Ironjawz – Warscrolls


Infantry Hero


•IRONJAWZ WARSCROLL•
Ardboy Big Boss
4"
6
3+
2
Only the toughest of Ardboyz survive long enough to become a Big Boss. These formidable warriors can turn a horde of boisterous orruks into a disciplined killing machine that advances forward in a semblance of formation before crashing into the enemy like an armoured fist.
•IRONJAWZ WARSCROLL•
Ardboy Big Boss
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Boss-hacka and Choppa
Boss-hacka and Choppa74+3+12
BATTLE PROFILE

Unit Size: 1      Points: 90
Base size: 40mm
Can be reinforced: No
Regiment Options: Any INFANTRY
Notes: This HERO can join an eligible regiment as a Headstompa.

Passive
IRON-FISTED COMMANDER: No Ardboy would dare quit the fight with the boss around.

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

Passive
GET BASHIN’!: Shields are made for krumping in the eyes of a Big Boss, who makes sure their boys are using them the ‘propa way’.

Effect: Add 1 to shield bash rolls for friendly Ardboyz units while they are wholly within 12" of this unit.

KEYWORDS
HERO, INFANTRY
DESTRUCTION, IRONJAWZ


•IRONJAWZ WARSCROLL•
Megaboss
4"
8
3+
2
Clad in layers of thick iron and wielding massive weapons, Megabosses lead the charge of the Ironjawz warclans. The very act of fighting empowers these barbarous warlords. Once in the midst of combat, they are almost impossible to slay.
•IRONJAWZ WARSCROLL•
Megaboss
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Boss-choppa
Boss-choppa84+2+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Headstompa, Any IRONJAWZ
Notes: This HERO can join an eligible regiment as a Headstompa.

End of Any Turn
STRENGTH FROM VICTORY: The more fights a Megaboss wins, the stronger they become.

Effect: If any damage points were allocated to an enemy unit by this unit’s combat attacks this turn and that enemy unit has been destroyed, give this unit a Waaagh! token, to a maximum of 3.

Until the end of the next turn, add 1 to the Attacks characteristic of this unit’s weapons for each Waaagh! token it has.

Reaction: You declared a FIGHT ability for this unit
LEAD DA BRUTES: Megabosses stride into battle flanked either side by the toughest and meanest Brutes.

Effect: Pick a friendly BRUTE unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.

KEYWORDS
HERO, INFANTRY
DESTRUCTION, IRONJAWZ


•IRONJAWZ WARSCROLL•
Warchanter
4"
6
4+
2
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 the Warchanter’s beat, driving nearby Ironjawz into a destructive frenzy.
•IRONJAWZ WARSCROLL•
Warchanter
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Gorkstikk and Morkstikk
Gorkstikk and Morkstikk64+3+-D3
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 40mm
Can be reinforced: No
Regiment Options: Any IRONJAWZ
Notes: This HERO can join an eligible regiment as a Headstompa.

End of Any Turn
RHYTHM OF DESTRUCTION: With each enemy skull caved in by the Warchanter’s Gorkstikk and Morkstikk, the febrile energy of the Waaagh! begins to build.

Effect: If any enemy models were slain this turn by this unit’s combat attacks, give this unit D3 ritual points.

KEYWORDS
HERO, PRIEST (1), INFANTRY
DESTRUCTION, IRONJAWZ


•IRONJAWZ WARSCROLL•
Weirdnob Shaman
4"
6
6+
2
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.
•IRONJAWZ WARSCROLL•
Weirdnob Shaman
Damage calculator
RANGED WEAPONS
RngAtkHitWndRndDmg
Green Puke [Shoot in Combat]
Green Puke
Shoot in Combat
10"42+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Waaagh! Staff
Waaagh! Staff34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 40mm
Can be reinforced: No
Regiment Options: Any IRONJAWZ
Notes: This HERO can join an eligible regiment as a Headstompa.

Passive
BRUTAL POWER: A Weirdnob Shaman channels the Waaagh! energy emitted by nearby orruk mobs.

Effect: Add 1 to this unit’s power level while there are any friendly IRONJAWZ units that have 10 or more models wholly within 12" of it.

KEYWORDS
HERO, WIZARD (1), INFANTRY
DESTRUCTION, IRONJAWZ


•IRONJAWZ WARSCROLL•
Zoggrok Anvilsmasha
4"
7
3+
2
Accompanied by his rockbrow squig companion, Zoggrok Anvilsmasha commands the power of Gorkamorka. The weapons of nearby orruks are bolstered until they glow green-hot with raging Waaagh! energy, while the choppa he wields in battle can shatter any protective charms or wards.
•IRONJAWZ WARSCROLL•
Zoggrok Anvilsmasha
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Grunta-tongs
Grunta-tongs44+3+-1
Ward-smashing Choppa
Ward-smashing Choppa24+2+23
Skull-crushing Basha
Skull-crushing Basha54+2+12
BATTLE PROFILE

Unit Size: 1      Points: 160
MODELBASE SIZE
Zoggrok Anvilsmasha50mm
Klonk25mm
Can be reinforced: No
Regiment Options: Any IRONJAWZ
Notes: This HERO can join an eligible regiment as a Headstompa.

This unit is armed with a Skull-crushing Basha and 1 of the following options:
  • Ward-smashing Choppa
  • Grunta-tongs

Your Hero Phase
POWER OF DA GREAT GREEN GOD: Channelling the raw energies of the Waaagh! with his ‘bashin’ tools’, Zoggrok can empower the weapons of orruks gathered around him.

Declare: Pick a visible friendly IRONJAWZ INFANTRY unit wholly within 12" of this unit to be the target.

Effect: Make a forgin’ roll of D6. Add 1 to the roll if this unit is armed with Grunta-tongs. On a 4+, the target’s melee weapons have Crit (Mortal) until the start of your next turn.

Passive
KLONK: This rockbrow squig’s headache is only relieved by a bash on the head, making it the perfect portable anvil.

Effect: Klonk is a token. You can re-roll forgin’ rolls for this unit while this unit’s Klonk is on the battlefield.

If you make an unmodified save roll of 1 for this unit, remove this unit’s Klonk from the battlefield after the ATTACK ability has been resolved (the damage point is still inflicted).

Passive
WARD-SMASHING CHOPPA: A strike from this choppa shatters not only skulls but also arcane wards and other mystical forms of protection.

Effect: If an attack made with this unit’s Ward-smashing Choppa scores a hit, the target has the WARD-SMASHED keyword for the rest of the battle. Ward rolls cannot be made for a WARD-SMASHED unit even if this unit has been destroyed.

KEYWORDS
UNIQUE, HERO, INFANTRY
DESTRUCTION, IRONJAWZ


•IRONJAWZ WARSCROLL•
Scourge of Aqshy Megaboss
4"
8
3+
2
Ironjawz respect strength and aggression, and the Megabosses have those qualities in abundance. Echoing across the Great Parch come bellows of ‘Waaagh!’ as these belligerent warlords lead their warclans into the fray
•IRONJAWZ WARSCROLL•
Scourge of Aqshy Megaboss
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Boss-choppa
Boss-choppa84+2+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Headstompa, Any IRONJAWZ
Notes: This HERO can join an eligible regiment as a Headstompa.
This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

Once Per Battle Round (Army), Any Hero Phase
GET IN THERE AND WALLOP ’EM!: This Megaboss takes it as a personal affront if any of their ladz are not well and truly stuck in to the fighting

Declare: Pick a friendly IRONJAWZ unit wholly within 12" of this unit and that was not set up this turn to be the target.

Effect: For the rest of the turn, when you use the ‘Mighty Destroyers’ ability, you can pick that friendly unit to be a second target.

Once Per Turn (Army), End of Any Turn
YOU AIN’T GONNA SHOW ME UP: Should the first hit fail to lay the enemy low, the Megaboss will make sure the second does. And the third, and the fourth...

Effect: If this unit used a FIGHT ability this turn, spend 1 rage dice. If your opponent’s fury level is lower than yours, they must increase their fury level by 1, to a maximum of 7.

Then, add 1 to the Damage characteristic of this unit’s Boss-choppa for the rest of the battle. This unit can be affected by this ability multiple times and the effects are cumulative.

KEYWORDS
HERO, INFANTRY
DESTRUCTION, IRONJAWZ

Monster Hero


•IRONJAWZ WARSCROLL•
Gordrakk
the Fist of Gork
10"
20
3+
5
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.
•IRONJAWZ WARSCROLL•
Gordrakk
the Fist of Gork
Damage calculator
RANGED WEAPONS
RngAtkHitWndRndDmg
Bigteef’s Roar [Shoot in Combat, Companion]
Bigteef’s Roar
Shoot in Combat, Companion
8"62+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Bigteef’s Fists and Tail [Anti-MONSTER (+1 Rend), Companion]
Bigteef’s Fists and Tail
Anti-MONSTER (+1 Rend), Companion
84+2+13
Smasha and Kunnin’ [Anti-HERO (+1 Rend)]
Smasha and Kunnin’
Anti-HERO (+1 Rend)
83+2+12
BATTLE PROFILE

Unit Size: 1      Points: 320
Base size: 160mm
Can be reinforced: No
Regiment Options: 0-1 Headstompa, 0-1 Tusk Wrangler, Any IRONJAWZ

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Bigteef’s Fists and Tail is 6.

