Orruk Warclans – Warscrolls
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4"
2
4+
6
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
’Eadbutt
’Eadbutt1"14+3+-D3
Pair of Ardboy Choppas
Pair of Ardboy Choppas1"23+3+-11
Ardboy Big Choppa
Ardboy Big Choppa1"24+3+-12
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 85
Battlefield Role: None
Base size: 32mm
Notes: Single, Unique

DESCRIPTION

Ironskull’s Boyz has 4 models. 3 models are each armed with a Pair of Ardboy Choppas, and 1 model is armed with an Ardboy Big Choppa.

GURZAG IRONSKULL: One of the 3 models armed with a Pair of Ardboy Choppas is Gurzag Ironskull. He is also armed with an ’Eadbutt. In addition, add 1 to the Attacks characteristic of his Pair of Ardboy Choppas.

ABILITIES

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.
Roll a dice each time you allocate a wound or mortal wound to this unit. On a 6, the wound or mortal wound is negated. Wounds or mortal wounds allocated to Gurzag Ironskull are negated on a 5+ instead of a 6.

Paired Choppas: A pair of choppas can be used to creating a swirling arc of destruction that is almost impossible to avoid.
Add 1 to hit rolls for attacks made with a Pair of Ardboy Choppas.

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


4"
2
4+
6
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,smashing his way through the ranks of the enemy with a variety of crude but deadly weapons.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ardboy Choppas
Ardboy Choppas1"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 95
Battlefield Role: None
Base size: 32mm
Notes: Battleline in an Ironjawz or Big Waaagh! army

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Ardfist
 • Ironfist
 • Weirdfist
 • Moggorz’s Rekrootin’ Krew

DESCRIPTION

A unit of Ardboys has any number of models, each armed with Ardboy Choppas. Up to 2 in every 5 models in the unit can each carry an Orruk-forged Shield.

ARDBOY BOSS: 1 model in this unit can be an Ardboy Boss. Add 2 to the Attacks characteristic of that model’s Ardboy Choppas.

WAAAGH! DRUMMER: 1 in every 5 models in this unit can be a Waaagh! Drummer. Add 2 to charge rolls for a unit while it includes any Waaagh! Drummers.

STANDARD BEARERS: 1 in every 5 models in this unit can either be a Gorkamorka Banner Bearer or a Gorkamorka Glyph Bearer.

Gorkamorka Banner Bearer: Add 2 to the Bravery characteristic of this unit while it includes any Gorkamorka Banner Bearers.

Gorkamorka Glyph Bearer: Subtract 1 from the Bravery characteristic of enemy units while they are within 3" of any friendly Gorkamorka Glyph Bearers.

ABILITIES

Orruk-forged Shields: These bulky shields are almost as tough as the orruks who carry them.
Roll a dice each time you allocate a wound to a model carrying an Orruk-forged Shield. On a 6, that wound is negated.

KEYWORDS
DESTRUCTION, ORRUK, IRONJAWZ, ARDBOYS


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
Pair of Brute Choppas
Pair of Brute Choppas1"43+3+-11
Jagged Gore-hacka
Jagged Gore-hacka2"33+3+-11
Gore-choppa
Gore-choppa2"34+3+-12
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: 150
Battlefield Role: None
Base size: 40mm
Notes: Battleline in an Ironjawz or Big Waaagh! army

BATTALIONS

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

DESCRIPTION

A unit of Orruk Brutes has any number of models. The unit is armed with one of the following weapon options: Pair of Brute Choppas; or Jagged Gore-hacka. 1 in every 5 models can replace their weapon option with a Gore-choppa.

BRUTE BOSS: 1 model in this unit can be a Brute Boss. Replace the Brute Boss weapon option with a Boss Choppa, or a Boss Klaw and Brute Smasha.

ABILITIES

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

KEYWORDS
DESTRUCTION, ORRUK, IRONJAWZ, BRUTES


9"
5
4+
7
WARSCROLL

Orruk Gore-gruntas

Brutish snorting and ground-shaking hoofbeats herald the approach of the Goregruntas. The charge of these beasts hits home like the fist of Gorkamorka himself, their orruk riders bellowing war-cries as they add their own might to the slaughter.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pig-iron Choppa
Pig-iron Choppa1"43+3+-11
Jagged Gore-hacka
Jagged Gore-hacka2"33+3+-11
Tusks and Hooves
Tusks and Hooves1"44+4+-1
PITCHED BATTLE PROFILE

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

BATTALIONS

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

DESCRIPTION

A unit of Orruk Gore-gruntas has any number of models. The unit is armed with one of the following weapon options: Pig-iron Choppa; or Jagged Gore-hacka.

MOUNT: This unit’s Gore-gruntas attack with their Tusks and Hooves.

GORE-GRUNTA BOSS: 1 model in this unit can be a Gore-grunta Boss. Add 1 to the Attacks characteristic of that model’s Pig-iron Choppa or Jagged Gore-hacka.

