Contents Monster Hero Cavalry Faction Terrain Regiment of Renown | ||
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Boss-hacka and Choppa | |||||||
Boss-hacka and Choppa | 7 | 4+ | 3+ | 1 | 2 |
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KEYWORDS | HERO, INFANTRY |
DESTRUCTION, IRONJAWZ |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Boss-choppa | |||||||
Boss-choppa | 8 | 4+ | 2+ | 1 | 2 |
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KEYWORDS | HERO, INFANTRY |
DESTRUCTION, IRONJAWZ |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Gorkstikk and Morkstikk | |||||||
Gorkstikk and Morkstikk | 6 | 4+ | 3+ | - | D3 |
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KEYWORDS | HERO, PRIEST (1), INFANTRY |
DESTRUCTION, IRONJAWZ |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Green Puke [Shoot in Combat] | ||||||||
Green Puke Shoot in Combat | 10" | 4 | 2+ | 4+ | - | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Waaagh! Staff | ||||||||
Waaagh! Staff | 3 | 4+ | 3+ | 1 | D3 |
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KEYWORDS | HERO, WIZARD (1), INFANTRY |
DESTRUCTION, IRONJAWZ |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Grunta-tongs | |||||||
Grunta-tongs | 4 | 4+ | 3+ | - | 1 | ||
Ward-smashing Choppa | |||||||
Ward-smashing Choppa | 2 | 4+ | 2+ | 2 | 3 | ||
Skull-crushing Basha | |||||||
Skull-crushing Basha | 5 | 4+ | 2+ | 1 | 2 |
MODEL | BASE SIZE |
Zoggrok Anvilsmasha | 50mm |
Klonk | 25mm |
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KEYWORDS | UNIQUE, HERO, INFANTRY |
DESTRUCTION, IRONJAWZ |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Bigteef’s Roar [Shoot in Combat, Companion] | ||||||||
Bigteef’s Roar Shoot in Combat, Companion | 8" | 6 | 2+ | 3+ | - | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
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![]() Anti-MONSTER (+1 Rend), Companion | 8 | 4+ | 2+ | 1 | 3 | |||
Smasha and Kunnin’ [Anti-HERO (+1 Rend)] | ||||||||
Smasha and Kunnin’ Anti-HERO (+1 Rend) | 8 | 3+ | 2+ | 1 | 2 |
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KEYWORDS | RAMPAGE |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, FLY |
DESTRUCTION, IRONJAWZ, MAW-KRUSHA |
10" 18 4+ 15 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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Tuskbreaker [Crit (2 Hits)] | |||||||
Tuskbreaker Crit (2 Hits) | 3 | 4+ | 2+ | 2 | D3 | ||
Hooves of Wrack and Ruin | |||||||
Hooves of Wrack and Ruin | 6 | 3+ | 2+ | 1 | 2 | ||
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![]() | 6 | 3+ | 2+ | 3 | 4 |
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KEYWORDS | RAMPAGE |
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KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WARD (5+) |
DESTRUCTION, IRONJAWZ, KRULEBOYZ |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Maw-krusha’s Roar [Shoot in Combat, Companion] | ||||||||
Maw-krusha’s Roar Shoot in Combat, Companion | 8" | 6 | 2+ | 3+ | - | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Boss-choppa or Boss-hacka [Anti-INFANTRY (+1 Rend)] | ||||||||
Boss-choppa or Boss-hacka Anti-INFANTRY (+1 Rend) | 8 | 4+ | 2+ | 1 | 2 | |||
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![]() Anti-INFANTRY (+1 Rend), Companion | 8 | 4+ | 2+ | 1 | 3 |
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KEYWORDS | RAMPAGE |
KEYWORDS | HERO, MONSTER, FLY |
DESTRUCTION, IRONJAWZ, MAW-KRUSHA |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Maw-grunta’s Trotters [Companion] | |||||||
Maw-grunta’s Trotters Companion | 4 | 5+ | 2+ | - | D3 | ||
Kill-choppas | |||||||
Kill-choppas | 4 | 4+ | 3+ | 1 | 1 | ||
Pig-hacka | |||||||
Pig-hacka | 7 | 4+ | 3+ | 1 | 2 | ||
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![]() Companion | 5 | 4+ | 2+ | 2 | 2 |
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KEYWORDS | RAMPAGE |
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KEYWORDS | HERO, MONSTER |
DESTRUCTION, IRONJAWZ, MAW‑GRUNTA |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Choppa or Hacka [Anti-CAVALRY (+1 Rend)] | |||||||
Choppa or Hacka Anti-CAVALRY (+1 Rend) | 4 | 4+ | 3+ | 1 | 1 | ||
