WARSCROLL

Orruk Boar Chariots*

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boarboy Spears
Boarboy Spears2"24+4+-1
Jagged Tusks
Jagged Tusks1"44+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: None

DESCRIPTION

Each model in an Orruk Boar Chariots unit is armed with Boarboy Spears.

MOUNT: This unit’s War Boars are armed with Jagged Tusks.

ABILITIES

Boarboy Charge: Add 1 wound rolls for attacks made with Boarboy Spears or Jagged Tusks if the attacking unit made a charge move in the same turn.

Scythed Wheels: After a model from this unit finishes a charge move, roll a dice for each enemy unit within 1" of that model. On a 2+, that unit suffers D3 mortal wounds. If this unit has more than 1 model, roll to determine if mortal wounds are caused after each model finishes its charge move, but do not allocate the mortal wounds until all of the models in the unit have finished their charge moves.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, GREENSKINZ, ORRUK BOAR CHARIOTS


9"
2
4+
5
WARSCROLL

Orruk Boarboys*

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Choppa
Choppa1"14+4+-11
Boarboy Spear
Boarboy Spear2"14+4+-1
Jagged Tusks
Jagged Tusks1"24+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 110
Battlefield Role: None

DESCRIPTION

Each model in an Orruk Boarboys unit is armed with one of the following weapon options: Choppa; or Boarboy Spear. All models in the unit must be armed with the same weapon option.

MOUNT: This unit’s War Boars are each armed with Jagged Tusks.

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

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

MUSICIAN: 1 in every 5 models in this unit can be a Waaagh! Hornblower. Add 1 to charge rolls for this unit if it includes any Waaagh! Hornblowers.

ABILITIES

Boarboy Charge: Add 1 wound rolls for attacks made with a Boarboy Spear or Jagged Tusks if the attacking unit made a charge move in the same turn.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, GREENSKINZ, ОRRUK, ORRUK BOARBOYS

Behemoth


12
4+
7
WARSCROLL

Maw-grunta Gougers

Having managed against the odds to acquire a Maw-grunta mount, Maw-grunta Gougers gather together into stampeding mobs, the monstrous hogs trampling enemies into the mud and crushing them to a bloody pulp beneath their cloven hooves.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gouger Choppa and Axe
Gouger Choppa and Axe1"43+3+-12
Mighty Tusks
Mighty Tusks2"23+3+-3
Trampling Trotters
Trampling Trotters1"43+3+-1D3
MOMENTUM TABLE
Momentum ScoreMoveMighty Tusks
19"D3
2-310"D3+1
4-511"D3+2
612"D3+3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Behemoth
Notes: Battleline if general is MAW-GRUNTA

Each model in a Maw-grunta Gougers unit is armed with a Gouger Choppa and Axe.

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

MONSTROUS REGIMENT: Only 1 model in this unit can carry out a monstrous rampage each turn.

MOUNT: This unit’s Maw-gruntas are each armed with Mighty Tusks and Trampling Trotters.

Unstoppable Momentum: Once a Maw-grunta begins its charge, it can only stop by crashing into something, and as its speed increases, it becomes ever more deadly.
This unit has a momentum score that affects the values represented by a for this unit as shown on the momentum table above. At the start of the battle, this unit has a momentum score of 1. Each time this unit finishes a run or charge move, add D3 to its momentum score. This unit’s momentum score can never exceed 6. At the end of the battle round, subtract 1 from this unit’s momentum score (to a minimum of 1).

Headlong Charger: Once a Maw-grunta begins its charge, only the strongest of blows can bring it to a halt.
While this unit has a momentum score of 4 or more, this unit can charge even if it ran earlier in the turn.

Crushed and Trampled: The ground trembles and shakes as a herd of Mawgruntas charges full pelt, rampaging through the enemy lines and sending warriors sprawling in all directions.
You can carry out the Flattened into the Mud monstrous rampage below with this unit instead of any other monstrous rampage you can carry out with this unit.

