Ironjawz

The warclans of the orruks are a big green fist that slams into the guts of the Mortal Realms with each new day. Followers of Gorkamorka, the god of destructive, primal violence, they fight purely for the savage joy of fighting. Ironjaw and Bonesplitter alike are caught up in a tidal wave of violence that smashes entire civilisations to rubble.

This page contains all of the rules you need to field your Ironjawz miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Orruk Warclans
  Orruk WarclansBattletome4December 2024
  Sons of Behemat
  Sons of BehematFaction Pack4January 2025
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4January 2025
  Warhammer Underworlds Legends
  Warhammer Underworlds LegendsWarscroll4November 2024

Faction Rules


Battle Traits

Ironjawz armies can use the following abilities:

Once Per Turn (Army), Any Hero Phase
MIGHTY DESTROYERS: The Ironjawz won’t let anything get between them and a good scrap.

Declare: Pick a friendly IRONJAWZ unit that was not set up this turn to be the target.

Effect: The target can move up to 3". It can move into combat. If it was in combat at the start of the move, it must end that move in combat.

Once Per Battle, Your Charge Phase
IRONJAWZ WAAAGH!: With a roar that shakes the battlefield, the Ironjawz charge as one, eager to crack skulls.

Declare: Pick a friendly IRONJAWZ HERO to be the target.

Effect: For the rest of the turn, the following effects apply to friendly IRONJAWZ units while they are wholly within 18" of the target:

  • Add 1 to charge rolls for those units.
  • Add 1 to the Attacks characteristic of those units’ melee weapons.
KEYWORDSWAAAGH!

Battle Formations

You can pick 1 of the following battle formations for a Ironjawz army. Each battle formation grants a different ability you can use in the battle.

Ironjawz Brawl

Passive
NATURAL DISASTER: A mass of heavily armoured orruks and their bulky beasts of war, an Ironjawz Brawl hits the enemy line like a landslide if it gains enough momentum, leaving a trail of carnage and blazing ruin in its wake.

Effect: If you make an unmodified charge roll of 8+ for a friendly non-HERO IRONJAWZ unit, add 1 to the Attacks characteristic of that unit’s melee weapons for the rest of the turn.


Weirdfist

Passive
SPIRIT OF GORK: The roiling Waaagh! energy that emanates from the Weirdfist shamans fills nearby Ironjawz with the fighting spirit and hardiness of Gork.

Effect: Friendly IRONJAWZ INFANTRY units have WARD (6+) while they are wholly within 12" of any friendly IRONJAWZ WIZARDS or PRIESTS.


Ironfist

Passive
SMASHIN’ AND BASHIN’: The orruks of an Ironfist won’t be outdone by each other – when one mob duffs up the enemy, it inspires others to show them how to do it properly!

Effect: The first time each turn that an enemy unit is destroyed by a FIGHT ability used by a friendly IRONJAWZ unit, add 1 to hit rolls for combat attacks made by the next friendly IRONJAWZ unit that is picked to use a FIGHT ability for the rest of the turn.


Grunta Stampede

Passive
’ERE WE COME!: Once a grunta stampede gets going and the hogs are all riled up, there are few forces in the realms with the power to halt its momentum.

Effect: Add the number of enemy units that have been destroyed this battle to the Move characteristic of friendly Gore-gruntas and MAW-GRUNTA units, to a maximum of +4.

Heroic Traits

Brutal Warlords

HERO only

Reaction: You declared the ‘Redeploy’ command for a friendly IRONJAWZ unit wholly within 12" of this unit
AN EYE FOR DA FIGHT: This orruk is among the most dangerous of their brutal kind: one who instinctively understands the flow of battle and knows just where the best fights are likely to kick off.

Effect: If you roll a 1-3 when determining the distance that unit can move, you can use a value of 4 instead.

Passive
MEGA BOSSY: This boss’s booming voice constantly rings out across the battlefield, ‘encouraging’ their ladz to get krumpin’.

Effect: If this unit charged this turn, for the rest of the turn, add 1 to charge rolls for friendly IRONJAWZ units while they are wholly within 18" of this unit.

Any Charge Phase
HULKING BRUTE: Even by orruk standards, this boss is huge, and he is ever eager to throw his immense weight around in battle.