Grunta’s Tusks [Charge (+1 Damage), Companion] | |||||||
Grunta’s Tusks Charge (+1 Damage), Companion | 4 | 5+ | 2+ | - | 1 |
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KEYWORDS | CAVALRY, CHAMPION |
DESTRUCTION, IRONJAWZ |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Choppa or Stikka [Anti-charge (+1 Rend)] | |||||||
Choppa or Stikka Anti-charge (+1 Rend) | 2 | 4+ | 3+ | 1 | 1 |
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KEYWORDS | INFANTRY, CHAMPION, STANDARD BEARER (1/10) |
DESTRUCTION, IRONJAWZ |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Rager Weapons [Anti-MONSTER (+1 Rend)] | |||||||
Rager Weapons Anti-MONSTER (+1 Rend) | 3 | 4+ | 2+ | 1 | 2 |
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KEYWORDS | INFANTRY |
DESTRUCTION, IRONJAWZ, BRUTE |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Brute Weapons [Anti-INFANTRY (+1 Rend)] | |||||||
Brute Weapons Anti-INFANTRY (+1 Rend) | 3 | 4+ | 3+ | 1 | 2 | ||
Gore-choppa | |||||||
Gore-choppa | 3 | 4+ | 3+ | 2 | 3 |
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KEYWORDS | INFANTRY, CHAMPION |
DESTRUCTION, IRONJAWZ, BRUTE |
4" 3 5+ 1 Sent into a maddening frenzy by the Waaagh!, Weirdbrute Wrekkaz carve a path of destruction through the enemy lines. Their maniacal nature numbs them to all but the most grievous of wounds, ensuring carnage is unleashed upon the foe in all directions before they are finally laid low. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Chain-smasha [Anti-INFANTRY (+1 Rend)] | |||||||
Chain-smasha Anti-INFANTRY (+1 Rend) | 6 | 4+ | 3+ | 1 | 1 |
KEYWORDS | INFANTRY, WARD (5+) |
DESTRUCTION, IRONJAWZ, BRUTE |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Ardboy Weapons [Charge (+1 Damage)] | |||||||
Ardboy Weapons Charge (+1 Damage) | 2 | 4+ | 3+ | 1 | 1 |
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KEYWORDS | UNIQUE, INFANTRY, CHAMPION |
DESTRUCTION, IRONJAWZ |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Krusha Weapons [Anti-MONSTER (+1 Rend)] | |||||||
Krusha Weapons Anti-MONSTER (+1 Rend) | 3 | 4+ | 3+ | 1 | 2 |
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KEYWORDS | UNIQUE, INFANTRY, CHAMPION |
DESTRUCTION, IRONJAWZ, BRUTE |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Maw-grunta’s Trotters [Companion] | |||||||
Maw-grunta’s Trotters Companion | 4 | 5+ | 2+ | - | D3 | ||
Maw-grunta’s Tusks [Companion] | |||||||
Maw-grunta’s Tusks Companion | 5 | 4+ | 2+ | 2 | 2 | ||
Choppas | |||||||
Choppas | 4 | 4+ | 3+ | 1 | 2 |
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KEYWORDS | RAMPAGE |
KEYWORDS | MONSTER |
DESTRUCTION, IRONJAWZ, MAW‑GRUNTA |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Maw-grunta’s Tusks [Companion] | |||||||
Maw-grunta’s Tusks Companion | 5 | 4+ | 2+ | 2 | 2 | ||
Kill-choppas | |||||||
Kill-choppas | 4 | 4+ | 3+ | 1 | 1 | ||
Choppas | |||||||
Choppas | 4 | 4+ | 3+ | 1 | 2 | ||
Maw-grunta’s Trotters [Companion] | |||||||
Maw-grunta’s Trotters Companion | 4 | 5+ | 2+ | - | D3 |
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KEYWORDS | CORE, MOVE, RAMPAGE |
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KEYWORDS | MONSTER |
DESTRUCTION, IRONJAWZ, MAW‑GRUNTA |
- 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. | ||
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KEYWORDS | FACTION TERRAIN |
DESTRUCTION, IRONJAWZ |
- 8 4+ 7+ 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. | ||
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KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
DESTRUCTION, IRONJAWZ, KRULEBOYZ |
6" 6 5+ 7+ 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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Toxic Gas | |||||||
Toxic Gas | 5 | 2+ | 4+ | 1 | D3 |
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KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
DESTRUCTION, IRONJAWZ, KRULEBOYZ |
- 8 5+ 7+ 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. | ||
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KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
DESTRUCTION, IRONJAWZ, KRULEBOYZ |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