MONSTROUS RAMPAGE
Flattened into the Mud: Only a model in a unit that has made a charge move this turn can carry out this monstrous rampage. Pick an enemy unit with a Wounds characteristic of 1 or 2 within 3" of this unit and roll a dice. If the roll is less than this unit’s momentum score, the strike-last effect applies to that enemy unit until the end of the turn.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, MONSTER, MAW-GRUNTA, MAW-GRUNTA GOUGERS, GRUNTA STAMPEDE


14
4+
7
WARSCROLL

Maw-grunta with Hakkin’ Krew

With eager crews of Ardboys precariously chained to their flanks, these fearsome Maw-gruntas are one of the most devastating engines of war in the Ironjawz’ arsenal. As the porcine beasts careen headlong into the foe, they leave carnage and destruction in their wake.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gouger Choppa and Axe
Gouger Choppa and Axe1"43+3+-12
Mighty Tusks
Mighty Tusks2"23+3+-3
Trampling Trotters
Trampling Trotters1"43+3+-1D3
Kill-choppas
Kill-choppas2"23+3+2
MOMENTUM TABLE
Momentum ScoreMoveKill-choppasMighty Tusks
19"-1D3
2-310"-1D3+1
4-511"-2D3+2
612"-3D3+3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 240
Battlefield Role: Behemoth
Notes: Single

A Maw-grunta with Hakkin’ Krew is ridden by an Ardboy armed with a Gouger Choppa and Axe.

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

ELITE: Models in this unit can issue commands to their own unit.

MOUNT: This unit’s Maw-grunta is armed with Mighty Tusks and Trampling Trotters.

CREW: This unit’s Hakkin’ Krew is armed with Kill-choppas.

Unstoppable Momentum: Once a Maw-grunta begins its charge, it can only stop by crashing into something, and as its speed increases, it becomes ever more deadly.
This unit has a momentum score that affects the values represented by a for this unit as shown on the momentum table above. At the start of the battle, this unit has a momentum score of 1. Each time this unit finishes a run or charge move, add D3 to its momentum score. This unit’s momentum score can never exceed 6. At the end of the battle round, subtract 1 from this unit’s momentum score (to a minimum of 1).

Headlong Charger: Once a Maw-grunta begins its charge, only the strongest of blows can bring it to a halt.
While this unit has a momentum score of 4 or more, this unit can charge even if it ran earlier in the turn.

Hack ’n’ Charge: The job of the Hakkin Krew is to clear a path through hordes of enemies to ensure the Maw-grunta maintains its momentum.
You can carry out the Carve a Path monstrous rampage below with this unit instead of any other monstrous rampage you can carry out with this unit.

MONSTROUS RAMPAGE
Carve a Path: Pick an enemy unit with a Wounds characteristic of 4 or less within 3" of this unit and roll a dice. If the roll is less than this unit’s momentum score, that enemy unit suffers a number of mortal wounds equal to the roll and you can immediately attempt a charge with this unit even though it is within 3" of an enemy unit. When a unit charges in this manner, it can pass across enemy units with a Wounds characteristic of 4 or less in the same manner as a unit that can fly.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, MONSTER, MAW-GRUNTA, MAW-GRUNTA WITH HAKKIN’ KREW, GRUNTA STAMPEDE


16
4+
10
WARSCROLL

Rogue Idol*

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boulder Fists
Boulder Fists3"23+-2D6
Stompin’ Feet
Stompin’ Feet2"3+3+-22
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveBoulder FistsStompin’ Feet
0-810"2+10
9-118"3+8
12-136"3+6
14+4"4+4
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 430
Battlefield Role: Behemoth
Base size: 170 x 105mm
Notes: Single

BATTALIONS

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

DESCRIPTION

A Rogue Idol is armed with Boulder Fists and Stompin’ Feet.

ABILITIES

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 it 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.