Declare: If this unit charged this turn, pick an enemy unit within 1" of it to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If this unit’s unmodified charge roll this turn was 8+, roll a D6 instead of a D3.

Artefacts of Power

Da Boss’s Hoard

HERO only

Passive
TROPHY SKULLS: Festooned with the skulls of those who crossed them, be they ferocious beast or mighty warrior, there’s no doubt that this orruk means business.

Effect: Add 10 to this unit’s control score.

Passive
ARMOUR OF GORK: This bashed-together armour is thick, heavy and possessed of its own fierce fighting spirit.

Effect: This unit has WARD (6+).

Deployment Phase
AMBERBONE WHETSTONE: This prized sharpening stone, laced with veins of realmstone, is found deep in the crags of Ghur. It is loved by the Ironjawz for its ability to make a weapon ‘ded sharp’.

Effect: Pick 1 of this unit’s weapons. Add 1 to the Rend characteristic of that weapon for the rest of the battle.

Spell Lore

Lore of the Weird

Your Hero Phase
6
BASH ’EM LADZ!: Pulsing waves of Waaagh! energy radiate from the shaman, boosting the fighting prowess of nearby Ironjawz.

Declare: Pick a friendly IRONJAWZ WIZARD to cast this spell, pick a visible friendly IRONJAWZ unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: The target’s melee weapons have CRIT (2 HITS) for the rest of the turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
MIGHTY ’EADBUTT: The shaman headbutts the air, projecting a wave of green energy that seeks out enemies, especially spell-flingas, to nut.

Declare: Pick a friendly IRONJAWZ WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target. If the target is a WIZARD, inflict 3 mortal damage on the target instead.
KEYWORDSSPELL

Your Hero Phase
7
DA GREAT BIG GREEN HAND OF GORK: A ghostly green hand picks up a mob of Ironjawz and plonks them back down where they are most needed.

Declare: Pick a friendly IRONJAWZ WIZARD to cast this spell, pick a visible friendly unit wholly within 12" of them and not in combat to be the target, then make a casting roll of 2D6.

Effect: Remove the target from the battlefield and set it up again wholly within 24" of the caster and more than 9" from all enemy units.
KEYWORDSSPELL

Prayer Lore

Warbeats

Your Hero Phase
4
GET ’EM BEAT: A pounding rhythm is played by the Warchanter, inspiring nearby Ironjawz to wreak destruction and ruin upon their enemies.

Declare: Pick a friendly IRONJAWZ PRIEST to chant this prayer, pick a visible friendly IRONJAWZ unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: For the rest of the turn, add 1 to charge rolls for the target. In addition, if the chanting roll was 8+, add 1 to the number of dice rolled when making charge rolls for the target, to a maximum of 3.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
4
FIXIN’ BEAT: The Warchanter pounds a restorative rhythm that gives the ladz a second wind.

Declare: Pick a friendly IRONJAWZ PRIEST to chant this prayer, pick a visible friendly IRONJAWZ unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Heal (D6) the target. If the chanting roll was 8+, HEAL (D3+3) the target instead.
KEYWORDSPRAYER

Your Hero Phase
5
KILLA BEAT: The Warchanter drums a thumping beat that causes raw Waaagh! energy to course through the weapons of the orruks.

Declare: Pick a friendly IRONJAWZ PRIEST to chant this prayer, pick a visible friendly IRONJAWZ unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Add 1 to the Damage characteristic of the target’s melee weapons for the rest of the turn. If the chanting roll was 10+, you can pick another eligible unit to be a second target.
KEYWORDSPRAYER

Manifestation Lore

Manifestations of Gorkamorka

Your Hero Phase
7
SUMMON FOOT OF GORK: Stamping a furiously belligerent beat, the shaman dares Gork himself to stomp the battlefield flat.

Declare: If there is not a friendly Foot of Gork on the battlefield, pick a friendly IRONJAWZ WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Foot of Gork wholly within 12" of the caster, visible to them and more than 9" from all enemy units. A Foot of Gork has 2 parts that must be set up within 9" of each other.
KEYWORDSSPELL, SUMMON

Your Hero Phase
5
SUMMON MORKSPIT MARSH: The shaman summons a cruel, glowing swamp that channels memories of Gorkamorka’s past brawls.