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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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
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Of all of Behemat’s spawn, Gatebreakers are the most sinister, filled with the need to destroy. More specifically, these gargants harbour considerable ill will towards the metropolises raised by Sigmar’s folk. The sight of a glorious city, with its proud spires and resolute walls, awakens a bitter fury within these creatures. With a bellow of hate, a Gatebreaker advances on an enemy settlement without fear, shrugging off panicked arrows and cannon fire with little more than a malicious chuckle.
Across the Prime Innerlands of Shyish, the name Big Drogg Fort-kicka is dreaded. Admittedly, this is as much for the Gatebreaker’s grievous halitosis – a side effect of eating decomposing corpses – as his skill at destroying cities. Drogg is known to many undead tyrants, who willingly offer him a portion of their servants to consume in return for his aid. Yet Drogg’s true goal has always been to get close enough to Nagash to clobber him in a show of strength. The Great Necromancer’s shattering at the hands of the Lumineth has set this plan back. Taking this as a personal insult, Drogg has vowed revenge. He eagerly hires his services out to any undead wishing to fight the aelves – and he has no shortage of clients. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
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KEYWORDS | RAMPAGE |
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The INFANTRY keyword is used in the following Ironjawz warscrolls:
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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 BRUTE keyword is used in the following Ironjawz warscrolls:
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KEYWORDS | PRAYER |
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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. | ||
The IRONJAWZ and INFANTRY keywords are used in the following Ironjawz warscrolls:
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
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The UNIQUE keyword is used in the following Ironjawz warscrolls:
The WARMASTER keyword is used in the following Ironjawz warscrolls:
The MONSTER keyword is used in the following Ironjawz warscrolls:
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When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying! | ||
The FLY keyword is used in the following Ironjawz warscrolls:
The MAW-KRUSHA keyword is used in the following Ironjawz warscrolls:
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KEYWORDS | CORE, MOVE, CHARGE |
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KEYWORDS | CORE, MOVE, CHARGE |
The warscrolls using DESTRUCTION keyword can be found in the following Factions:
Destruction: Bonesplitterz, Gloomspite Gitz, Ironjawz, Kruleboyz, Ogor Mawtribes, Sons of Behemat.The DESTRUCTION keyword is used in the following warscrolls:
The WARD keyword is used in the following Ironjawz warscrolls:
The KRULEBOYZ keyword is used in the following Ironjawz warscrolls:
The MAW‑GRUNTA keyword is used in the following Ironjawz warscrolls:
The MAW‑GRUNTA keyword is used in the following Ironjawz warscrolls:
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The CHAMPION keyword is used in the following Ironjawz warscrolls:
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. | ||
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There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase. Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST. | ||
The BRUTE keyword is used in the following Ironjawz warscrolls:
The INFANTRY and HERO keywords are used in the following Ironjawz warscrolls:
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KEYWORDS | SPELL |
The MANIFESTATION keyword is used in the following Ironjawz warscrolls:
The ENDLESS SPELL keyword is used in the following Ironjawz warscrolls:
The KRULEBOYZ and WIZARD keywords are used in the following Kruleboyz warscrolls:
The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls: