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 WarclansFaction Pack4September 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4September 2024
  Sons of Behemat
  Sons of BehematFaction Pack4September 2024

Faction Rules


Battle Traits

Kruleboyz 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. You cannot pick the same HERO to be the target of this ability more than once per battle.

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 an Ironjaws 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.


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.


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.

Heroic Traits

Brutal Warlords

Ironjawz Hero only

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.

Reaction: You declared the ‘Redeploy’ command for a friendly IRONJAWZ unit wholly within 12" of this unit
AN’ EYE FOR DA FIGHT: This Ironjaw 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 lads 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.

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 to nut. Wizards are particularly vulnerable to this brutal front of Waaagh! magic.

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 9" 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: Until the start of your next 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 hammers out an invigorating 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
4
KILLA BEAT: The Warchanter drums a thumping beat with a furious tempo 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 8+, you can pick up to 2 eligible units to be the targets instead of 1.
KEYWORDSPRAYER

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 this page 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

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 ‘Gore-grunta Charge’ ability of those units.

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

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
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), 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.


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.

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

2.1 Battle Formations
Many factions contain one or more battle formations. Each battle formation grants unique benefits to your army. The faction rules for your faction will explain any battle formation options.

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

• Ardboyz
• Brutes
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:

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.
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).
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 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
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
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 a 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).
3.5 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.
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).
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
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.

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