Declare: If there is not a friendly Morkspit Marsh on the battlefield, pick a friendly IRONJAWZ WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Morkspit Marsh wholly within 18" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

Your Hero Phase
5
SUMMON GORK-ROARA: The shaman summons a leering visage of Gorkamorka that spills forth Waaagh! power.

Declare: If there is not a friendly Gork-Roara on the battlefield, pick a friendly IRONJAWZ WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Gork-Roara wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Army of Renown

Big Waaagh!

When you pick the Ironjawz or Kruleboyz faction for your army, you can choose for it to be a Big Waaagh! Army of Renown. If you do so, use the faction rules on these pages instead of your chosen faction rules. For each regiment you include in a Big Waaagh! Army of Renown that is led by an IRONJAWZ HERO, you must include a regiment that is led by a KRULEBOYZ HERO and vice versa. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the BIG WAAAGH! keyword.

ROSTER OPTIONS
  • Any IRONJAWZ units
  • Any KRULEBOYZ units
  • You cannot include Regiments of Renown
  • You cannot include faction terrain

Battle Traits

Once Per Battle, Deployment Phase
NOTORIOUS BOSSES: It takes orruks of propa might and kunnin’ to keep a Big Waaagh! in line.

Declare: Pick up to 1 friendly non-UNIQUE BIG WAAAGH! IRONJAWZ HERO and up to 1 friendly non-UNIQUE BIG WAAAGH! KRULEBOYZ HERO that do not have a heroic trait to be the targets.

Effect: Give each target 1 heroic trait from the Big Waaagh! heroic traits.

Designer’s Note: These heroic traits are given to the targets during the deployment phase, not during army composition.

Once Per Turn, Your Hero Phase
THE POWER OF THE WAAAGH!: The power of Gorkamorka reaches a climax of violent energy when orruks gather as a Big Waaagh!.

Declare: Pick up to 1 friendly BIG WAAAGH! IRONJAWZ unit and up to 1 friendly BIG WAAAGH! KRULEBOYZ unit to be the targets.

Effect: The targets have the POWER OF THE WAAAGH! keyword for the rest of the battle round.

Passive
POSSESSED BY THE POWER OF THE WAAAGH!: When a Waaagh! really gets going, the orruks become a terrifying force to be reckoned with.

Effect: While a friendly unit has the POWER OF THE WAAAGH! keyword:
  • If that unit has the IRONJAWZ keyword, add 1 to run rolls and charge rolls for that unit.
  • If that unit has the KRULEBOYZ keyword, that unit’s attacks score critical hits on unmodified hit rolls of 5+.

Once Per Turn, Your Movement Phase
RALLY THE WARCLANS: With a great bellow, the boss encourages a mob from the seemingly endless hordes to get stuck in.

Declare: If your general is on the battlefield, pick a friendly BIG WAAAGH! unit that started the battle with 3 or more models and that has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of your general and more than 9" from all enemy units.


Heroic Traits

HERO only
Passive
TAKIN’ NAMES: The best way to keep your position at the head of a rowdy orruk horde is by duffing up anyone who looks like a challenge.

Effect: If an enemy HERO is destroyed by this unit, this unit has the POWER OF THE WAAAGH! keyword for the rest of the battle.

Once Per Battle, Your Hero Phase
A PROPER SNEAK: When they get their Mork muscles flexin’, this boss can even get the Ironjawz moving with a semblance of stealth.

Declare: You can use this ability if this unit has the POWER OF THE WAAAGH! keyword and a friendly unit has not used a BRUTAL KUNNIN’ ability this turn.

Effect: For the rest of the battle round, friendly BIG WAAAGH! units have WARD (5+) while they are wholly within 12" of this unit.
KEYWORDSBRUTAL KUNNIN’

Once Per Battle, Your Hero Phase
DA OLD ONE-TWO: This boss and their boyz are the masters at piling on the pain.

Declare: You can use this ability if this unit has the POWER OF THE WAAAGH! keyword and a friendly unit has not used a BRUTAL KUNNIN’ ability this turn.

Effect: For the rest of the battle round, friendly BIG WAAAGH! units’ melee weapons have CRIT (2 HITS) while they are wholly within 12" of this unit.
KEYWORDSBRUTAL KUNNIN’

Once Per Battle, Your Hero Phase
GET KRUMPIN’!: Watching this boss go to town on an unfortunate target gets the mobs under their command well up for a brawl.

Declare: You can use this ability if this unit has the POWER OF THE WAAAGH! keyword and a friendly unit has not used a BRUTAL KUNNIN’ ability this turn.

Effect: For the rest of the battle round, add 1 to wound rolls for combat attacks made by friendly BIG WAAAGH! units while they are wholly within 12" of this unit.
KEYWORDSBRUTAL KUNNIN’


Artefacts of Power

HERO only
Passive
DA SNEAKY STAB-SLAB: This simple slab of metal is bound by kunnin’ enchantments that turn the force of an enemy’s blows back against them.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.


Spell Lore

Your Hero Quest
7
TWO HEADZ AS ONE: Shamans conveying the Twin-Headed God’s will spur the ladz to commit acts of kunnin’ brutality – or brutal kunnin’ – as necessary.

Declare: Pick a friendly BIG WAAAGH! WIZARD to cast this spell, pick a visible friendly BIG WAAAGH! INFANTRY unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: If the target is an IRONJAWZ unit, until the start of your next turn, add 3 to the target’s control score while it is wholly within 12" of any friendly KRULEBOYZ units.

If the target is a KRULEBOYZ unit, until the start of your next turn, add 2" to the target’s Move characteristic while it is wholly within 12" of any friendly IRONJAWZ units.
KEYWORDSSPELL


Prayer Lore

Your Hero Phase
4
UNSTOPPABLE WAAAGH!-BEATS: Warchanter’s manic percussion spreads a frenzy to their Gorkish and Morkish mates.

Declare: Pick a friendly BIG WAAAGH! PRIEST to chant this prayer, pick a visible friendly non-HERO BIG WAAAGH! INFANTRY unit that is in combat and wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: The target can use 2 FIGHT abilities this turn. After the first is used, however, the target has STRIKE-LAST for the rest of the turn. If the chanting roll was 10+, you can pick another eligible unit to be a second target.
KEYWORDSPRAYER


Manifestation Lore

Your Hero Phase
7
SUMMON FOOT OF GORK: Stamping a furiously belligerent beat, the shaman dares Gork himself to stomp the battlefield flat.

Declare: If there is not a friendly Foot of Gork on the battlefield, pick a friendly BIG WAAAGH! WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Foot of Gork wholly within 12" of the caster, visible to them and more than 9" from all enemy units. A Foot of Gork has 2 parts that must be set up within 9" of each other.
KEYWORDSSPELL, SUMMON

Army of Renown

Krazogg’s Grunta Stampede

When you pick the Ironjawz faction for your army, you can choose for it to be a Krazogg’s Grunta Stampede Army of Renown. If you do so, use the faction rules on these pages instead of the Ironjawz faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the GRUNTA STAMPEDE keyword.

Battle Traits

End of the First Battle Round
INCESSANT DRIVE: As the Stampede moves ever faster, they accrue more and more power and momentum.

Effect: Add 1 to the momentum scores of friendly MAW-GRUNTA units.

Once Per Battle (Army), Deployment Phase
FAST AND FURIOUS: Riders of the Grunta Stampedes compete to be the first to slam into the enemy, urging their porcine steed on with kicks, curses and much incoherent bellowing

Declare: Pick a friendly non-HERO GRUNTA STAMPEDE unit to be the target.

Effect: The target can immediately use the ‘Normal Move’ ability as if it were your movement phase.

Passive
MONSTROUS MOMENTUM: The longer the Grunta Stampede goes on, the more it picks up speed…

Effect: Add the current battle round number to the Move characteristic of friendly GRUNTA STAMPEDE units.

Once Per Turn (Army), Any Charge Phase
EATIN’ ON DA HOOF: Maw-gruntas have mastered the art of feeding on the move, snatching up unlucky victims and mashing them between their oversized teeth as they hurtle onwards.

Declare: Pick a friendly GRUNTA STAMPEDE MONSTER that has not used a RAMPAGE ability this turn to use this ability, then pick a visible enemy unit in combat with it to be the target.