ABILITIES

Gore-grunta Charge: Even by the destructive standards of the Ironjawz, a Gore-grunta charge is horrific to behold. Enemies vanishing under an unstoppable tide of grunting muscle.
Roll a dice for each enemy unit that is within 1" of a model from this unit after the model from this unit finishes a charge move. On a 4+, that enemy unit suffers 1 mortal wound. If this unit has more than 1 model, roll to determine if mortal wounds are inflicted after each model completes its charge move, but do not allocate the mortal wounds until after all of the models in the unit have moved.

In addition, add 1 to hit rolls and wound rolls for attacks made with this unit’s Jagged Gore-hackas and Tusks and Hooves if this unit made a charge move in the same turn.

KEYWORDS
DESTRUCTION, ORRUK, IRONJAWZ, GORE-GRUNTAS


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+-2D3
PITCHED BATTLE PROFILE

Unit Size: 2      Points: 110
Battlefield Role: None
Base size: 60 x 35mm

BATTALIONS

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

DESCRIPTION

A unit of Savage Big Stabbas has any number of models, each armed with a Gorktoof.

ABILITIES

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

The Bigger They Are...: A Gorktoof spear is so large that it can inflict crippling wounds on even the most monstrous of foes.
The Damage characteristic of an attack made with a Gorktoof is D6 if the target is a MONSTER.

Savagely Enthusiastic: The orruks of a Big Stabba team waste no time in getting to grips with their prey.
This unit can run and still charge in the same turn.

KEYWORDS
DESTRUCTION, 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! Theirmounted 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
Pair of Chompas
Pair of Chompas1"44+3+-1
Tusks and Hooves
Tusks and Hooves1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 150
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline in a Bonesplitterz army

BATTALIONS

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

DESCRIPTION

A unit of Savage Boarboy Maniaks has any number of models, each armed with a Pair of Chompas.

MOUNT: This unit’s War Boars attack with their Tusks and Hooves.

SAVAGE BOSS MANIAK: 1 model in this unit can be a Savage Boss Maniak. Add 1 to the Attacks characteristic of that model’s Pair of Chompas.

BOAR THUMPER: 1 in every 5 models in this unit can be a Boar Thumper.Add 2 to charge rolls for a unit while it includes any Boar Thumpers.

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

ABILITIES

Maniak Fury: Themore Maniaks there are, the crazier it gets! Waaagh!
Add 1 to the Attacks characteristic of this unit’s Pairs of Chompas while it has 5 or more models.

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

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


12"
3
6+
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"34+3+-1
Savage Stikka
Savage Stikka2"34+4+-1
Tusks and Hooves
Tusks and Hooves1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 140
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline in a Bonesplitterz or Big Waaagh! army

BATTALIONS

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

DESCRIPTION

A unit of Savage Boarboys has any number of models. The unit is armed with one of the following weapon options: Chompa; or Savage Stikka.

MOUNT: This unit’s War Boars attack with their Tusks and Hooves.

SAVAGE BOSS: 1 model in this unit can be a Savage Boss. Add 1 to the Attacks characteristic of that model’s Chompa or Savage Stikka.

BOAR THUMPER: 1 in every 5 models in this unit can be a Boar Thumper.Add 2 to charge rolls for a unit while it includes any Boar Thumpers.

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

ABILITIES

Boarboy Charge: The charge of a mob of boarmounted orruks is terrifying to behold.
Add 1 to hit rolls and wound rolls for attacks made with this unit’s Savage Stikkas and Tusks and Hooves if this unit made a charge move in the same turn.

Bone Shield: The primitive shields carried by the Bonesplitterz offer increased protection in melee.
Add 1 to save rolls for attacks made with melee weapons that target this unit.

KEYWORDS
DESTRUCTION, ORRUK, BONESPLITTERZ, BOARBOYS, 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"14+4+-1
Chompa
Chompa1"34+3+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 130
Battlefield Role: None
Base size: 32mm
Notes: Battleline in a Bonesplitterz or Big Waaagh! army

BATTALIONS

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

DESCRIPTION

A unit of Savage Orruk Arrowboys has any number of models, each armed with a Stinga Bow and Bone Shiv.

SAVAGE ARROW BOSS: 1 model in this unit can be a Savage Arrow Boss. A Savage Arrow Boss can be armed with a Stinga Bow and Chompa instead of a Stinga Bow and Bone Shiv.

SKULL THUMPER: 1 in every 10 models in this unit can be a Skull Thumper.Add 2 to charge rolls of a unit while it includes any Skull Thumpers.

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

ABILITIES

Aim Fer Its Eyes: Arrowboys have great experience in bringing down monstrous beasts at range with their Stinga Bows.
Improve the Rend characteristic of an attack made with a Stinga Bow by 1 if the target is a MONSTER.

Loadsa Arrows: Large groups of Arrowboys carry with them a huge stockpile of extra arrows, which they fire off with boundless enthusiasm.
Add 1 to the Attacks characteristic of missile weapons used by this unit while it has 15 or more models.