End of Any Turn
STRENGTH FROM VICTORY: The more fights a Megaboss wins, the stronger they become.

Effect: If any damage points were allocated to an enemy unit by this unit’s combat attacks this turn and that enemy unit has been destroyed, give this unit a Waaagh! token, to a maximum of 3.

Until the end of the next turn, add 1 to the Attacks characteristic of this unit’s weapons for each Waaagh! token it has.

Once Per Battle, Reaction: You declared a WAAAGH! ability
VOICE OF GORK: Gordrakk’s bellow carries the elemental force of his god; it inspires Ironjawz to surge toward the enemy, hacking, bludgeoning and stomping with furious abandon.

Effect: Until the start of your next turn, add 1 to hit rolls for combat attacks made by friendly IRONJAWZ units while they are wholly within 18" of this unit.

Once Per Turn (Army), Any Combat Phase
MONSTER GRAPPLE: Gordrakk’s Maw-krusha, Bigteef, is strong and mean enough to wrestle even the most gigantic rivals into the dirt.

Declare: Pick an enemy MONSTER in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, pick 1 of the target’s weapons. You must pick a Companion weapon if it has any. Halve the Attacks characteristic of that weapon (rounding up) for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, FLY
DESTRUCTION, IRONJAWZ, MAW-KRUSHA


•IRONJAWZ WARSCROLL•
Kragnos
the End of Empires
10"
18
4+
15
5+
One of the most destructive races to have ever lived, the Drogrukh were centauroid warriors who built a great nation in the Realm of Beasts. From their number rose a champion so powerful that he ascended to godhood: Kragnos, the End of Empires. Having led his people in warfare against a draconic empire that left the Drogrukh all but extinct, Kragnos was sealed away for the protection of the realms – only to be freed centuries later.
•IRONJAWZ WARSCROLL•
Kragnos
the End of Empires
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Tuskbreaker [Crit (2 Hits)]
Tuskbreaker
Crit (2 Hits)
34+2+2D3
Hooves of Wrack and Ruin
Hooves of Wrack and Ruin63+2+12
The Dread Mace
The Dread Mace63+2+34
BATTLE PROFILE

Unit Size: 1      Points: 580
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Headstompa, 0-1 Tusk Wrangler, Any IRONJAWZ

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of The Dread Mace is 4 and this unit has a Control characteristic of 10.

Once Per Turn (Army), Any Charge Phase
RAMPAGING DESTRUCTION: Kragnos rampages through the press of his foes, his hooves flattening all in his path.

Effect: If this unit charged this phase, pick 1 of the following effects:

  • Roll a dice for each enemy unit within 1" of this unit. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.
  • Pick an enemy MONSTER in combat with this unit and roll 2D6. On a 7, this ability has no effect. Otherwise, inflict an amount of mortal damage on that unit equal to the results on the dice used for the 2D6 roll multiplied together. For example, a 2D6 roll of 2 and 6 would inflict 12 mortal damage (2 × 6).
KEYWORDSRAMPAGE

Your Charge Phase
THE END OF EMPIRES: Where Kragnos goes, the hordes of Destruction follow.

Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for friendly DESTRUCTION units while they are wholly within 12" of this unit, to a maximum of 3.

Reaction: Opponent declared a SPELL ability
THE SHIELD INVIOLATE: Tuskbreaker has the power to guard Kragnos against even the most potent magical force.

Effect: If this unit was picked to be the target of that spell, roll a dice. On a 3+, ignore the effect of that spell on this unit. This unit can use this ability more than once per phase but only once per SPELL ability.

Passive
AVATAR OF DESTRUCTION: Kragnos is the embodiment of Ghur’s relentless ferocity. No single strike can lay him low.

Effect: If this unit would be automatically destroyed, it is not automatically destroyed. Instead, allocate 6 damage points to it (ward rolls cannot be made for those damage points).

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WARD (5+)
DESTRUCTION, IRONJAWZ, KRULEBOYZ


•IRONJAWZ WARSCROLL•
Megaboss
on Maw-Krusha
10"
18
3+
5
A charging Maw-krusha is a terrifying force of destruction, capable of pulverising entire formations single-handedly. The Megabosses that ride these beasts are amongst the most deadly of their kind, inspiring their ladz through feats of excessive brutality.
•IRONJAWZ WARSCROLL•
Megaboss
on Maw-Krusha
Damage calculator
RANGED WEAPONS
RngAtkHitWndRndDmg
Maw-krusha’s Roar [Shoot in Combat, Companion]
Maw-krusha’s Roar
Shoot in Combat, Companion
8"62+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Boss-choppa or Boss-hacka [Anti-INFANTRY (+1 Rend)]
Boss-choppa or Boss-hacka
Anti-INFANTRY (+1 Rend)
84+2+12
Maw-krusha’s Fists and Tail [Anti-INFANTRY (+1 Rend), Companion]
Maw-krusha’s Fists and Tail
Anti-INFANTRY (+1 Rend), Companion
84+2+13
BATTLE PROFILE

Unit Size: 1      Points: 310
Base size: 160mm
Can be reinforced: No
Regiment Options: 0-1 Headstompa, 0-1 Tusk Wrangler, Any IRONJAWZ

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Maw-krusha’s Fists and Tail is 5.

End of Any Turn
STRENGTH FROM VICTORY: The more fights a Megaboss wins, the stronger they become.

Effect: If any damage points were allocated to an enemy unit by this unit’s combat attacks this turn and that enemy unit has been destroyed, give this unit a Waaagh! token, to a maximum of 3.

Until the end of the next turn, add 1 to the Attacks characteristic of this unit’s weapons for each Waaagh! token it has.

Once Per Turn (Army), Any Combat Phase
DESTRUCTIVE BULK: A Maw-krusha is an unstoppable avalanche of ill-tempered muscle that turns all in its path into pulverised meat.

Effect: If this unit charged this turn, roll a D3. On a 2+, this unit can move 2D6". It can pass through the combat ranges of enemy units and can end that move in combat. Then, pick an enemy unit that this unit passed across during that move. Inflict an amount of mortal damage on the target equal to the D3 roll. If that enemy unit is INFANTRY, double the mortal damage inflicted.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, FLY
DESTRUCTION, IRONJAWZ, MAW-KRUSHA


•IRONJAWZ WARSCROLL•
Tuskboss
on Maw-grunta
10"
14
3+
5
To claim the title of Tuskboss, an orruk must display an almost unbelievable lack of concern for their own life. Not only do these orruk warlords have to somehow dominate a slobbering, foul- tempered Maw-grunta without being impaled, stomped on or hurled into a rocky wall with back-breaking force, they must also corral an entire herd of the beasts – as well as the rambunctious orruks who ride them into battle. Never stopping for a moment longer than it takes to rip a foe’s guts out with a swipe of their trusty pig-hacka, a Tuskboss rampages across the realms in an endless stampede, trampling all before them into gory paste.
•IRONJAWZ WARSCROLL•
Tuskboss
on Maw-grunta
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Maw-grunta’s Trotters [Companion]
Maw-grunta’s Trotters
Companion
45+2+-D3
Kill-choppas
Kill-choppas44+3+11
Pig-hacka
Pig-hacka74+3+12
Maw-grunta’s Tusks [Companion]
Maw-grunta’s Tusks
Companion
54+2+22
BATTLE PROFILE

Unit Size: 1      Points: 270
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Headstompa, Any IRONJAWZ
Notes: This HERO can join an eligible regiment as a Tusk Wrangler.

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Maw-grunta’s Tusks is 3.

Once Per Turn (Army), Any Charge Phase
HEAD OF THE STAMPEDE: At the forefront of a grunta stampede rides the Tuskboss, racing to be the first to the fray.

Declare: If this unit charged this phase, pick up to 3 friendly MAW-GRUNTA units wholly within 12" of this unit that charged this turn to be the targets.

Effect: Add 1 momentum point to each target.
KEYWORDSRAMPAGE

Passive
UNSTOPPABLE MOMENTUM: Once a Maw-grunta begins its charge, it can only stop by crashing into something, and it becomes ever more deadly as its speed increases.

Effect: Each time this unit has charged as a result of using a CHARGE ability, it gains 1 momentum point.

Each time it uses a RUN ability, it gains 2 momentum points. It can have a maximum of 3 momentum points at once.

Add the number of momentum points this unit has to the Damage characteristic of its Maw-grunta’s Tusks. At the end of each battle round, subtract 1 from its momentum points, to a minimum of 0.