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 while they are within 6" of any friendly models with this ability. In addition, add 1 to the Bravery characteristic of friendly ORRUK units while they are wholly within 18" of any friendly models with this ability.

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.
This model has a ward of 5+.

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.
Add 1 to hit rolls for attacks made by this model if it made a charge move in the same turn.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, BONESPLITTERZ, IRONJAWZ, KRULEBOYZ, MONSTER, TOTEM, ROGUE IDOL


10
5+
5
WARSCROLL

Basilisk*

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Acidic Spittle
Acidic Spittle10"15+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Venomous Bite
Venomous Bite2"13+3+3
Clutching Claws
Clutching Claws1"64+4+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveVenomous BiteAcidic Spittle
0-310"-22+
4-59"-23+
6-78"-14+
8+7"-15+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 175
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Basilisk is armed with Acidic Spittle, a Venomous Bite and Clutching Claws.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION keyword.

ABILITIES

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 a 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 and 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


14
3+
6
WARSCROLL

Dread Maw*

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slime Spray
Slime Spray12"14+3+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cavernous Maw
Cavernous Maw3"33+2+D6
Writhing Coils
Writhing Coils2"4+4+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveCavernous MawWrithing Coils
0-614"-33D6
7-812"-22D6
9-1010"-2D6
11+8"-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Dread Maw is armed with a Cavernous Maw, Writhing Coils and Slime Spray.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge from any part of a battlefield without hindrance, taking its prey by surprise.
During deployment, 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 anywhere on the battlefield more than 9" from all 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.
This model has a ward of 5+.

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.
Add 1 wound rolls for attacks made a Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.

KEYWORDS
MONSTER, DREAD MAW


14
10
WARSCROLL

Incarnate Elemental of Beasts*

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Amber Breath
Amber Breath12"D65+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Savage Talons
Savage Talons2"3+4+-21
Impaling Horns
Impaling Horns2"44+3+-1D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSaveSavage Talons
0-510"3+12
6-88"4+10
9-117"4+8
12+6"5+6
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Beasts is armed with Savage Talons, Impaling Horns and Amber Breath.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

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 it from play, it can fight. 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 increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

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 if it is within 12" of any enemy models that have any wounds allocated to them.

KEYWORDS
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS


14
10
WARSCROLL

Incarnate Elemental of Fire*

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fiery Bolts
Fiery Bolts18"4+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tendrils of Fire
Tendrils of Fire2"63+4+-1
Burning Lance
Burning Lance3"33+2+-22
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSaveFiery Bolts
0-38"3+10
4-67"4+8
7-96"4+6
10-125"5+4
13+4"6+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Fire is armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

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 weapon’s 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.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

KEYWORDS
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE


20
4+
6
WARSCROLL

Magma Dragon*

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brimstone Dragonfire
Brimstone Dragonfire18"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Furnace-hot Jaws
Furnace-hot Jaws3"43+2+D6
Crushing Claws
Crushing Claws2"4+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveFurnace-hot JawsCrushing Claws
0-1016"-38
11-1314"-37
14-1612"-26
17+10"-25
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single

DESCRIPTION

A Magma Dragon is armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

FLY: This model can fly.

ABILITIES

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 caused 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
DRAGON, MONSTER, MAGMA DRAGON


12
4+
5
WARSCROLL

Merwyrm*

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 to go into battle against them.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chill Breath
Chill Breath8"64+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hideous Jaws
Hideous Jaws1"33+3+D3
Powerful Tail
Powerful Tail2"14+3+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveHideous JawsPowerful Tail
0-58"-36
6-77"-2D6
8-96"-2D3
10+5"-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

A Merwyrm is armed with Chill Breath, Hideous Jaws and a Powerful Tail.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a 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, the Damage characteristic of that weapon for that attack is 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
MONSTER, MERWYRM