Effect: Roll a dice and add the momentum score of the unit using this ability to the roll. If the result exceeds the target’s Health characteristic, 1 model in the target unit is slain.
KEYWORDSRAMPAGE

Once Per Battle (Army), Deployment Phase
WALL OF HOGFLESH: It is no easy thing to pick your target when the ground is shaking and several dozen tonnes of ironclad meat are thundering in your direction.

Declare: Pick a friendly GRUNTA STAMPEDE HERO to be the target.

Effect: For the rest of the battle, subtract 1 from hit rolls for shooting attacks that target that HERO while it is wholly within 6" of a friendly non-HERO GRUNTA STAMPEDE unit.

Once Per Battle (Army), Your Charge Phase
GRUNTA WAAAGH!: Just before the stampede crashes headlong into the enemy lines, the Tuskboss bellows a mighty ‘Waaagh!’, encouraging the ladz and their steeds cause as much carnage as possible with their impact.

Declare: Pick a friendly GRUNTA STAMPEDE HERO to be the target.

Effect: For the rest of the turn, the following effects apply to friendly GRUNTA STAMPEDE units while they are wholly within 18" of the target:
  • You can re-roll charge rolls for those units.
  • Add 1 to the Attacks characteristic of those units’ Maw-grunta’s Trotters.
  • Roll a D6 instead of a D3 when determining the amount of mortal damage inflicted by the ‘Goregrunta Charge’ ability of those units.


Heroic Traits

HERO only
Passive
TROPHY HUNTA: This heavily scarred orruk is always on the lookout for the largest and most ferocious beasts of the realms. After all, their skulls make the flashiest trophies!

Effect: This unit’s Pig-hakka has ANTI-MONSTER (+1 REND) and ANTI-WAR MACHINE (+1 REND).


Artefacts of Power

HERO only
Reaction: You declared a command for a friendly GRUNTA STAMPEDE unit wholly within 18" of this unit
DA BOOM SKULL: The Waaagh! magic imbued within this grunta skull amplifies the bearer’s voice into a thunderous roar that shakes the battlefield.

Effect: Pick an enemy unit in combat with that friendly unit to be the target and roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Army of Renown

Zoggrok’s Ironmongerz

When you pick the Ironjawz faction for your army, you can choose for it to be a Zoggrok’s Ironmongerz Army of Renown. If you do so, use the faction rules on these pages instead of the Ironjawz faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the ZOGGROK’S IRONMONGERZ keyword.

ROSTER OPTIONS
  • Zoggrok Anvilsmasha (must be included and must be your general)
  • IRONJAWZ INFANTRY HEROES
  • Non-HERO IRONJAWZ INFANTRY units
  • You cannot include Regiments of Renown

Battle Traits

Passive
LEGENDARY VANDALS: Zoggrok’s Ironmongerz have inherited their boss’s taste for crushing not only their enemies but also their edifices and artifice too.

Effect: Melee weapons used by friendly ZOGGROK’S IRONMONGERZ units have ANTI-FACTION TERRAIN (+1 REND) and ANTI-WAR MACHINE (+1 REND).

Once Per Turn (Army), End of Any Turn
INTO DA BREACH!: Zoggrok’s ladz live for the moment when it’s time to storm the enemy gates with every ounce of ferocity they can muster.

Declare: Pick a friendly ZOGGROK’S IRONMONGERZ unit that is more than 9" from any enemy units and had any damage points allocated to it this turn.

Effect: That unit can move D6". It cannot pass through the combat ranges of enemy units. It cannot end that move in combat.

Passive
IRONCLAD SCRUMS: Ardboyz share Zoggrok’s brutally pragmatic views on war, enough to advance on a fortress wall or artillery battery in some sort of defensive formation.

Effect: Friendly ZOGGROK’S IRONMONGERZ Ardboyz units with 3 or more models have WARD (5+) while they are wholly within 12" of a different friendly ZOGGROK’S IRONMONGERZ Ardboyz unit with 3 or more models.

Passive
SHIELD OF SCRAP AND MUSCLE: Zoggrok’s boyz believe it’s better to die fighting than to let anything distract their surly boss while he’s engaged in his destructive craft. After all, they’d suffer the consequences…

Effect: While a friendly Zoggrok Anvilsmasha is within the combat range of a friendly Ardboyz unit:
  • That Zoggrok Anvilsmasha has WARD (4+).
  • Each time you make a successful ward roll for that Zoggrok Anvilsmasha, allocate 1 damage point to a friendly Ardboyz unit within its combat range after the damage sequence has been resolved (ward rolls cannot be made for those damage points).