KEYWORDS
HERO, MONSTER
DESTRUCTION, IRONJAWZ, MAW‑GRUNTA


•IRONJAWZ WARSCROLL•
Dakkbad Grotkicker
10"
18
3+
5
Dakkbad Grotkicker is the notorious overboss of the Ironsunz warclan. An Ironjaw almost as kunnin’ as he is brutal, his rise from relative runtdom has left him determined to prove himself the toughest boss there is – and so he is rarely seen without a few mobs of the biggest, meanest orruks around in tow. Fighting from atop the vicious Maw-krusha Bossbiter, he has seen off many challenges to his authority, and his eyes remain set on greatness.
•IRONJAWZ WARSCROLL•
Dakkbad Grotkicker
Damage calculator
RANGED WEAPONS
RngAtkHitWndRndDmg
Bossbiter’s Roar [Shoot in Combat, Companion]
Bossbiter’s Roar
Shoot in Combat, Companion
8"42+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Overboss-choppa [Crit (2 Hits), Anti-MONSTER (+1 Rend)]
Overboss-choppa
Crit (2 Hits), Anti-MONSTER (+1 Rend)
64+2+13
Bossbiter’s Fists and Tail [Anti-HERO (+1 Rend), Companion]
Bossbiter’s Fists and Tail
Anti-HERO (+1 Rend), Companion
64+2+23
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 1      Points: 400
Base size: 160mm
Can be reinforced: No
Regiment Options: Any IRONSUNZ units
Notes: Legends Warscroll

Deployment Phase
WUN OF DA BOYZ: Dakkbad has delivered good fight after good fight to his boyz, and thagare therefore extremely loyal to him. For now.

Effect: Pick a friendly Brutes, Brute Ragerz or Weirdbrute Wrekkaz unit within this unit’s combat range to be the cronies.

Effect: While the cronies are within this unit’s combat range,
  • This unit has WARD (5+).
  • Add 1 to hit rolls for the cronies’ attacks.

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Bossbiter’s Fists and Tail is 4.

Once Per Battle (Army), Any Combat Phase
GROTKICKER: Dakkbad’s moniker is well-earned, and his penchanftor kicking is not exclusive to Grots.

Declare: Pick an enemy INFANTRY unit in combat with this unit to be the target.

Effect: Roll 6 dice. For each roll that is higher than the target’s Health characteristic, inflict 1 mortal damage on the target.

Any Combat Phase
SHOW’EM WHO’S DA OVERBOSS: Dakkbad is a canny orruk and knows that any potential threat to his position of power needs to be dealt with swiftly and decisively.

Declare: Pick an enemy HERO or MONSTER in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, this unit has STRIKE-FIRST for the rest of the turn, but it can only pick that enemy unit to be the target of its combat attacks this turn.

KEYWORDS
UNIQUE, HERO, MONSTER, FLY, IRONSUNZ, WARMASTER
DESTRUCTION, IRONJAWZ

Cavalry


•IRONJAWZ WARSCROLL•
Gore-gruntas
9"
5
3+
2
Brutish snorting and ground-shaking hoofbeats herald the approach of the Gore-gruntas. The charge of these beasts hits home like the fist of Gorkamorka himself, their orruk riders bellowing war cries as they add their own might to the slaughter.
•IRONJAWZ WARSCROLL•
Gore-gruntas
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Choppa or Hacka [Anti-CAVALRY (+1 Rend)]
Choppa or Hacka
Anti-CAVALRY (+1 Rend)
44+3+11
Grunta’s Tusks [Charge (+1 Damage), Companion]
Grunta’s Tusks
Charge (+1 Damage), Companion
44+2+-1
BATTLE PROFILE

Unit Size: 3      Points: 160
Base size: 90 × 52mm
Can be reinforced: Yes

Any Charge Phase
GORE-GRUNTA CHARGE: Even by the destructive standards of the Ironjawz, the carnage caused by a Gore-grunta charge is horrific to behold.

Declare: If this unit charged this phase, 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. Add 1 to the mortal damage inflicted (if any) if the target is CAVALRY.

KEYWORDS
CAVALRY, CHAMPION
DESTRUCTION, IRONJAWZ


•IRONJAWZ WARSCROLL•
Scourge of Ghyran Gore-gruntas
9"
5
3+
2
Thundering and smashing their way through the trees of the Swathe without regard for caution or self-preservation, the metal-clad cavalry known as Gore-gruntas are an unstoppable menace. Clinging on to their porcine mounts and guffawing oafishly, Ironjawz riders swing wildly at their foes with oversized cleavers, each strike sending severed limbs and heads flying through the air.
•IRONJAWZ WARSCROLL•
Scourge of Ghyran Gore-gruntas
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Choppa or Hacka [Charge (+1 Damage)]
Choppa or Hacka
Charge (+1 Damage)
34+3+11
Grunta’s Tusks [Charge (+1 Damage), Companion]
Grunta’s Tusks
Charge (+1 Damage), Companion
34+2+11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 3      Points: 170
Base size: 90 × 52mm
Can be reinforced: Yes
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
BARGE THROUGH: Infantry who do not have the common sense to move out of the way of an armoured grunta ridden by an Ironjaw orruk are easily barrelled aside by these hefty cavalry.

Effect: When this unit moves, it can pass through models in enemy INFANTRY units and can pass through the combat ranges of enemy INFANTRY units, but it cannot end the move in combat unless specified in the ability used.

KEYWORDS
CAVALRY, CHAMPION
DESTRUCTION, IRONJAWZ

Infantry


•IRONJAWZ WARSCROLL•
Ardboyz
4"
2
3+
1
Mobs of Ardboyz 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 their way through the ranks of the enemy with a variety of crude but deadly weapons.
•IRONJAWZ WARSCROLL•
Ardboyz
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Choppa or Stikka [Anti-charge (+1 Rend)]
Choppa or Stikka
Anti-charge (+1 Rend)
24+3+11
BATTLE PROFILE

Unit Size: 10      Points: 160
Base size: 32mm
Can be reinforced: Yes

Any Combat Phase
SHIELD BASH: The shields carried by Ardboyz are great slabs of iron festooned with spikes and metal teeth, making them deadly weapons in their own right.

Declare: Pick an enemy unit within 1" of this unit to be the target.

Effect: Make a shield bash roll of D6 for each model in this unit that is within 3" of the target. For each 6+, inflict 1 mortal damage on the target.

KEYWORDS
INFANTRY, CHAMPION, STANDARD BEARER (1/10)
DESTRUCTION, IRONJAWZ


•IRONJAWZ WARSCROLL•
Brute Ragerz
4"
3
5+
1
Taking up huge, two-handed weapons and eschewing the armour typically worn by Brutes, Brute Ragerz hurl themselves at the biggest and meanest foes. Having previously suffered a humiliating defeat in battle, they are determined to prove just how ’ard they really are.
•IRONJAWZ WARSCROLL•
Brute Ragerz
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Rager Weapons [Anti-MONSTER (+1 Rend)]
Rager Weapons
Anti-MONSTER (+1 Rend)
34+2+12
BATTLE PROFILE

Unit Size: 3      Points: 100
Base size: 40mm
Can be reinforced: Yes

Passive
UNLEASHED RAGE: Brute Ragerz waste no time in venting their pent-up rage when they get within striking distance of the foe.

Effect: This unit has STRIKE-FIRST if it charged in the same turn.

Passive
BERSERKERS: These Brutes forego heavy armour, which means they can get stuck in to the fighting as quickly as possible.

Effect: This unit can use a RUN ability and still use CHARGE abilities later in the turn.

KEYWORDS
INFANTRY
DESTRUCTION, IRONJAWZ, BRUTE


•IRONJAWZ WARSCROLL•
Brutes
4"
3
3+
1
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.
•IRONJAWZ WARSCROLL•
Brutes
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Brute Weapons [Anti-INFANTRY (+1 Rend)]
Brute Weapons
Anti-INFANTRY (+1 Rend)
34+3+12
Gore-choppa
Gore-choppa34+3+23
BATTLE PROFILE

Unit Size: 5      Points: 160
Base size: 40mm
Can be reinforced: Yes

Each model in this unit is armed with Brute Weapons.
  • 1/5 models can replace their Brute Weapons with a Gore-choppa.
  • The champion cannot replace their weapons.

Passive
YOU MESSIN’?: Most beings with half an ounce of common sense swiftly wither under the furious gaze of an orruk Brute who has marked their territory.

Effect: Enemy models with a Health characteristic of 1 or 2 cannot contest objectives while they are in combat with this unit.

KEYWORDS
INFANTRY, CHAMPION
DESTRUCTION, IRONJAWZ, BRUTE


•IRONJAWZ WARSCROLL•
Weirdbrute Wrekkaz
4"
3
5+
1
5+
Sent into a maddening frenzy by the Waaagh!, Weirdbrute Wrekkaz carve a path of destruction through the enemy lines. Their maniacal nature numbs them to all but the most grievous of wounds, ensuring carnage is unleashed upon the foe in all directions before they are finally laid low.
•IRONJAWZ WARSCROLL•
Weirdbrute Wrekkaz
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Chain-smasha [Anti-INFANTRY (+1 Rend)]
Chain-smasha
Anti-INFANTRY (+1 Rend)
64+3+11
BATTLE PROFILE

Unit Size: 3      Points: 90
Base size: 40mm
Can be reinforced: Yes

Passive
BERSERKERS: These Brutes forego heavy armour, which means they can get stuck in to the fighting as quickly as possible.

Effect: This unit can use a RUN ability and still use CHARGE abilities later in the turn.