Artillery


5"
5
5+
5
WARSCROLL

Beast-skewer Killbow

The idea of an orruk that can shoot straight seems like a contradiction, but they do exist - those who operate the portable ballistas known as Beast-skewer Killbows can not only bullseye a target but also slay several smaller enemies with a single shot.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Beast-skewer Bolts: Hasty Shot
Beast-skewer Bolts: Hasty Shot12"14+3+-2See below
Beast-skewer Bolts: Aimed Shot
Beast-skewer Bolts: Aimed Shot24"12+3+-2See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Jaggedy Blades
Jaggedy Blades1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Artillery
Base size: 90 x 52mm
Notes: Single

A Beast-skewer Killbow is armed with Beast-skewer Bolts.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Middul Finga
 • Big Grikk’s Kruleshots

COMPANION: This unit is accompanied by loading grots that are armed with Jaggedy Blades.

Pick ’Em Off: Boltboyz prefer to keep well away from the main battleline when possible, remaining stationary to fire carefully aimed shots at their enemies.
When this unit attacks with Beast-skewer Bolts, use the Aimed Shot missile weapon characteristics if it did not make a normal move in the same turn and is more than 3" from all enemy units. Otherwise, use the Hasty Shot missile weapon characteristics.

Skewered: Beast-skewer bolts can punch straight through a monster or several ranks of enemy warriors.
To determine the Damage characteristic for an attack made with Beast-skewer Bolts, roll a number of dice equal to the Wounds characteristic of the target unit. The Damage characteristic is equal to 2, plus 1 for each roll of 5+, up to a maximum Damage characteristic of 12.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, BEAST-SKEWER KILLBOW

Warscroll Battalion


Warscroll Battalion

Ardfist

ORGANISATION
 • 1 Orruk Warchanter
 • 3-5 Orruk Ardboys units
BATTALIONS

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

ABILITIES

The Green Tide: The Ironjawz hit the enemy line like an earthquake, a tornado or some other natural disaster, leaving a trail of carnage and blazing ruin in their wake. Tew warriors are staunch enough to withstand the shock of this assault, and most buckle and break under the ferocious onslaught.
Add 1 to the Attacks characteristic of melee weapons used by units in this battalion that made a charge move in the same turn and are within 3" of another unit from this battalion.


Warscroll Battalion

Brutal Rukk

ORGANISATION
 • 1 Savage Big Boss
 • 2-5 Savage Orruks or Savage Boarboys units in any combination
ABILITIES

Rukk Warpaint: When the Bonesplitterz gather in Rukks at the command of their Prophets, the Waaagh! energy that surrounds them becomes even more potent, enhancing the protection granted by their warpaint.
You can re-roll ward rolls of 1 for models from this battalion.


Warscroll Battalion

Brutefist

ORGANISATION
 • 0-1 MEGABOSS
 • 3-5 Orruk Brutes units
BATTALIONS: This warscroll battalion can be used in the following warscroll battalions:
 • Da Bossfist
 • Dakkbad’s Brawl
 • Moggorz’s Rekrootin’ Krew

The Green Tide: The Ironjawz hit the enemy line like an earthquake, a tornado or some other natural disaster, leaving a trail of carnage and blazing ruin in their wake. Tew warriors are staunch enough to withstand the shock of this assault, and most buckle and break under the ferocious onslaught.
Add 1 to the Attacks characteristic of melee weapons used by units in this battalion that made a charge move in the same turn and are within 3" of another unit from this battalion.


Warscroll Battalion

Gorefist

ORGANISATION
 • 0-1 Megaboss on Maw-krusha
 • 3-5 Orruk Gore-gruntas units
BATTALIONS

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

ABILITIES

The Green Tide: The Ironjawz hit the enemy line like an earthquake, a tornado or some other natural disaster, leaving a trail of carnage and blazing ruin in their wake. Tew warriors are staunch enough to withstand the shock of this assault, and most buckle and break under the ferocious onslaught.
Add 1 to the Attacks characteristic of melee weapons used by units in this battalion that made a charge move in the same turn and are within 3" of another unit from this battalion.


Warscroll Battalion

Ironfist

ORGANISATION
 • 0-1 MEGABOSS
 • 3-5 Orruk Brutes, Orruk Gore-gruntas or Orruk Ardboys units in any combination
BATTALIONS

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

ABILITIES

The Green Tide: The Ironjawz hit the enemy line like an earthquake, a tornado or some other natural disaster, leaving a trail of carnage and blazing ruin in their wake. Tew warriors are staunch enough to withstand the shock of this assault, and most buckle and break under the ferocious onslaught.
Add 1 to the Attacks characteristic of melee weapons used by units in this battalion that made a charge move in the same turn and are within 3" of another unit from this battalion.


Warscroll Battalion

Jab Finga

ORGANISATION
 • 1 Killaboss with Stab-grot
 • 2-3 Gutrippaz units
ABILITIES

Kunnin’ Gitz: Kruleboyz don’t believe in fighting fair. While the enemy is preoccupied with a bunch of the boys, others will sneak up on the enemy unseen to drive deep a killing blow.
At the start of the combat phase, you can pick 1 unit from this battalion that is within 3" of any enemy units: that unit can only be picked to fight at the end of that phase. If you do so, you can pick 1 other unit from this battalion that is within 3" of any enemy units: that unit fights at the start of that phase.


Warscroll Battalion

Kop Rukk

ORGANISATION
 • 0-1 Wurrgog Prophet
 • 2-5 Wardokks
 • 2-5 Savage Orruk Morboys units
ABILITIES

Rukk Warpaint: When the Bonesplitterz gather in Rukks at the command of their Prophets, the Waaagh! energy that surrounds them becomes even more potent, enhancing the protection granted by their warpaint.
You can re-roll ward rolls of 1 for models from this battalion.


Warscroll Battalion

Kunnin’ Rukk

ORGANISATION
 • 1 Savage Big Boss
 • 2-5 Savage Orruks or Savage Orruk Arrowboys units in any combination
ABILITIES

Rukk Warpaint: When the Bonesplitterz gather in Rukks at the command of their Prophets, the Waaagh! energy that surrounds them becomes even more potent, enhancing the protection granted by their warpaint.
You can re-roll ward rolls of 1 for models from this battalion.


Warscroll Battalion

Light Finga

ORGANISATION
 • 2-3 Hobgrot Slittaz units
ABILITIES

Kunnin’ Gitz: Kruleboyz don’t believe in fighting fair. While the enemy is preoccupied with a bunch of the boys, others will sneak up on the enemy unseen to drive deep a killing blow.
At the start of the combat phase, you can pick 1 unit from this battalion that is within 3" of any enemy units: that unit can only be picked to fight at the end of that phase. If you do so, you can pick 1 other unit from this battalion that is within 3" of any enemy units: that unit fights at the start of that phase.


Warscroll Battalion

Middul Finga

ORGANISATION
 • 1 MURKNOB
 • 1-3 Man-skewer Boltboyz units
 • 0-2 Beast-skewer Killbow units
ABILITIES

Kunnin’ Gitz: Kruleboyz don’t believe in fighting fair. While the enemy is preoccupied with a bunch of the boys, others will sneak up on the enemy unseen to drive deep a killing blow.
At the start of the combat phase, you can pick 1 unit from this battalion that is within 3" of any enemy units: that unit can only be picked to fight at the end of that phase. If you do so, you can pick 1 other unit from this battalion that is within 3" of any enemy units: that unit fights at the start of that phase.


Warscroll Battalion

Snaga Rukk

ORGANISATION
 • 1 Maniak Weirdnob
 • 2-5 Savage Boarboy Maniaks units
ABILITIES

Rukk Warpaint: When the Bonesplitterz gather in Rukks at the command of their Prophets, the Waaagh! energy that surrounds them becomes even more potent, enhancing the protection granted by their warpaint.
You can re-roll ward rolls of 1 for models from this battalion.