Heroic Traits

HERO only
Passive
OI! BACK TO IT!: A harsh bark from Zoggrok or his enforcers can put steel into the spine of any orruk.

Effect: If a friendly ZOGGROK’S IRONMONGERZ Ardboyz or Brutes unit wholly within 12" of this unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.


Artefacts of Power

HERO only
Passive
DA GREAT WOLLOPA: Infused with the arcane indignation of the Waaagh!, da Great Wollopa is good for krumpin’ whatever needs krumpin’.

Effect: If any damage points are allocated to an enemy unit by attacks made by this unit, that enemy unit is krump’d until the start of your next turn.

While a unit is krump’d:
  • Subtract 1 from save rolls for that unit.
  • Ignore positive modifiers to save rolls for that unit.


Spell Lore

Your Hero Phase
7
THE GREEN GOD’S HAMMER: At the urging of the Weirdnobs, Waaagh! energy surrounding the Ironmongerz pounds like a hammer on an anvil.

Declare: Pick a friendly ZOGGROK’S IRONMONGERZ WIZARD to cast this spell, pick a visible friendly ZOGGROK’S IRONMONGERZ INFANTRY unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, add 1 to the number of dice rolled when making charge rolls for the target, to a maximum of 3.
KEYWORDSSPELL, UNLIMITED


Prayer Lore

Your Hero Phase
5
GET ’EM, GORK!: The bellowing and pounding of an Ironmongerz Warchanter can see Gork’s divine belligerence unleashed upon enemy battlements.

Declare: Pick a friendly ZOGGROK’S IRONMONGERZ PRIEST to chant this prayer, then make a chanting roll of D6.

Effect: If the chanting roll was 5-9, pick a visible terrain feature wholly within 12" of the chanter. If the chanting roll was 10+, pick a visible terrain feature wholly within 18" of the chanter instead. That terrain feature is trampled by Gork for the rest of the battle.

Roll a D3 each time an enemy unit starts or ends a move within 6" of a terrain feature that is trampled by Gork. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.
KEYWORDSPRAYER, UNLIMITED


Manifestation Lore

Your Hero Phase
5
SUMMON GORK-ROARA: The shaman summons a leering visage of Gorkamorka that spills forth Waaagh! power.

Declare: If there is not a friendly Gork-Roara on the battlefield, pick a friendly ZOGGROK’S IRONMONGERZ WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Gork-Roara wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

The IRONJAWZ and HERO keywords are used in the following Ironjawz warscrolls:

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

The non-HERO IRONJAWZ keyword is used in the following Ironjawz warscrolls:

• Ardboyz
• Brutes
Endless Spell

The IRONJAWZ and INFANTRY keywords are used in the following Ironjawz warscrolls:

• Ardboyz
• Brutes
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

The MAW‑GRUNTA keyword is used in the following Ironjawz warscrolls:

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.

The warscrolls using HERO and IRONJAWZ keywords can be found in the following Factions:

Destruction: Ironjawz, Kruleboyz.

The HERO and IRONJAWZ keywords are used in the following warscrolls:

The warscrolls using HERO and KRULEBOYZ keywords can be found in the following Factions:

Destruction: Ironjawz, Kruleboyz.

The HERO and KRULEBOYZ keywords are used in the following warscrolls:

The warscrolls using IRONJAWZ keyword can be found in the following Factions:

Destruction: Ironjawz, Kruleboyz.

The IRONJAWZ keyword is used in the following warscrolls:

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within 1/2" of an enemy faction terrain feature as if it were a unit.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘Shoot’ Core abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.

The non-UNIQUE IRONJAWZ and HERO keywords are used in the following Ironjawz warscrolls:

Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.

The INFANTRY keyword is used in the following Ironjawz warscrolls:

• Ardboyz
• Brutes

The non-HERO INFANTRY keyword is used in the following Ironjawz warscrolls:

• Ardboyz
• Brutes
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.

The INFANTRY and HERO keywords are used in the following Ironjawz warscrolls:

Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.

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