KEYWORDS
INFANTRY, WARD (5+)
DESTRUCTION, IRONJAWZ, BRUTE


•IRONJAWZ WARSCROLL•
Scourge of Aqshy Brutes
4"
3
3+
1
Charging across the Aqshian lava plains with bellicose glee, Brutes smash and bash their way through foe after foe, ever seeking to demonstrate that they are the smashiest and bashiest.
•IRONJAWZ WARSCROLL•
Scourge of Aqshy Brutes
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Brute Weapons [Anti-INFANTRY (+1 Rend)]
Brute Weapons
Anti-INFANTRY (+1 Rend)
34+3+12
Gore-choppa
Gore-choppa34+3+23
BATTLE PROFILE

Unit Size: 5      Points: 170
Base size: 40mm
Can be reinforced: Yes
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

Each model in this unit is armed with Brute Weapons.
  • 1/5 models can replace their Brute Weapons with a Gore-choppa.
  • The champion cannot replace their weapons.

Once Per Turn (Army), Reaction: Opponent declared an ATTACK ability that targeted this unit
YOU CALL DAT A PUNCH?: There’s nothing a Brute loves more than showing someone how much ’arder than them they are

Effect: For the rest of the turn, add 1 to hit rolls and wound rolls for this unit’s combat attacks that target that enemy unit.

KEYWORDS
INFANTRY, CHAMPION
DESTRUCTION, IRONJAWZ, BRUTE


•IRONJAWZ WARSCROLL•
Scourge of Ghyran Weirdbrute Wrekkaz
4"
3
5+
1
5+
Perhaps it is the fact that the Realm of Life is so vibrantly viridescent that sees so many Weirdbrute Wrekkaz drawn to its war-torn jungles. Minds completely overwhelmed by visions of ‘Da Great Green God’, they leap upon their enemies in a tornado of violence so shocking that watching Ironjawz are filled with the infectious desire to inflict equal levels of carnage.
•IRONJAWZ WARSCROLL•
Scourge of Ghyran Weirdbrute Wrekkaz
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Chain-smasha [Anti-INFANTRY (+1 Rend)]
Chain-smasha
Anti-INFANTRY (+1 Rend)
64+3+11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 3      Points: 90
Base size: 40mm
Can be reinforced: Yes
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Once Per Turn (Army), Any Combat Phase
PROPA WONKY: As nearby Ironjawz see the Wrekkaz wildly whirling through the enemy ranks heedless of danger, they are inspired to fight with similar reckless abandon.

Declare: If this unit is in combat, pick a friendly IRONJAWZ unit wholly within 12" of this unit to be the target.

Effect: Add 1 to hit rolls for the target’s combat attacks for the rest of the turn.

KEYWORDS
INFANTRY, WARD (5+)
DESTRUCTION, IRONJAWZ, BRUTE


•IRONJAWZ WARSCROLL•
Ironskull’s Boyz
4"
3
3+
1
Everyone agrees that Gurzag Ironskull’s Ardboyz 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.
•IRONJAWZ WARSCROLL•
Ironskull’s Boyz
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Ardboy Weapons [Charge (+1 Damage)]
Ardboy Weapons
Charge (+1 Damage)
24+3+11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 4      Points: 110
Base size: 32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Ardboy Weapons. The models in this unit are:
  • Gurzag Ironskull (champion)
  • Bonekutta
  • Basha
  • Hakka

Passive
DEAD ’ARD: Whether through natural hardiness or sheer belligerence, Ironskull and his boyz fight on through the most grievous wounds, hollering and cheering as they batter their foes into the ground.

Effect: Subtract 1 from wound rolls for attacks that target this unit.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
DESTRUCTION, IRONJAWZ


•IRONJAWZ WARSCROLL•
Morgok’s Krushas
4"
3
3+
1
The Brute Boss Morgok was chosen by the living mountain known as the Beastgrave, though whether as dinner or as a champion remains unclear. He and his cronies, ’Ardskull and Thugg, are formidable opponents.
•IRONJAWZ WARSCROLL•
Morgok’s Krushas
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Krusha Weapons [Anti-MONSTER (+1 Rend)]
Krusha Weapons
Anti-MONSTER (+1 Rend)
34+3+12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 3      Points: 110
Base size: 40mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Krusha Weapons. The models in this unit are:
  • Morgok (champion)
  • Thugg
  • ’Ardskull

Passive
IN THEIR ELEMENT: Morgok and his mob hunt down the most fearsome monsters in Ghur, growing more ferocious and belligerent with each such creature they smash and hack to bits.

Effect: The first time an enemy MONSTER is destroyed by this unit, add 1 to wound rolls for this unit’s attacks for the rest of the battle.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
DESTRUCTION, IRONJAWZ, BRUTE

Monster


•IRONJAWZ WARSCROLL•
Maw-grunta Gougers
10"
12
4+
5
Having managed against the odds to acquire a Maw-grunta mount, Maw-grunta Gougers gather together into stampeding mobs, the monstrous hogs trampling enemies into the mud and crushing them to a bloody pulp beneath their cloven hooves.
•IRONJAWZ WARSCROLL•
Maw-grunta Gougers
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Maw-grunta’s Trotters [Companion]
Maw-grunta’s Trotters
Companion
45+2+-D3
Maw-grunta’s Tusks [Companion]
Maw-grunta’s Tusks
Companion
54+2+22
Choppas
Choppas44+3+12
BATTLE PROFILE

Unit Size: 1      Points: 200
Base size: 120 × 92mm
Can be reinforced: No

Passive
UNSTOPPABLE MOMENTUM: Once a Maw-grunta begins its charge, it can only stop by crashing into something, and it becomes ever more deadly as its speed increases.

Effect: Each time this unit has charged as a result of using a CHARGE ability, it gains 1 momentum point.

Each time it uses a RUN ability, it gains 2 momentum points. It can have a maximum of 3 momentum points at once.

Add the number of momentum points this unit has to the Damage characteristic of its Maw-grunta’s Tusks. At the end of each battle round, subtract 1 from its momentum points, to a minimum of 0.

Once Per Turn (Army), Any Combat Phase
FLATTENED INTO THE MUD: Should a foe miraculously survive the impact of a charging Maw-grunta, it will take some time for them to regather their wits!

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

Effect: Roll a dice and add the number of momentum points this unit has to the roll. On a 5+, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
DESTRUCTION, IRONJAWZ, MAW‑GRUNTA


•IRONJAWZ WARSCROLL•
Maw-grunta
with Hakkin’ Krew
10"
12
3+
5
With eager crews of Ardboyz precariously chained to their flanks, these fearsome Maw-gruntas are one of the most devastating engines of war in the Ironjawz’ arsenal. As the porcine beasts careen headlong into the foe, they leave carnage and destruction in their wake.
•IRONJAWZ WARSCROLL•
Maw-grunta
with Hakkin’ Krew
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Maw-grunta’s Tusks [Companion]
Maw-grunta’s Tusks
Companion
54+2+22
Kill-choppas
Kill-choppas44+3+11
Choppas
Choppas44+3+12
Maw-grunta’s Trotters [Companion]
Maw-grunta’s Trotters
Companion
45+2+-D3
BATTLE PROFILE

Unit Size: 1      Points: 250
Base size: 120 × 92mm
Can be reinforced: No

Once Per Turn (Army), Your Movement Phase
CARVE A PATH: The job of the hakkin’ krew is to clear a path through packed enemies to ensure the Maw-grunta maintains its momentum.

Effect: If this unit is in combat, it can move a distance up to its Move characteristic. It can pass through models and the combat ranges of enemy units, but it cannot end that move in combat.

Then, pick each enemy unit that this unit passed across during that move to be the targets. Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll. Then, this unit gains 2 momentum points.
KEYWORDSCORE, MOVE, RAMPAGE

Passive
UNSTOPPABLE MOMENTUM: Once a Maw-grunta begins its charge, it can only stop by crashing into something, and it becomes ever more deadly as its speed increases.

Effect: Each time this unit has charged as a result of using a CHARGE ability, it gains 1 momentum point.

Each time it uses a RUN ability, it gains 2 momentum points. It can have a maximum of 3 momentum points at once.

Add the number of momentum points this unit has to the Damage characteristic of its Maw-grunta’s Tusks. At the end of each battle round, subtract 1 from its momentum points, to a minimum of 0.

KEYWORDS
MONSTER
DESTRUCTION, IRONJAWZ, MAW‑GRUNTA

Faction Terrain


•IRONJAWZ WARSCROLL•
Bossrokk Tower
-
12
4+
0
Filled with the raucous energy of Gork, Bossrokks make excellent vantage points from which an Ironjawz boss can bully magic itself into submission. An orruk who stands upon its platform finds their boisterous yelling and ill-tempered insults carrying far across the battlefield, crashing down on both friend and foe like the fist of the Great Green God. To other Ironjawz, this is a clear sign of their chieftain’s inherent bossiness – while the Waaagh!- fury that emanates from these towers soon gets them in the mood to trample and crush.
•IRONJAWZ WARSCROLL•
Bossrokk Tower
BATTLE PROFILE

Unit Size: 1      Points: 0
Base size: 100mm
Can be reinforced: No

The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):
Cover, Impassable

Passive
MAN DA TOWER!: Orruk bosses know they look dead impressive when lording it up from an idol of their god.