KEYWORDS
DESTRUCTION, 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: 130
Battlefield Role: None
Base size: 32mm
Notes: Battleline in a Bonesplitterz army

BATTALIONS

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

DESCRIPTION

A unit of Savage Orruk Morboys has any number of models, each armed with a Chompa and Toof Shiv.

SAVAGE BOSS: 1 model in this unit can be a Savage Boss. Add 1 to the Attacks characteristic of that model’s Chompa and Toof Shiv.

SKULL THUMPER: 1 in every 10 models in this unit can be a Skull Thumper. Add 2 to charge rolls for a unit while it includes any Skull Thumpers.

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

ABILITIES

Spirit of Gorkamorka: Large groups of Bonesplitterz are soon filled by a primal battle lust that sees them strike with increased speed.
Add 1 to the Attacks characteristic of melee weapons used by this unit while it has 15 or more models.

Power of the Beast Spirit: Morboys become even more brutal as great beasts are slain and their spirits released.
Add 1 to hit rolls for attacks made with melee weapons by this unit if any enemy MONSTERS have been slain.

KEYWORDS
DESTRUCTION, ORRUK, BONESPLITTERZ, SAVAGE ORRUK MORBOYS


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: 95
Battlefield Role: None
Base size: 25mm

DESCRIPTION

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

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.

ABILITIES

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


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

DESCRIPTION

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

ABILITIES

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


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: 235
Battlefield Role: None
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.

DESCRIPTION

Hedkrakka’s Madmob is a unit that has 3 models. Toofdagga is armed with Paired Toofdaggas; Wollop da Skul is armed with a Big Chompa; and Dakko Sharp-Stikka is armed with a Stinga Bow and Bone Shiv.

ABILITIES

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.
Roll a dice before you allocate a wound or mortal wound to a friendly HEDKRAKKA within 3" of this unit. On a 4+, you must allocate that wound or mortal wound to this unit instead.

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


4"
3
4+
6
WARSCROLL

Morgok’s Krushas

Beast-bashers and bone-crackers beyond compare, the Ironjawz Brutes who call themselves Morgok’s Krushas enjoy nothing more than turning monsters into bloody paste with their oversized weapons.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Krusha Weapons
Krusha Weapons1"43+3+-11
Gore-Basha
Gore-Basha2"34+3+-12
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 95
Battlefield Role: None
Notes: Single, Unique

DESCRIPTION

Morgok’s Krushas is a unit that has 3 models. Morgok and Thugg are each armed with Krusha Weapons; and ’Ardskull is armed with a Gore-Basha.

MORGOK: Add 1 to the Attacks characteristic of Morgok’s Krusha Weapons.

ABILITIES

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

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

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


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
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
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
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


Battleline


5"
2
6+
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: 130
Battlefield Role: Battleline
Base size: 32mm

BATTALIONS

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

DESCRIPTION

A unit of Savage Orruks has any number of models. The unit is armed with one of the following weapon options: Chompa; or Savage Stikka.

SAVAGE BOSS: 1 model in this unit can be a Savage Boss. Add 1 to the Attacks characteristic of that model’s Chompa or Savage Stikka.

SKULL THUMPER: 1 in every 10 models in this unit can be a Skull Thumper. Add 2 to charge rolls for a unit while it includes any Skull Thumpers.

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

ABILITIES

Spirit of Gorkamorka: Large groups of Bonesplitterz are soon filled by a primal battle lust that sees them strike with increased speed.
Add 1 to the Attacks characteristic of melee weapons used by this unit while it has 15 or more models.

Bone Shield: The primitive shields carried by the Bonesplitterz offer increased protection in melee.
Add 1 to save rolls for attacks made with melee weapons that target this unit.

KEYWORDS
DESTRUCTION, ORRUK, BONESPLITTERZ, SAVAGE ORRUKS


5"
2
5+
5
WARSCROLL

Gutrippaz

Gutrippaz form the slimy heart of the Kruleboyz. These mobs of spearwielding 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
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 180
Battlefield Role: Battleline
Base size: 32mm

DESCRIPTION

Each model in a Gutrippaz unit is armed with a Wicked Stikka.

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

ABILITIES

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.
At the start of the charge phase, if this unit is more than 3" from all enemy units, you can pick 1 enemy unit within 12" of this unit that is not a HERO or MONSTER and roll 2D6. Add 1 to the roll for every 5 models in this unit. If the roll is equal to or greater than the Bravery characteristic of that enemy unit, subtract 1 from hit rolls for attacks made by that enemy unit that target this unit until the end of that turn.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, GUTRIPPAZ


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
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


Leader


12"
6
6+
7
WARSCROLL

Maniak Weirdnob

Theirminds 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 Bonesplitter mobs into a deadly fury.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bonebeast Staff
Bonebeast Staff1"34+3+-D3
Tusks and Hooves
Tusks and Hooves1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Leader
Base size: 60 x 35mm
Notes: Single

BATTALIONS

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

DESCRIPTION

A Maniak Weirdnob is a single model armed with a Bonebeast Staff.