Warscroll Battalion

Teef Rukk

ORGANISATION
 • 1 Savage Big Boss
 • 2-5 Savage Big Stabbas units
ABILITIES

Rukk Warpaint: When the Bonesplitterz gather in Rukks at the command of their Prophets, the Waaagh! energy that surrounds them becomes even more potent, enhancing the protection granted by their warpaint.
You can re-roll ward rolls of 1 for models from this battalion.


Warscroll Battalion

Thumb

ORGANISATION
 • 1 KILLABOSS
 • 0-2 Swampcalla Shamans
ABILITIES

Kunnin’ Gitz: Kruleboyz don’t believe in fighting fair. While the enemy is preoccupied with a bunch of the boys, others will sneak up on the enemy unseen to drive deep a killing blow.
At the start of the combat phase, you can pick 1 unit from this battalion that is within 3" of any enemy units: that unit can only be picked to fight at the end of that phase. If you do so, you can pick 1 other unit from this battalion that is within 3" of any enemy units: that unit fights at the start of that phase.


Warscroll Battalion

Trophy Finga

ORGANISATION
 • 1 SNATCHABOSS
 • 0-1 Breaka-boss on Mirebrute Troggoth
 • 1-2 Marshcrawla Sloggoths
ABILITIES

Kunnin’ Gitz: Kruleboyz don’t believe in fighting fair. While the enemy is preoccupied with a bunch of the boys, others will sneak up on the enemy unseen to drive deep a killing blow.
At the start of the combat phase, you can pick 1 unit from this battalion that is within 3" of any enemy units: that unit can only be picked to fight at the end of that phase. If you do so, you can pick 1 other unit from this battalion that is within 3" of any enemy units: that unit fights at the start of that phase.


Warscroll Battalion

Weirdfist

ORGANISATION
 • 1 Orruk Weirdnob Shaman
 • 3-5 Orruk Ardboys or Orruk Brutes units in any combination
BATTALIONS

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

ABILITIES

The Green Tide: The Ironjawz hit the enemy line like an earthquake, a tornado or some other natural disaster, leaving a trail of carnage and blazing ruin in their wake. Tew warriors are staunch enough to withstand the shock of this assault, and most buckle and break under the ferocious onslaught.
Add 1 to the Attacks characteristic of melee weapons used by units in this battalion that made a charge move in the same turn and are within 3" of another unit from this battalion.


Warscroll Battalion

Da Bossfist

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’.
ORGANISATION
 • 1 Megaboss on Maw-krusha (Dakkbad Grotkicker)
 • 0-2 Megabosses on Maw-krusha
 • 2-3 Megabosses
 • 2-3 Orruk Brute units
This battalion can only be taken as part of an Ironjawz army that is from the IRONSUNZ warclan. You cannot include more than 1 Da Bossfist warscroll battalion in your army.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 220
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Dakkbad’s Brawl

ABILITIES

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).


Warscroll Battalion

Da Snorter’s Kop Rukk

The Wurrgog Prophet known as Da Snorter has become infamous across the wastes of central Thondia. This connection to the beast-spirits runs deep, as does the spiritual power bound into his warpaint. When Da Snorter leads the boyz of his Kop Rukk on a rampage, enemies are wise to take cover.
ORGANISATION
 • 1 Wurrgog Prophet (Da Snorter)
 • 2-5 Wardokks or Savage Big Bosses in any combination
 • 2-5 Savage Orruk Morboys, Savage Boarboy Maniaks, Savage Big Stabbas or Savage Orruk Arrowboys units in any combination
The Wurrgog Prophet in this battalion is a Unique unit.
ABILITIES

Rukk Warpaint: When the Bonesplitterz gather in Rukks, the Waaagh! energy that surrounds them becomes even more potent, enhancing the protection granted by their warpaint.
You can re-roll ward rolls of 1 for models in this battalion.

Da Snorter’s Glyphs: Da Snorter is covered head to toe in potent tattoos charged with bestial energies.
Once per battle, at the start of your hero phase, you can pick 1 spell from the Lore of the Savage Beast that Da Snorter does not know and has not attempted to cast during the battle. He can attempt to cast that spell in that hero phase in addition to any other spells that he can attempt to cast.


Warscroll Battalion

Dakkbad’s Brawl

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.
ORGANISATION
 • 1 Da Bossfist warscroll battalion
 • 1 Moggorz’s Rekrootin’ Krew warscroll battalion
 • 1 Orruk Warchanter
 • 1 Orruk Weirdnob Shaman
 • 1+ Brutefist, Gorefist, Ardfist, Weirdfist or Ironfist warscroll battalions in any combination
This battalion can only be taken as part of an Ironjawz army that is from the IRONSUNZ warclan.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

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.


Warscroll Battalion

Moggorz’s Rekrootin’ Krew

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.
ORGANISATION
 • 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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 150
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Dakkbad’s Brawl

ABILITIES

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.


Warscroll Battalion

The Weeping Fangz

After the battle at Amberstone Watch, the Weeping Fangz were scattered into several splinter warbands. But a Kruleboy is most dangerous when backed into a corner - especially when that Kruleboy is the Killaboss Brokkagok.
ORGANISATION
 • 1 Killaboss with Stab-grot (Brokkagok)
 • 2-3 Gutrippaz units
 • 0-2 Man-skewer Boltboyz units
The Killaboss with Stab-grot in this battalion is a Unique unit.
ABILITIES

Killaboss Brokkagok: Brokkagok is renowned for the ingenuity of his ambush manoeuvres.
If Brokkagok 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.

Kunnin’ Gitz: Kruleboyz don’t believe in fighting fair. While the enemy is preoccupied with a bunch of the boys, others will sneak up to finish the job.
At the start of the combat phase, you can pick 1 unit in this battalion that is within 3" of any enemy units: the strike-last effect applies to that unit in that phase. If you do so, you can pick 1 other unit in this battalion that is within 3" of any enemy units: the strike-first effect applies to that unit in that phase.

Regiment of Renown


Regiment of Renown

Big Grikk’s Kruleshots

Grikk swears that the massive, jagged bolt that buried itself in the back of his boss’s Corpse-rippa Vulcha had nothing to do with him. Few believed the treacherous Big Shot, so Grikk quickly took leave of his clan, taking with him a handful of crossbow-toting lackeys and some grots to drag his beloved killbow across the realms.
ORGANISATION
 • 1 Beast-skewer Killbow (Leader)
 • 3 Man-skewer Boltboyz
 • 3 Man-skewer Boltboyz
If your army has a DESTRUCTION general but is not a Kruleboyz army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even though its number of units and points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 290
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Big Grikk’s Kruleshots. Although taken as a set, each is a separate unit.

BATTALIONS

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

ABILITIES

Back-stabbin’ Big Shot: Big Grikk has a reputation among his lads as ‘a right sneaky ’un’ – a high accolade in Kruleboyz society.
The BEAST-SKEWER KILLBOW in this regiment of renown has the HERO keyword.

Toxin-laden Skewers: Big Grikk’s Kruleshots habitually smear highly toxic secretions over the tips of their jagged bolts.
If the unmodified hit roll for an attack made by a model in this regiment of renown 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).

Skewer It Again!: There’s no need for him to point; Grikk simply uses his bolts to indicate which beastie he wants his boyz to bring down.
If any wounds and/or mortal wounds caused by a shooting attack made by this regiment of renown’s BEAST-SKEWER KILLBOW are allocated to an enemy MONSTER and not negated, you can pick any number of other models in this regiment of renown and say that they are focusing fire. If you do so, until the end of the phase, add 1 to the Attacks characteristic of missile weapons used by those models but all of their attacks must target that enemy MONSTER.


Regiment of Renown

Braggit’s Bottle-snatchaz

ORGANISATION
 • 1 Rabble-Rowza (Braggit)
 • 1 Gobbapalooza
 • 1 Squig Herd with 12 models
 • 1 Squig Hoppers unit with 10 models
If your army has a DESTRUCTION general but is not a Gloomspite Gitz army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even if its points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 500
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Braggit’s Bottle-snatchaz. Although taken as a set, each is a separate unit.

ABILITIES

Major Irritant: Braggit is a dab hand at riling up the beasts of the Deep and Dark - from a safe distance.
If a unit in this regiment of renown receives the Redeploy command, any other friendly units in this regiment of renown within 6" of that unit can immediately make a D6" move but they must finish that move more than 3" from all enemy units and cannot shoot later in the turn.

Secret Tunnels: Rabble-Rowzas have a knack for locating hidden passages through the depths.
Instead of setting up the units in this regiment of renown on the battlefield, you can place them to one side and say that they are navigating secret tunnels. If you do so, at the start of your first hero phase, you can set up all of these units wholly within 6" of the edge of the battlefield and more than 9" from all enemy units. The units you set up cannot move in the following movement phase.
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.
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.
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.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. 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, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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.
Redeploy
As the enemy draw close, battle-hardened warriors adjust their position to leave their foe at a disadvantage.
You can use this command ability in the enemy movement phase after an enemy unit finishes a normal move, run or retreat. The unit that receives the command must be within 9" of that enemy unit and more than 3" from all enemy units. You can make a D6" move with the unit that receives the command, but it must finish the move more than 3" from all enemy units and cannot shoot later in the turn.
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.
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.
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 DESTRUCTION keyword is used in the following Orruk Warclans warscrolls:

The ORRUK WARCLANS keyword is used in the following Orruk Warclans warscrolls:

Artillery
Warscroll Battalion

and others...

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

Leader, Behemoth
Leader
Behemoth

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

Leader, Behemoth
Leader
• Wardokk

The CORPSE-RIPPA VULCHA keyword is used in the following Orruk Warclans warscrolls:

Leader, Behemoth

The SWAMPCALLA SHAMAN keyword is used in the following Orruk Warclans warscrolls:

Leader, Behemoth
Leader
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.
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).

The MAW-KRUSHA keyword is used in the following Orruk Warclans warscrolls:

Leader, Behemoth

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

Leader, Behemoth
Leader
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.

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

Leader, Behemoth
Leader
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).

The SLUDGERAKER BEAST keyword is used in the following Orruk Warclans warscrolls:

Leader, Behemoth

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

Leader, Behemoth

The MAW-GRUNTA keyword is used in the following Orruk Warclans warscrolls:

Leader, Behemoth
Behemoth
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. Units cannot run if they are within 3" of an enemy unit.

The MAW-GRUNTA keyword is used in the following Orruk Warclans warscrolls:

Leader, Behemoth
Behemoth

The GRUNTA STAMPEDE keyword is used in the following Orruk Warclans warscrolls:

Leader, Behemoth
None
Behemoth

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

Leader, Behemoth
Leader
Battleline
None

The ORRUK WARBOSS keyword is used in the following Orruk Warclans warscrolls:

Leader, Behemoth
Leader
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.

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

Leader
None

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

Leader

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

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

The WURRGOG PROPHET keyword is used in the following Orruk Warclans warscrolls:

Leader
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.
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.

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

Leader
• Wardokk
Rally
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 ARDBOYS keyword is used in the following Orruk Warclans warscrolls:

Battleline
None
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.

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

Leader
None

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

Battleline
None

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

Battleline
None
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. Units cannot make a normal move if they are within 3" of an enemy unit.
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. Units cannot retreat if they are not within 3" of an enemy unit.

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

Leader, Behemoth
Leader
• Wardokk
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.
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Army List

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