Effect: While this terrain feature has a Shouty Boss:
  • The Shouty Boss cannot use MOVE abilities.
  • Instead of measuring range or visibility to and from the Shouty Boss, measure to and from this terrain feature instead.
  • All attacks that would target the Shouty Boss target this terrain feature instead.
  • If this terrain feature is destroyed, before removing it from the battlefield, inflict D3 mortal damage on the Shouty Boss. Then, set up the Shouty Boss on the battlefield within 3" of this terrain feature and not in combat.That unit is no longer the Shouty Boss. If it is not possible to set up the Shouty Boss, it is slain.

Your Hero Phase
UP WE GO!: The orruk hauls themselves up to the idol’s platform.

Declare: If this terrain feature does not have a Shouty Boss, pick a friendly IRONJAWZ INFANTRY HERO that is not in combat and is within 3" of it to be the target.

Effect: Place the target on this terrain feature. The target is now a Shouty Boss (see ‘Man da Tower!’).

Your Movement Phase
I’M OFF!: The orruk makes a quick exit.

Effect: If this terrain feature has a Shouty Boss that was not placed on it this turn, set up the Shouty Boss on the battlefield wholly within 6" of this terrain feature and not in combat. That unit is no longer a Shouty Boss.

Once Per Turn, Your Hero Phase
AGGRESSIVELY BOSSY: Commands and insults bellowed from around this tower seem to carry extra weight.

Declare: Pick a visible enemy unit within 18" of this terrain feature to be the target.

Effect: Roll a dice. Add 1 to the roll if this terrain feature has a Shouty Boss. On a 4+, pick 1 of the following effects to apply to the target until the start of your next turn:

Dat’s Ours, Ya Git!: Subtract 3 from the target’s control score.

Zog Off Wiv Ya Magic!: Subtract 1 from casting rolls and/or chanting rolls for the target.

Oi! Hold It!: Subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1.

KEYWORDS
FACTION TERRAIN
DESTRUCTION, IRONJAWZ

Endless Spell


•IRONJAWZ WARSCROLL•
Foot of Gork
-
8
4+
7+
6+
No spell is as beloved of orruk-kind as the Foot of Gork. It is brutality made manifest: a huge, warty green foot formed of riotous magic that descends from the sky and squashes anything beneath it flat. One foot follows the descent of the other, smashing colossal craters in the earth that glow with a weird Waaagh!-light. The fact that the Foot of Gork is almost impossible to direct once it has landed doesn’t much bother the orruks, for wherever it stomps, it’s bound to result in a good time.
•IRONJAWZ WARSCROLL•
Foot of Gork
Passive
MULTIPLE PARTS
Effect: When a number of damage points equal to this MANIFESTATION’s Health characteristic are allocated to it, this MANIFESTATION is destroyed and all its parts are removed from play.

Once Per Turn, Your Movement Phase
WANDERING DESTRUCTION: You can’t expect Gork to stand still when there’s fighting about.

Declare: Pick a part of this MANIFESTATION to be the target.

Effect: Remove the target from the battlefield and set it up again on the battlefield wholly within 9" of the other part of this MANIFESTATION.

Then, roll a D3 for each enemy unit within 3" of the target. On a 2+:
  • Inflict an amount of mortal damage on that unit equal to the roll.
  • That unit has the STOMPED keyword until the start of your next turn.
  • Subtract 1 from the number of dice rolled when making charge rolls for STOMPED units, to a minimum of 1.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
DESTRUCTION, IRONJAWZ, KRULEBOYZ


•IRONJAWZ WARSCROLL•
Gork-Roara
6"
6
5+
7+
6+
From the jaws of a Gork-Roara spews forth the destructive magic of the Waaagh!. Shamans who breathe in this glowing mist find their connection to that primal energy heightened – all for the measly risk of being driven entirely out of their minds. Gork-Roaras share the orruks’ exuberance in battle, howling bloodthirsty invective and jeering battle cries. Should they linger after the din of combat has faded, they will bellow and howl in indignation. Given that the same is true of especially warlike bosses, no orruk really seems to mind.
•IRONJAWZ WARSCROLL•
Gork-Roara
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Toxic Gas
Toxic Gas52+4+1D3
Your Hero Phase
BELLOWING WAAAGH!-CRIES: Spurred on by the carnage sweeping the battlefield, the Gork-Roara spews out great drifts of Waaagh! energy that orruks tap into – knowingly or otherwise.

Declare: Pick a friendly IRONJAWZ or KRULEBOYZ WIZARD or PRIEST within 3" of this MANIFESTATION to be the target.

Effect: Pick either 1 or 2 to add to casting rolls or chanting rolls for the target until the start of your next turn. Then, roll a number of dice equal to the number picked. For each 1-2, allocate 1 damage point to the target (ward rolls cannot be made for those damage points). For each 5+, until the start of your next turn, add 1 to charge rolls for friendly KRULEBOYZ or IRONJAWZ units while they are wholly within 12" of this MANIFESTATION. Friendly units can be affected by this ability multiple times and the effects are cumulative.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
DESTRUCTION, IRONJAWZ, KRULEBOYZ


•IRONJAWZ WARSCROLL•
Morkspit Marsh
-
8
5+
7+
6+
Morkspit Marshes are amongst the most grisly examples of orruk kunnin’. These squelchy spells transform hard earth into bogland formed of brackish waters, stinking tar, or any other disgusting substance they can think of. From them emerge tendrils of glowing protoplasm that grasp an enemies’ limbs and drag them towards their doom. With their victims otherwise occupied, the orruks can easily move in behind them and bash them across the back of the head.
•IRONJAWZ WARSCROLL•
Morkspit Marsh
Passive
TRICKSY FOOTING: Those who stagger into these eldritch quagmires must use all their strength simply to avoid being pulled under.

Effect: Subtract 3 from the control scores of enemy units while they are within 6" of this MANIFESTATION.

Passive
GRASPING GUNGE: The arcane protoplasm of a Morkspit Marsh seizes limbs tight, dragging at those who draw too close.

Effect: Enemy units cannot use RUN abilities while they are within 6" of this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
DESTRUCTION, IRONJAWZ, KRULEBOYZ

Regiment of Renown


•REGIMENT OF RENOWN•
Da Kountin’ Krew
When Swampboss Skumdrekk – wily overseer of the Murkvast Menagerie – needs to make an example of some git, he rustles up his Kountin’ Krew. These hobgrots have earned a nasty reputation chasing down those who renege on their debts to da boss, pelting them with explosive, shrapnel-laden grenades. Of course, Skumdrekk and his boyz aren’t above taking on opportunistic mercenary work from those who can afford it. After all, the chaos of battle gives them a fine chance to sneak up on the target they’re pursuing.
•REGIMENT OF RENOWN•
Da Kountin’ Krew
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 280

Passive
BOMBZ AWAY, LADZ!: Da Kountin’ Krew need only a single thumping drumbeat to start hurling their grenades.

Effect: Friendly units in this Regiment of Renown can use RUN abilities and still use SHOOT abilities later in the turn while they are wholly within 12" of this Regiment of Renown’s Swampboss Skumdrekk.

Once Per Turn (Army), Enemy Hero Phase
SNATCH ’EM UP!: Skumdrekk and his hobgrot toadies are constantly on the lookout for new victims and beasts to snatch up.

Declare: Pick an enemy unit in combat with this Regiment of Renown’s Swampboss Skumdrekk to be the target.

Effect: Roll a dice. If the roll is at least double the target’s Health characteristic, 1 model in the target unit is slain.


•REGIMENT OF RENOWN•
Krong The Club
Gargants love a folk tale, and Krong the Club is a particular favourite. Supposedly always roaming and always drunk, this lout has a habit of both getting into tough scraps and bludgeoning his way out of them. If little 'uns offer him a good barrel of grog or five, he will happily fight at their side... until he gets bored.
•REGIMENT OF RENOWN•
Krong The Club

BATTLE PROFILE

Points: 140

Passive
DEVASTATING COLLAPSE: When Krong is taken down, his body is a weapon of ruin in its own right, though it is anyone’s guess where it will fall.

Effect: When the unit in this Regiment of Renown is destroyed, before removing it from play, you and your opponent must roll off. If you roll higher, inflict 3 mortal damage on each unit (friendly and enemy) within its combat range.

Once Per Turn (Army), Any Combat Phase
JUMP UP AND DOWN: Krong uses his big, warty feet to smash some puny little 'uns to bits. Just hope he doesn’t trip...

Declare: If the unit in this Regiment of Renown charged this turn, pick an enemy unit in combat with it to be the target.

Effect: Roll a dice for each model in the target unit. Add 1 to each roll if the target is contesting an objective you do not control. For each 6+, inflict 1 mortal damage on the target. Then, if any of the rolls were an unmodified 1, resolve the effect of the Devastating Collapse’ ability as if the unit in this Regiment of Renown had been destroyed (it is neither destroyed nor removed from play).
KEYWORDSRAMPAGE


•REGIMENT OF RENOWN•
Big Drogg Fort-Kicka
Drogg has dined well on the spoils of war, having devoured many fortified towns, yet he has never picked his teeth clean - his breath is so foul that it can stun an ox. He likes to belch through the windows of a fortress or watchtower, reducing those inside to vomiting wrecks before pulling their shelter down around them.
•REGIMENT OF RENOWN•
Big Drogg Fort-Kicka
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 440

Once Per Turn (Army), End of Any Turn
GRIEVOUS HALITOSIS: Big Drogg’s breath can literally kill, and there are few more embarrassing ways to die in the Mortal Realms.