MOUNT: This model’s War Boar attacks with its Tusks and Hooves.

ABILITIES

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

Weird Squig: A Maniak Weirdnob’s squiggly beast is filled with Waaagh! energy.
Once per turn, you can re-roll a casting, dispelling or unbinding roll for this model.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Bone Spirit spells.

Bone Spirit: The Maniak Weirdnob draws out the great spirit locked within their bonebeast staff and infuses nearby mobs of Bonesplitterz with its bestial fury.
Bone Spirit has a casting value of 7. If this spell is successfully cast, you can pick 1 friendly BONESPLITTERZ unit wholly within 12" of the caster and visible to them. Until your next hero phase, if the unmodified hit roll for an attack made by that unit is 6, that attack scores 2 hits on the target instead of 1.

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


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"63+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 60mm
Notes: Single

BATTALIONS

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

DESCRIPTION

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

ABILITIES

Rip-toof Fist: Orruks armed with one of the jagged gauntlets of heavy pig iron known as a rip-toof fist can block an enemy’s blow before launching a deadly counter-attack with the weapon’s fearsome twin-pronged spikes.
If the unmodified save roll for an attack made with a melee weapon that targets a model with a Riptoof-fist is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

Strength from Victory: Themore fights a Megaboss wins, the stronger they become.
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, add 1 to this model’s Wounds characteristic and add 1 to the Attacks characteristic of this model’s Boss Choppa and Rip-toof Fist.

COMMAND ABILITIES

Go on Ladz, Get Stuck In!: With a well-timed punch or ear-splitting bellow, a Megaboss inspires the Ironjawz under their command to fight all the harder.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly IRONJAWZ unit wholly within 12" of a friendly model with this command ability, or wholly within 18" of a friendly model with this command ability that is a MONSTER. Until the end of that phase, add 1 to hit rolls for attacks made by that unit. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
DESTRUCTION, ORRUK, IRONJAWZ, HERO, 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"64+3+-1
PITCHED BATTLE PROFILE

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

BATTALIONS

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

DESCRIPTION

An Orruk Warchanter is a single model armed with a Gorkstikk and Morkstikk.

ABILITIES

Rhythm of Destruction: TheWaaagh! power coursing through a Warchanter lends their attacks a boundless, febrile energy that enemies soon come to fear.
If the unmodified hit roll for an attack made with a Gorkstikk and Morkstikk is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

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 model. 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.

KEYWORDS
DESTRUCTION, ORRUK, IRONJAWZ, HERO, TOTEM, 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: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single

BATTALIONS

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

DESCRIPTION

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

ABILITIES

Brutal Power: A Weirdnob Shaman channels the Waaagh! energy emitted by nearby orruk mobs.
If this model is wholly within 18" of a friendly IRONJAWZ unit with 10 or more models at the end of its 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.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Green Puke spells.

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

KEYWORDS
DESTRUCTION, 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: 110
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

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

DESCRIPTION

A Savage Big Boss is a single model armed with a Boss Chompa.

ABILITIES

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 model has fought in a 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 model. That unit fights immediately, before the opposing player picks a unit to fight in that combat phase. That unit cannot fight again in that combat phase unless an ability or spell allows it to fight more than once.

COMMAND ABILITIES

Savage Attack: With a guttural bellow and a swing of their axe, the Savage Big Boss orders an all-out attack upon the foe.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly BONESPLITTERZ unit wholly within 12" of a friendly model with this command ability. Until the end of that phase, if the unmodified hit roll for an attack made by that unit is 6, that attack scores 2 hits on the target instead of 1. A unit cannot benefit from this command ability more than once per phase.

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


5"
5
6+
7
WARSCROLL

Wardokk

Each Wardokk is a potent shaman, their maddened capering a tribute to the Great Green God. Themagic 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: 85
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

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

DESCRIPTION

A Wardokk is a single model armed with a Bonebeast Stikk.

ABILITIES

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, you can say that this model is performing one of the following dances:

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

Glyphdokk Dance: Pick 1 friendly BONESPLITTERZ unit wholly within 12" of this model 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 benefit from this ability more than once per phase.

Weirddokk Dance: Pick 1 friendly BONESPLITTERZ WIZARD wholly within 12" of this model 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 benefit from this ability more than once per phase.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt and Mystic Shield spells.

KEYWORDS
DESTRUCTION, ORRUK, BONESPLITTERZ, HERO, PRIEST, 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. Themagic of these powerful wizards is aweinspiring to behold – that is, for those not on the end of their destructive spells.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wurrgog Staff and Bone Shiv
Wurrgog Staff and Bone Shiv1"44+3+-D3
Fanged Maw
Fanged Maw1"D34+3+-1
PITCHED BATTLE PROFILE

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

BATTALIONS

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

DESCRIPTION

A Wurrgog Prophet is a single model armed with a Wurrgog Staff and Bone Shiv.

COMPANION: A Wurrgog Prophet is accompanied by a Squiggly Beast that attacks with its Fanged Maw. For rules purposes, it is treated in the same manner as a mount.