Declare: Pick an enemy unit in combat with the unit in this Regiment of Renown to be the target.

Effect: Roll a dice for each model in the target unit. For each 6, inflict 1 mortal damage on the target. If any enemy models are slain by this ability, the target has a maximum control score of 1 for the rest of the turn.

Once Per Battle (Army), Reaction: You delcared the ‘Rip It Up and Chuck It’ ability for the unit in this Regiment of Renown
FORTRESS WREKKA: When Big Drogg gets going, he can demolish buildings and hurl the resulting rubble faster than anyone - when he’s doing his best to aim, at least.

Effect: After picking the target for that ability, roll a number of dice equal to the current battle round number. For each 4+, add 1 to the Attacks characteristic of the unit in this Regiment of Renown’s Hurled Boulder for the rest of the turn.


•REGIMENT OF RENOWN•
Bundo Whalebiter
The aelven artefact hanging from Bundo’s ear has increased his intellect, giving him brains as well as brawn. He can be uncannily patient, knowing just where and when to strike to cause maximum havoc. Some say his hoard even contains strange papery things called ‘books’...
•REGIMENT OF RENOWN•
Bundo Whalebiter

BATTLE PROFILE

Points: 360

Once Per Battle (Army), Any Combat Phase
DEAD CUNNING, FOR A GARGANT: Bundo, unlike many of his kin, can actually think ahead and spring traps on the unsuspecting enemy.

Effect: For the rest of the turn, the unit in this Regiment of Renown has STRIKE-LAST and WARD (5+). Pick 1 of the following effects to apply for the rest of the turn:

A Kunnin’ Ruse: Other than the Companion ability, weapon abilities for attacks that target the unit in this Regiment of Renown have no effect.

A Nasty Surprise: Add 1 to hit rolls for the unit in this Regiment of Renown’s combat attacks and ignore negative modifiers to hit rolls and wound rolls for its combat attacks.

Tricked Ya!: Enemy units have a maximum control score of 1 while they are in combat with the unit in this Regiment of Renown.


•REGIMENT OF RENOWN•
Cogfort Raiders
The Conqueror Cogfort’s fire-spewing power and ability to transport a hold full of soldiers into battle makes it well suited for parties of raiders and pillagers. Rumours spread of these titans roaming the realms, their crews searching for plunder. Many of them are said to have fallen into the clutches of humanity’s foes.

•CITIES OF SIGMAR WARSCROLL•
Outlaw Conqueror Cogfort
6"
25
3+
10
The Conqueror Cogfort exchanges a conventional main gun for a realmscorcher flame cannon: a truly terrifying weapon that swathes the battlefield in sheets of flesh- melting fire. Outfitted with an underbelly transport cage, the Conqueror is typically used in an assault role, delivering troops right into the heart of the enemy’s battleline.
•CITIES OF SIGMAR WARSCROLL•
Outlaw Conqueror Cogfort
Damage calculator
RANGED WEAPONS
RngAtkHitWndRndDmg
Realmscorcher Flame Cannon [Anti-INFANTRY (+1 Rend)]
Realmscorcher Flame Cannon
Anti-INFANTRY (+1 Rend)
18"6D62+4+11
Crew’s Leadshotters [Shoot in Combat]
Crew’s Leadshotters
Shoot in Combat
12"64+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Crushing Iron Feet [Companion]
Crushing Iron Feet
Companion
44+2+24
Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points:
  • The Attacks characteristic of its Crushing Iron Feet is 3.
  • It has a Control characteristic of 5.

Deployment Phase
EVERYONE ABOARD!: The outlaw Cogfort can be used to transport anyone on foot, be they human, orruk, gheist or ghoul.

Declare: Pick up to 1 friendly INFANTRY HERO and up to 1 friendly non-reinforced, non-HERO INFANTRy unit that have not been deployed.

Effect: Set up those units in reserve as this unit’s passengers. They have now been deployed.
KEYWORDSDEPLOY

Once Per Battle, Any Charge Phase
THIS IS YOUR STOP, MAGGOTS!: The ramp slams down and the forces of disorder race forward, eager to spill blood on behalf on whoever may be watching.

Declare: Pick this unit’s passengers to be the targets.

Effect: Set up each target wholly within 6" of this unit and more than 9" from all enemy units. In addition, the targets’ melee weapons have Charge (+1 Damage) for the rest of the turn.

KEYWORDS
HERO, WAR MACHINE
ORDER


•REGIMENT OF RENOWN•
Exile Scavengers
His Endrineering commission revoked after repeated accusations of ‘unsanctioned resource sharing’, Gronn Ymorsson took matters into his own hands by bribing some Skywardens and stealing a Gunhauler, then fleeing the sky-port authorities before they noticed. He follows armies who can open the way to worthy treasure, swooping down to claim the loot when the coast is clear.
•REGIMENT OF RENOWN•
Exile Scavengers

BATTLE PROFILE

Points: 390

Deployment Phase
AN EYE FOR LOOT: The Exile Scavengers observe from above to locate the best spot to swoop in and ‘claim their fee’.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve studying the battlefield. They have now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
SWOOP IN: Once the moment is right, Gronn and his crew strike hard and fast.

Declare: Pick the Grundstok Gunhauler in this Regiment of Renown to use this ability if it is studying the battlefield.

Effect: Set up the Grundstok Gunhauler on the battlefield more than 6" from all enemy units that have an artefact of power and more than 9" from all other enemy units. Then, set up all other units in this Regiment of Renown wholly within 3" of the Grundstok Gunhauler and more than 6" from all enemy units.

Once Per Turn (Army), Your Combat Phase
WHAT’S YOURS IS MINE: Gronn has always had a cavalier attitude when it comes to ownership.

Declare: Pick an enemy unit in combat with a unit in this Regiment of Renown to be the target. Then, pick an artefact of power the target has.

Effect: Roll a dice. Add 1 to the roll for each unit in this Regiment of Renown that is in combat with the target. On a 6+, the target no longer has that artefact of power.


•REGIMENT OF RENOWN•
Mask of the Deceiver
The Changeling adopts one of its manifold masks to infiltrate the enemy ranks, spreading confusion and dismay whilst ensuring that the Change God’s schemes come to pass.

•DISCIPLES OF TZEENTCH WARSCROLL•
Mask of The Deceiver
5"
6
5+
2
5+
The Changeling adopts one of its manifold masks to infiltrate the enemy ranks, spreading confusion and dismay whilst ensuring that the Change God’s schemes come to pass.
•DISCIPLES OF TZEENTCH WARSCROLL•
Mask of The Deceiver
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
The Trickster’s Staff
The Trickster’s Staff33+3+1D3
Deployment Phase
MASKED IN PLAIN SIGHT: Few can see through the Changeling’s disguise.

Declare: This unit must be deployed using this ability.

Effect: Set up this unit in reserve incognito. It has now been deployed.

Friendly incognito units are destroyed at the end of the fifth battle round and not at the start of the fourth battle round
KEYWORDSDEPLOY

Any Hero Phase
BAIT AND SWITCH: The Changeling swaps places with a temporary ally

Declare: This unit can use this ability if it is incognito. Pick this unit and a friendly INFANTRY HERO to be the targets. One target must be incognito and the other must be on the battlefield.

Effect: Set up the incognito target wholly within 6" of the other target and not in combat. Then, remove the other target from the battlefield and set it up in reserve incognito.

If this unit is destroyed, before removing it from play, set up the friendly incognito unit wholly within 6" of a battlefield edge and not in combat.

Your Hero Phase
6
FORCEFUL COMMAND: The Changeling imbues its orders with compelling enchantments so that none can disobey.

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

Effect: Until the start of your next turn:
  • The target cannot use MOVE abilities.
  • The target’s melee weapons have Anti-charge (+1 Rend).
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (2), INFANTRY, WARD (5+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON


•REGIMENT OF RENOWN•
Odo Godswallow
The great beasts of the Godswallow Delta are practically endangered species, for the crazed Odo spends almost every waking second relentlessly hunting them down before grinding their bones and caving in their skulls in brutal displays of violence.
•REGIMENT OF RENOWN•
Odo Godswallow
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 410

Once Per Turn (Army), Any Combat Phase
MIGHTY WALLOPER: Odo has biffed just about every large beast imaginable, and he isn’t going to stop any time soon.

Declare: Pick an enemy MONSTER in combat with the unit in this Regiment of Renown to be the target.

Effect: For the rest of the turn, the unit in this Regiment of Renown’s Menhir Club has Crit (2 Hits) but all attacks made with that weapon this turn must target that enemy MONSTER.

Passive
PROTECTIVE WARDS: The sigils painted all over Odo Godswallow’s skin do actually provide some protection.

Effect: The unit in this Regiment of Renown has WARD (6+).


•REGIMENT OF RENOWN•
Okar’s Torrbad
Okar of the Fraya believes he hears the voice of his god in the crack of ice, following wherever it leads. Though his Torrbad has been reduced to only the loyal brothers Surgi and Halfur, he still commands deadly elemental powers and will offer his aid to other wild forces if he believes the Winter-Spitter wills it.
•REGIMENT OF RENOWN•
Okar’s Torrbad
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 490

Your Hero Phase
4
ALONG THE ICEPATHS: Okar is a hoary old frost-mystic, whose connection with the wild elements allows him to open swift paths through fierce snowstorms.

Declare: Pick the Huskard on Stonehorn in this Regiment of Renown to chant this prayer, pick up to 3 visible friendly units wholly within 12" of them to be the targets, then make a chanting roll of D6. Add 1 to the roll if the friendly Thundertusk Beastriders unit in this Regiment of Renown is wholly within 12" of this unit.

Effect: Until the start of your next turn:
  • Add 3 to run rolls for each target.
  • Each target can use CHARGE abilities even if it used a RETREAT ability in the same turn.
  • Each time a target uses a RETREAT ability, no mortal damage is inflicted on it.
KEYWORDSPRAYER

Passive
CLING ON TIGHT: If he judges it to be the will of winter, Okar will allow his ally’s troops to hitch a ride on a Thundertusk under his command.

Effect: Each time the Thundertusk Beastriders unit in this Regiment of Renown uses the ‘Plough the Icepath’ ability, you can pick a friendly INFANTRY unit that has not been reinforced, is wholly within 6" of that Thundertusk Beastriders unit and has not been set up this turn to be the target instead of a friendly OGOR MAWTRIBES INFANTRY unit.


•REGIMENT OF RENOWN•
One-eyed Grunnock
A grizzled old devil with a mean streak a mile wide, Grunnock has learnt that the best way to break an enemy army is to shatter its cohesion in a single, mighty blow. His signature move - leaping high before stomping down to cause a small earthquake - is feared for good reason.
•REGIMENT OF RENOWN•
One-eyed Grunnock

BATTLE PROFILE

Points: 410

Passive
TITANIC STRIDE: When your legs are as long as a Mega-Gargant’s, you can walk where you please and when you please.

Effect: The unit in this Regiment of Renown can use CHARGE abilities even if it used a RETREAT ability in the same turn. In addition, no mortal damage is inflicted on the unit in this Regiment of Renown by RETREAT abilities.

Passive
EARTH-SHAKING STOMP: One-eyed Grunnock jumps into the air and comes down hard, the resulting shockwave sending riders tumbling from mounts and scattering cohesive infantry formations

Effect: Subtract 1 from hit rolls for combat attacks made by enemy INFANTRY and CAVALRY units while they are in combat with the unit in this Regiment of Renown.


•REGIMENT OF RENOWN•
Rogue Engine
There are many reasons why a Castellan-Captain might turn their cloak and embrace a sellsword’s career. Some are fugitives or criminals, while others seek fortune and glory outside the restrictions of the Sigmarite military. Some Cogforts are even commandeered by enterprising enemies and turned against their creators.

•CITIES OF SIGMAR WARSCROLL•
Outlaw Cannonade Cogfort
6"
25
3+
10
There are many reasons why a Castellan-Captain might turn their cloak and embrace a sellsword’s career. Some are fugitives or criminals, while others seek fortune and glory outside the restrictions of the Sigmarite military. Some Cogforts are even commandeered by enterprising enemies and turned against their creators.
•CITIES OF SIGMAR WARSCROLL•
Outlaw Cannonade Cogfort
Damage calculator
RANGED WEAPONS
RngAtkHitWndRndDmg
Godbreaker Cannon
Godbreaker Cannon24"44+2+24
Breacher Cannon [Anti-INFANTRY (+1 Rend)]
Breacher Cannon
Anti-INFANTRY (+1 Rend)
12"63+3+12
Crew’s Leadshotters [Shoot in Combat]
Crew’s Leadshotters
Shoot in Combat
12"64+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Crushing Iron Feet [Companion]
Crushing Iron Feet
Companion
44+2+24
Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points:
  • The Attacks characteristic of its Crushing Iron Feet is 3.
  • It has a Control characteristic of 5.

Your Hero Phase
MERCENARY ATTITUDES: How allies interact with outlaw Cogforts varies. Feral enthusiasts may enter a frenzy or rush ahead of the war machine, eager not to lose a meal or an opportunity to get their divine patron’s attention. Others may use it as a protective shelter or draw strength and courage from its presence.

Declare: Pick another friendly non-UNIQUE unit wholly within 12" of this unit to be the target.

Effect: Pick 1 of the following effects to apply until the start of your next turn and while the target is wholly within 12" of this unit:
  • You can re-roll run rolls for the target.
  • Add 1 to charge rolls for the target.
  • The target cannot be targeted by shooting attacks.
  • Add 1 to wound rolls for the target’s combat attacks.
  • Add 10 to the target’s control score.

KEYWORDS
HERO, WAR MACHINE
ORDER


•REGIMENT OF RENOWN•
Skulkrik’s Loonladz
Loonboss Skulkrik fought under the Bad Moon, once. He has sought to do so again ever since, its light sending him and his ladz into a wild frenzy in violent cahoots. These Moonclan grots are always on the move, hunting after rumours of the Bad Moon’s last sighting, and they will often appear on a battlefield unannounced should their lunar deity bless it with an appearance.
•REGIMENT OF RENOWN•
Skulkrik’s Loonladz
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 280

Passive
ON DA MOON’S TRAIL: Skulkrik and his grots are constantly on the hunt for signs of the Bad Moon’s last position, and they will become extra stubborn and stabby when defending sites touched by their god’s light, lest the trail go cold.

Effect: The melee weapons of units in this Regiment of Renown have Anti-charge (+1 Rend) while they are contesting an objective you control.


•REGIMENT OF RENOWN•
The Scarlet Jury
None may escape Ushoran’s justice; to ensure this, one must occasionally ally with uncouth outsiders. Such is the belief of Grand Justice Gormayne, who can be found travelling the realms with his pack of ‘jurors’. Those who understand the nature of the ghouls’ affliction may play along, taking advantage of the chance to direct their frenzy in battle. Plus, Gormayne can be surprisingly reasonable – at least some of the time…
•REGIMENT OF RENOWN•
The Scarlet Jury

BATTLE PROFILE

Points: 300

Passive
PUNISHMENT FITS THE CRIME: For Gormayne, the practice of law is quite simple. The crime is always life; the sentence is always death.

Effect: You believe the ‘Accusations of Regicide’ DELUSION (see Grand Justice Gormayne’s warscroll).


•REGIMENT OF RENOWN•
The Shinestealaz
No self-aggrandising grot likes to admit that there is only so much they can accomplish alone. Droggz da Sunchompa is not so limited in his ‘big finkin’. He will send the Shinestealaz into battle with other children of Gorkamorka in order to reap the spoils of the biggest battles. Their help is rarely refused, for this pack of stabby, loot-hungry grots are vicious in the extreme.
•REGIMENT OF RENOWN•
The Shinestealaz
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 500

Deployment Phase
SNEAKY PROWLIN’: Letting their temporary allies grab the majority of the foe’s attention, the Shinestealaz circle around the flanks.

Declare: Pick all units in this Regiment of Renown if none of them have been deployed.

Effect: Set up those units in reserve prowlin’ around. They have now been deployed.
KEYWORDSDEPLOY

Once Per Battle (Army), Your Movement Phase
AMBUSH TIME!: At a howl from their Snarlboss’s alpha wolf, the Shinestealaz launch their attack, pelting towards the weak spots in the enemy line.

Declare: Pick all units in this Regiment of Renown if they are prowlin’ around.

Effect: Set up those units anywhere on the battlefield more than 9" from all enemy units.


•REGIMENT OF RENOWN•
Urrgar’s Maulerguts
The Maulerguts are feared from the Ghurish savannahs to the baking Aqshian deserts. Formed by the chieftain Urrgar – rumoured to be an offspring of Morga the Mighty, albeit with no sense of filial duty – and his own two spawn, these dogs of war ride for wealth, meat and praise, and they will fight for any paymaster who can provide.
•REGIMENT OF RENOWN•
Urrgar’s Maulerguts

BATTLE PROFILE

Points: 600

Once Per Battle (Army), Deployment Phase
WE’LL BE THERE - IF THE PAY’S RIGHT: The Maulerguts arrive to battle in their own time – but no paymaster has ever been able to fault their savage efficacy…

Declare: Pick each unit in this Regiment of Renown to be the targets if none of them have been deployed.

Effect: Set up the targets in reserve preparing a flank attack. They have now been deployed.
KEYWORDSDEPLOY

Once Per Battle (Army), Your Movement Phase
THE HORNS HIT HOME: Urrgar’s favourite tactic is to wait for the moment in battle when the arrival of his Maulerguts can have the bloodiest and most impressive impact.

Declare: Pick each friendly unit that is preparing a flank attack to be the targets.

Effect: Set up the targets on the battlefield, wholly within 6" of each other, wholly within 9" of a battlefield edge and more than 9" from all enemy units.