ABILITIES

Beast Mask: Themask of a Wurrgog Prophet radiates the primal aura of Gorkamorka.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

Prophet of Da Waaagh!: A Wurrgog Prophet’s visions have a knack of aiding in battle.
If this model is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 command point.

MAGIC

This model is a WIZARD. It can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Fists of Gork spells.

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

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


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: 200
Battlefield Role: Leader
Base size: 105 x 70mm
Notes: Single

DESCRIPTION

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

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

ABILITIES

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 facedown 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 forferal 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: 140
Battlefield Role: Leader
MODELBASE SIZE
Killaboss40mm
Stab-grot25mm
Notes: Single

DESCRIPTION

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

The Save characteristic of a Killaboss with Stab-grot armed with a Boss-hacka and Skareshield is 3+ instead of 4+.

COMPANION: This Killaboss is accompanied by a Stab-grot that attacks with its 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.

ABILITIES

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.
Each time a wound or mortal wound is allocated to this unit and not negated, 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


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. Ihcy 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: 115
Battlefield Role: Leader
Base size: 40mm
Notes: Single

DESCRIPTION

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

ABILITIES

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


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: 125
Battlefield Role: Leader
MODELBASE SIZE
Swampcalla Shaman40mm
Pot-grot25mm
Notes: Single

DESCRIPTION

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

COMPANION: This Swampcalla Shaman is accompanied by a Pot-grot that attacks with its 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.

ABILITIES

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.
In your hero phase, if this unit is more than 3" from all enemy units, instead of attempting to cast any spells with this unit, you can say that they are 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 allegiance ability for that unit, mortal wounds are caused on an unmodified roll of 5+ instead of 6. If that unit is given an elixir, add 1 to save rolls for that unit until your next hero phase.

MAGIC

This unit is a WIZARD and can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy 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"
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: 235
Battlefield Role: Leader
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.

DESCRIPTION

Hedkrakka, Gob of Gork, is a named character that is a single model. He is armed with a Wurrgog Staff.

COMPANION: Hedkrakka is accompanied by a Squiggly Snake that attacks with its Fanged Maw. For rules purposes, it is treated in the same manner as a mount.

ABILITIES

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 model.

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 model and visible to them. Until your next hero phase, add 1 to hit rolls for attacks made by this model that target that 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 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 a Fanged Maw is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound roll or save roll).

MAGIC

Hedkrakka is a WIZARD. He can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Bone Krusha spells.

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 has a casting value of 6. If successfully cast, pick 1 enemy unit within 24" of the caster that is visible to them. 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, BONESPLITTERZ, BONEGRINZ, HERO, TOTEM, WIZARD, WURRGOG PROPHET, HEDKRAKKA


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
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
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
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


Leader, Behemoth


16
3+
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+-1D3
Kunnin’
Kunnin’1"52+3+-11
Mighty Fists and Tail
Mighty Fists and Tail1"3+3+-22
DAMAGE
Wounds SufferedMoveMighty Fists and TailMassively Destructive Bulk
0-312"99 dice
4-610"88 dice
7-108"77 dice
11-136"66 dice
14+4"55 dice
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 580
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single, Unique

DESCRIPTION

Gordrakk, the Fist of Gork, is a named character that is a single model. He is armed with Smasha and Kunnin’.

MOUNT: Gordrakk’s Maw-krusha, Bigteef, attacks with an Innard-bursting Bellow and his Mighty Fists and Tail.

FLY: This model can fly.

ABILITIES

Massively Destructive Bulk: Bigteef is such an unstoppable avalanche of ill-tempered muscle that he turns all in his path into pulverised meat, and reduces terrain to rubble.
After this model makes a charge move, you can pick 1 enemy unit within 1" of this model and roll a number of dice equal to the Massively Destructive Bulk value on this model’s damage table. For each 5+, that enemy unit suffers 1 mortal wound.

In addition, after this model makes a charge move, you can pick 1 terrain feature within 1" of this model and roll a number of dice equal to the Massively Destructive Bulk value on this model’s damage table. If any of the dice are a 6, units no longer receive the cover modifier to their save rolls for being on or within that terrain feature.

If the mortal wounds inflicted by this model’s Massively Destructive Bulk mean there are no enemy models left within 3" of it, then it can attempt to make another charge move, and can make another Massively Destructive Bulk attack after that move if the charge is successfully carried out. This model can attempt to make any number of charge moves in a single turn, so long as each one results in all enemy models within 3" being slain.

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 by Kunnin’ that targets a WIZARD is 4+, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a save roll).

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 by Smasha that targets a HERO that is not a WIZARD is 4+, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a save roll or damage roll).

Strength from Victory: Themore fights a Megaboss wins, the stronger they become.
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, add 1 to this model’s Wounds characteristic and add 1 to the Attacks characteristic of Smasha and Kunnin’.

COMMAND ABILITIES

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.
You can use this command ability at the start of the combat phase. If you do so, pick up to 3 friendly DESTRUCTION units wholly within 24" of this model. Until the end of that phase, add 1 to hit rolls for attacks made by that unit. A unit cannot benefit from this command ability more than once per phase, and a unit cannot benefit from this ability and the Go on Ladz, Get Stuck In! ability in the same phase.

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


15
3+
8
WARSCROLL

Megaboss on Maw-krusha

A charging Maw-krusha is a terrifying force of destruction, capable of pulverising entire formations single-handedly. TheMegabosses 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"D62+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boss Gore-hacka and Choppa
Boss Gore-hacka and Choppa2"83+3+-12
Boss Choppa and Rip-toof Fist
Boss Choppa and Rip-toof Fist1"63+3+-12
Mighty Fists and Tail
Mighty Fists and Tail1"3+3+-22
DAMAGE
Wounds SufferedMoveMighty Fists and TailDestructive Bulk
0-312"88 dice
4-610"77 dice
7-108"66 dice
11-136"55 dice
14+4"44 dice
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 495
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Da Bossfist

DESCRIPTION

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

MOUNT: This model’s Maw-krusha attacks with an Innard-bursting Bellow and its Mighty Fists and Tail.

FLY: This model can fly.

ABILITIES

Destructive Bulk: A Maw-krusha is an unstoppable avalanche of ill-tempered muscle that turns all in its path into pulverised meat.
After this model makes a charge move, you can pick 1 enemy unit within 1" of this model and roll a number of dice equal to the Destructive Bulk value on this model’s damage table. For each 5+, that enemy unit suffers 1 mortal wound.

If the mortal wounds inflicted by this model’s Destructive Bulk mean there are no enemy models left within 3" of it, then it can attempt to make another charge move, and it can make another Destructive Bulk attack after that move if the charge is successfully carried out. This model can attempt to make any number of charge moves in a single turn, so long as each one results in all enemy models within 3" being slain.

Rip-toof Fist: Orruks armed with one of the jagged gauntlets of heavy pig iron known as a rip-toof fist can block an enemy’s blow before launching a deadly counter-attack with the weapon’s fearsome twin-pronged spikes.
If the unmodified save roll for an attack made with a melee weapon that targets a model with a Riptoof-fist is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

Strength from Victory: Themore fights a Megaboss wins, the stronger they become.
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, add 1 to this model’s Wounds characteristic and add 1 to the Attacks characteristic of this model’s Boss Choppa and Rip-toof Fist or this model’s Boss Gore-hacka and Choppa.

COMMAND ABILITIES

Go on Ladz, Get Stuck In!: With a well-timed punch or ear-splitting bellow, a Megaboss inspires the Ironjawz under their command to fight all the harder.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly IRONJAWZ unit wholly within 12" of a friendly model with this command ability, or wholly within 18" of a friendly model with this command ability that is a MONSTER. Until the end of that phase, add 1 to hit rolls for attacks made by that unit. A unit cannot benefit from this command ability more than once per phase

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


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
Wounds SufferedMoveHooves of Wrack and RuinBellow of Rage
0-910"65+
10-129"54+
13-158"43+
16+7"32+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 760
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single, Unique

DESCRIPTION

Kragnos, the End of Empires, is a named character that is a single model. He 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, and you can still use the army’s allegiance abilities even if this unit is not from the army’s faction.

ABILITIES

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 model in that phase and not negated, roll a dice for each other unit and each defensible terrain feature within 6" of this model. If the roll is equal to or greater than the Bellow of Rage value shown on this model’s damage table, that unit suffers D3 mortal wounds or that defensible terrain feature is demolished.

Designer’s Note: Any terrain feature that can be garrisoned is considered to be a defensible terrain feature for the purposes of this rule. If a defensible terrain feature is demolished, it is no longer considered to be a defensible terrain feature, all units garrisoning it must leave and it can no longer be garrisoned, but models can move onto and across it.

If a defensible terrain feature is being garrisoned when it is demolished, roll a dice for each model in the garrison. On a 1, that model is slain. The surviving models from the garrison must then be set up within 6" of the terrain feature and more than 3" from all enemy units.

Destroyer of the Draconith Empire: Kragnos hunted down dragonkind across all of the ancient realms and carries an abiding hatred of their kin to this day.
You can re-roll charge rolls and hit rolls for this model while it is within 12" of any enemy STARDRAKES, DRAKES, DRACOTHS or DRACOLINES.

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

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

If you pick 1 enemy MONSTER within 1" of this model and roll 2D6, on a 7, nothing happens. On any other roll, that 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 × 6 = 12).

Icon of Destruction: Kragnos is revered and held in awe by all warriors that belong to the Grand Alliance of Destruction.
Add 1 to the Bravery characteristic of friendly DESTRUCTION units wholly within 12" of this model.

The Shield Inviolate: Tuskbreaker makes Kragnos impervious to even the most potent magical hexes and bolts.
Each time this model is affected by a spell or an endless spell ability, you can roll 3D6. If the roll is greater than the casting value of that spell or endless spell, ignore the effects of that spell or that endless spell ability on this model.

Designer’s Note: Use the casting value on the spell or endless spell’s warscroll, not the casting roll for the spell or endless spell.

KEYWORDS
DESTRUCTION, MONSTER, HERO, KRAGNOS


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
DAMAGE
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


Behemoth


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
DAMAGE
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 109mm
Notes: Single

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
DAMAGE
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
DAMAGE
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
DAMAGE
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
DAMAGE
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
DAMAGE
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 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
DAMAGE
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


Warscroll Battalion


Warscroll Battalion

Ardfist

ORGANISATION
 • 1 Orruk Warchanter
 • 3-5 Orruk Ardboys units
PITCHED BATTLE PROFILE

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

BATTALIONS

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

ABILITIES

Drawn to the Waaagh!: The powerful beat drummed out by a Warchanter draws ever more Ardboys to the fight.
You can use this command ability if the ORRUK WARCHANTER from this battalion is on the battlefield when a unit from this battalion is destroyed. If you do so, roll a dice. On a 4+, a new unit identical to the one that was destroyed is added to your army. Set up the new unit wholly within 6" of the edge of the battlefield and more than 9" from all enemy units.


Warscroll Battalion

Big Rukk

As the rukks of a Bonesplitterz warclan gather in number, the roiling Waaagh! energy that surrounds them reaches a fever pitch. Thewarpaint covering each orruk’s hide glows and squirms with renewed vigour, deflecting even the most sundering strikes as the savage mobs charge headlong into the fray.
ORGANISATION
 • 1 Wurrgog Prophet
 • 3-5 Brutal Rukk, Kop Rukk, Kunnin’ Rukk, Snaga Rukk or Teef Rukk warscroll battalions in any combination
PITCHED BATTLE PROFILE

Unit Size: -      Points: 80
Battlefield Role: Warscroll Battalion

ABILITIES

Big Rukk Warpaint: When a Big Rukk gathers for battle, the raging power of the Waaagh! that surrounds its warriors powers up their warpaint and makes it even more protective.
When you use the Warpaint battle trait for a unit from this battalion, you can re-roll the dice that determines if a wound or mortal wound is negated.


Warscroll Battalion

Brawl

The ground shakes under the clanking, shuddering march of an Ironjawz brawl. Filled with mobs of hulking, bloody-minded orruks smashed together into mighty fists by their bosses, it is a vast green tide that sweeps away armies, kingdoms and empires in an endless storm of belligerent violence.
ORGANISATION
 • 1 Orruk Megaboss
 • 1 Orruk Warchanter
 • 1 Orruk Weirdnob Shaman
 • 3-5 Brutefist, Gorefist, Ardfist, Weirdfist or Ironfist warscroll battalions in any combination.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Boss Waaagh!: The Megaboss that leads a brawl is able to channel and direct the Waaagh! energy generated by the orruks under his command through his subordinate war leaders.
Once per battle, if your general is from this battalion and is on the battlefield, another ORRUK HERO from this battalion can use the Ironjawz Waaagh! command ability. This does not stop the general from using the Ironjawz Waaagh! command ability, but you cannot use the command ability more than once in the same combat phase.


Warscroll Battalion

Brutal Rukk

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

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Big Rukk

ABILITIES

Savage Swiftness: Every Bonesplitter wants to be first into the scrap, and they will run at breakneck pace to ensure they get to the most powerful bones first.
Units from this battalion that are wholly within 12" of the same battalion’s Big Boss at the start of the charge phase can run and still charge later in the same turn.


Warscroll Battalion

Brutefist

ORGANISATION
 • 3-5 Orruk Brutes units
Pick 1 Brute Boss from a unit in this battalion to be the battalion’s Big Boss. That model has a Wounds characteristic of 5 instead of 3.
PITCHED BATTLE PROFILE

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

BATTALIONS

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

Green-skinned Battering Ram: A Brutefist is a tide of destruction that can pulverise even the toughest of foes.
After a model from a unit in this battalion makes a charge move, you can pick 1 enemy unit within 1" of that model and roll a dice. On a 4+, that enemy unit suffers 1 mortal wound. If that model’s unit has more than 1 model, roll to determine if a mortal wound is inflicted each time a model from that unit completes its charge move, but do not allocate the mortal wounds until all of the models in that unit have moved.


Warscroll Battalion

Gorefist

ORGANISATION
 • 3-5 Orruk Gore-gruntas units
Pick 1 Gore-grunta Boss from a unit in this battalion to be the battalion’s Big Boss. That model has a Wounds characteristic of 7 instead of 5.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 130
Battlefield Role: Warscroll Battalion

BATTALIONS

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

ABILITIES

Da Boss’s Big Idea: Gore-grunta Big Bosses often come up with all manner of ‘kunnin’ taktikz’ to ensure their lads can get into the scrap. Once the battle gets properly underway, however, such formations invariably break apart in all the excitement.
In your first hero phase, each unit from this battalion that is wholly within 18" of the Big Boss from the same battalion at the start of that hero phase can make a normal move, but cannot run.


Warscroll Battalion

Ironfist

ORGANISATION
 • 3-5 Orruk Brutes, Orruk Gore-gruntas or Orruk Ardboys units in any combination
Pick 1 Brute Boss or Gore-grunta Boss from a unit in this battalion to be the battalion’s Big Boss. Add 2 to that model’s Wounds characteristic.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 160
Battlefield Role: Warscroll Battalion

BATTALIONS

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

ABILITIES

Up and At ’Em: Urged on by their Big Boss, the mobs of an Ironfist are forever rushing forwards to get stuck into the fight.
Once in each of your hero phases, the Big Boss from this battalion can use the Mighty Destroyers command ability without a command point being spent.


Warscroll Battalion

Kop Rukk

ORGANISATION
 • 2-5 Wardokks
 • 2-5 Savage Orruk Morboys units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Big Rukk

ABILITIES

Savage Weird Power: The build up of Waaagh! energy in the presence of so many crazed orruks supercharges the Wardokks’ power, making them even more dangerous.
At the start of your hero phase, you can pick 1 WARDOKK from this battalion that is wholly within 18" of 2 or more units from the same battalion that each have 10 or more models. That WARDOKK can attempt to cast the Fists of Gork spell from the Wurrgog Prophet warscroll in that phase, in addition to any other spells it can cast.


Warscroll Battalion

Kunnin’ Rukk

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

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Big Rukk

ABILITIES

Dead Sneaky: The small mobs that make up a Kunnin’ Rukk can be surprisingly sneaky when they want to be, catching out the foe with a sudden surprise attack.
In your hero phase, pick 1 unit from this battalion that is wholly within 12" of the SAVAGE BIG BOSS from the same battalion. That unit can make a normal move or shoot. Units from this battalion cannot have more than 20 models.


Warscroll Battalion

Snaga Rukk

ORGANISATION
 • 1 Maniak Weirdnob
 • 2-5 Savage Boarboy Maniaks units
PITCHED BATTLE PROFILE

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Big Rukk

ABILITIES

Maniak Stampede: Nothing can stop the mobs of a Snaga Rukk from charging full pelt once they have the enemy in sight.
You can re-roll charge rolls for units from this battalion while they are wholly within 12" of the MANIAK WEIRDNOB from the same battalion.


Warscroll Battalion

Teef Rukk

ORGANISATION
 • 1 Savage Big Boss
 • 2-5 Savage Big Stabbas units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Big Rukk

ABILITIES

We’re Da Best!: The Big Stabbas of a Teef Rukk are always looking to prove to their boss that they are killier than any of the other mobs in the warclan.
Add 1 to the Attacks characteristic of melee weapons used by units from this battalion while they are wholly within 12" of the SAVAGE BIG BOSS from the same battalion.


Warscroll Battalion

Weirdfist

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

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

BATTALIONS

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

ABILITIES

Weird Energy: The focused Waaagh! energy absorbed by a Weirdfist’s shaman has a tendency to overcharge their spells and incantations.
If the WEIRDNOB SHAMAN from this battalion is wholly within 18" of 2 or more units from the same battalion that each have 10 or more models, it can use its Brutal Power ability to attempt to cast Green Puke twice, in addition to any other spells it can cast, instead of only once.


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

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.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

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

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

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

None
Leader
Leader, Behemoth
Behemoth

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

None
Leader
Leader, Behemoth
Behemoth

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

None
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 BRUTES keyword is used in the following Orruk Warclans warscrolls:

None
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).
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.

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

None
Battleline
Leader
• Wardokk
Behemoth

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

None
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.
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting 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 range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
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.
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).

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

None
Battleline
Leader
Leader, Behemoth
Behemoth

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

None
Battleline
Leader
Behemoth
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.

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

Leader

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

None
Battleline
Leader
• Wardokk
Behemoth
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.
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 FIMIR keyword is used in the following Orruk Warclans warscrolls:

None
Leader

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

None
Battleline
Leader
Leader, Behemoth
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.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.

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

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

Leader
Leader, Behemoth

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

Leader
Behemoth

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

Leader
• Wardokk
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.

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

Leader

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

Leader

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

None
Battleline
Leader

The HEDKRAKKA’S MADMOB keyword is used in the following Orruk Warclans warscrolls:

None

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

Leader
Leader, Behemoth
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.
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.

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

Leader, Behemoth

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

Leader, Behemoth
Behemoth
• Merwyrm

The STARDRAKE keyword is used in the following Stormcast Eternals warscrolls:

Leader, Behemoth

The DRACOTH keyword is used in the following Stormcast Eternals warscrolls:

None
Leader

The DRACOLINE keyword is used in the following Stormcast Eternals warscrolls:

None
Leader

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

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.

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

Leader

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

Leader
• Wardokk

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

Leader

The MANIAK WEIRDNOB keyword is used in the following Orruk Warclans warscrolls:

Leader

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

Leader
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.
© Vyacheslav Maltsev 2013-2021