•REGIMENT OF RENOWN•
Big Grikk’s Kruleshots
Grikk swears that the massive, jagged bolt that buried itself in the back of his boss’s Vulcha steed had nothing to do with him. Few believed the treacherous Big Shot, so Grikk quickly took leave of his clan, accompanied by a handful of crossbow-toting lackeys and some grots to drag his beloved killbow across the realms.
•REGIMENT OF RENOWN•
Big Grikk’s Kruleshots
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

The Beast-skewer Killbow in this Regiment of Renown has the HERO keyword.


BATTLE PROFILE

Points: 320

Once Per Turn (Army), Your Shooting Phase
SKEWER IT AGAIN!: Rather than gesture in the traditional way, Grikk uses his bolts to indicate which beastie he wants his ladz to bring down.

Declare: Pick an enemy MONSTER that had any damage points allocated to it this phase by a shooting attack made by the Beast-skewer Killbow in this Regiment of Renown. Then, pick any number of Man-skewer Boltboyz units in this Regiment of Renown to focus fire.

Effect: For the rest of the turn, add 1 to the Attacks characteristic of the ranged weapons used by the units you picked to focus fire but all of their attacks must target the enemy MONSTER you picked.


•REGIMENT OF RENOWN•
Braggit’s Bottle-Snatchaz
Braggit Big-Talka is a grot with many tales to tell. Some of them even contain a grain of truth. The Rabble-Rowza and his mates (not to mention their squiggly companions) are an unpredictable menace, arriving without warning in search of shiny bottles to snatch and pour their fungal potions into.
•REGIMENT OF RENOWN•
Braggit’s Bottle-Snatchaz
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 480

Your Hero Phase
7
SNEAKY DISTRACTION: The shaman’s unnaturally shrill cries and magical light-show hypnotically draw the attention of their foes.

Declare: Pick the Gobbapalooza in this Regiment of Renown to cast this spell, then make a casting roll of 2D6.

Effect: Until the start of your next turn, subtract 1 from hit rolls for attacks made by enemy units while they are wholly within 12" of the caster.
KEYWORDSSPELL, UNLIMITED

Deployment Phase
SUPER-SECRET TUNNELS: Rabble-Rowzas have a knack for locating hidden passages beneath the earth.

Declare: Pick a unit in this Regiment of Renown that has not been deployed.

Effect: Set up that unit in reserve in a super-secret tunnel. It has now been deployed.
KEYWORDSDEPLOY

Once Per Turn (Army), Any Movement Phase
SUDDEN EMERGENCE: Braggit and his ladz tend to turn up wherever they are least expected (and least desired).

Declare: If the Rabble-Rowza in this Regiment of Renown is in a super-secret tunnel, pick it to be the target.

Effect: Set up the target anywhere on the battlefield more than 9" from all enemy units. Then, set up all other friendly units that are in a super-secret tunnel within 3" of the target and more than 9" from all enemy units.


•REGIMENT OF RENOWN•
Goroan Scions
The beasts known as ogroids were once the Goroans, a race of Destruction that fell to Chaos after orruks sacked their capital. But not every Goroan clan spat upon Gorkamorka; some stayed faithful, and they occasionally emerge to fight alongside their old kin. Their gifts of ‘flashy choppas’ is usually enough to banish any suspicion.
•REGIMENT OF RENOWN•
Goroan Scions
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION
  • 1 Ogroid Thaumaturge

BATTLE PROFILE

Points: 360

Once Per Turn (Army), Your Hero Phase
GOROAN FORGECRAFT: The Goroans were renowned for their skill at smithery, and even orruks will acknowledge their general killiness.

Declare: Pick a friendly DESTRUCTION HERO that is within the combat range of a HERO in this Regiment of Renown to be the target.

Effect: On a 3+, add 1 to the Rend characteristic of the target’s melee weapons until the start of your next turn.

Your Hero Phase
7
BELLOW OF GORKAMORKA: Goroan shamans who maintain the old ways channel the sense-blasting roars of Gorkamorka through their magic.

Declare: Pick the Ogroid Thaumaturge in this Regiment of Renown to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.

Effect: The target has STRIKE-LAST until the start of your next turn. In addition, while the target has the BURNING keyword, subtract 1 from hit rolls for the target until the start of your next turn.
KEYWORDSSPELL


•REGIMENT OF RENOWN•
Nurgle’s Gift
Nurgle is a generous god, granting gifts even to those who deny their genius. It takes only one infected well, watering hole or imported keg for corruption to bite. At first, a warrior feels little but mild discomfort – but as the day of battle draws near, their suffering deepens, and an eager giggling echoes through the aether...
•REGIMENT OF RENOWN•
Nurgle’s Gift

BATTLE PROFILE

Points: 180

Deployment Phase
INCUBATION PERIOD: Nurgle’s gifts can incubate slowly within the afflicted, gaining a malign sentience.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve festering within. They have now been deployed.
KEYWORDSDEPLOY

Passive
BURSTING WITH LIFE: Guts roil and buboes weep before cheering Nurglings burst forth from the slain.

Effect: If a friendly non-NURGLE’S GIFT unit would be destroyed, before the last model is removed from play, roll a dice. Add 1 to the roll for each other friendly non-NURGLE’S GIFT unit that has been destroyed this battle. On a 5+, pick a friendly unit that is festering within and set it up wholly within 6" of that model. It can be set up in combat.


•REGIMENT OF RENOWN•
Snerk’s Trogg-Fer-Hire
Having learned the Great Secret of mercenary work from a local Mega-Gargant, Snerk Mooneata decided to give it a go. Finding little success, the bossgrot took the next best option: periodically waking a surly troggoth and acting as the go-between for the beast. Snerk, of course, holds onto the troggoth’s half of the pay. For safekeeping.
•REGIMENT OF RENOWN•
Snerk’s Trogg-Fer-Hire

BATTLE PROFILE

Points: 200

Your Charge Phase
GO DAT WAY!: Snerk makes sure to give his troggoth mate a jab if they get distracted. Which they do. Often.

Declare: Pick the Dankhold Troggoth in this Regiment of Renown to be the target if it is within 12" of the Loonboss in this Regiment of Renown.

Effect: For the rest of the turn, the target can still use CHARGE abilities even if it used a RETREAT ability in the same turn.

Passive
TAKTIKAL COWERING: Snerk can usually be found hurling insults from behind his mate’s solid, regenerating body.

Effect: While the Loonboss in this Regiment of Renown is within the combat range of the Dankhold Troggoth in this Regiment of Renown:
  • That Loonboss has WARD (4+).
  • Each time you make a successful ward roll for that Loonboss, allocate 1 damage point to that Dankhold Troggoth after the damage sequence for that Loonboss has been resolved (ward rolls cannot be made for those damage points).


•REGIMENT OF RENOWN•
Stumblefoot Gargant
The rise of the Mega-Gargants has focused many of their smaller mates, but there are always some who loot great kegs of ale and get a bit carried away. Staggering across the land in a drunken stupor, these gargants just turn up on one side of the battlefield and canny commanders simply move their troops out of the way…
•REGIMENT OF RENOWN•
Stumblefoot Gargant

BATTLE PROFILE

Points: 140

Once Per Turn (Army), Your Shooting Phase
PROJECTILE VOMIT: Better out than in, as they say…

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn. Then, pick a point on the battlefield within 6" of this unit and pick all other units (friendly and enemy) within 3" of that point to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on that target equal to the roll.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Combat Phase
BELLOWING MOCKERY: Drunken gargants often holler incoherent insults to aggravate and taunt.

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn, then pick an enemy unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Charge Phase
WHAT’RE YOU LOOKIN’ AT?: Bleary eyes narrowed, the gargant picks a fight with a cocky-looking target.

Declare: Pick this unit to use this ability if it charged this turn and has not used a RAMPAGE ability this turn. Then, pick an enemy unit within 9" of this unit to be the target.

Effect: Roll 2D6. This unit can move a number of inches equal to the roll. It can pass through enemy models and must end that move in combat with the target.
KEYWORDSRAMPAGE

The HERO keyword is used in the following Ironjawz warscrolls:

The INFANTRY keyword is used in the following Ironjawz warscrolls:

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The WARMASTER keyword is used in the following Ironjawz warscrolls:

The UNIQUE keyword is used in the following Ironjawz warscrolls:

Infantry Hero

The MONSTER keyword is used in the following Ironjawz warscrolls:

The FLY keyword is used in the following Ironjawz warscrolls:

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

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

Monster Hero

The BRUTE keyword is used in the following Ironjawz warscrolls:

The WARD keyword is used in the following Ironjawz warscrolls:

Endless Spell

The CHAMPION keyword is used in the following Ironjawz warscrolls:

The CAVALRY keyword is used in the following Ironjawz warscrolls:

The KRULEBOYZ keyword is used in the following Ironjawz warscrolls:

Endless Spell

The MANIFESTATION keyword is used in the following Ironjawz warscrolls:

Endless Spell

The ENDLESS SPELL keyword is used in the following Ironjawz warscrolls:

Endless Spell

The ORDER keyword is used in the following Cities of Sigmar warscrolls:

© Vyacheslav Maltsev 2013-2026