The warclans of the orruks are a big green fist that slams into the guts of the Mortal Realms with each new day. Followers of Gorkamorka, the god of destructive, primal violence, they fight purely for the savage joy of fighting. Ironjaw and Bonesplitter alike are caught up in a tidal wave of violence that smashes entire civilisations to rubble.
This page contains all of the rules you need to field your Kruleboyz miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:Contents | ||
| Book | Kind | Edition | Last update | |
Orruk Warclans | ||||
Orruk Warclans | Battletome | 4 | December 2024 | |
Battle Profiles | ||||
Battle Profiles | Rulebook | 4 | November 2025 | |
Rules Updates | ||||
Rules Updates | Rulebook | 4 | November 2025 | |
Legends compendium | ||||
Legends compendium | Warscroll | 4 | October 2025 | |
Regiments of Renown | ||||
Regiments of Renown | Warscroll | 4 | September 2025 | |
Grotmas Advent: Regiments of Renown | ||||
Grotmas Advent: Regiments of Renown | Warscroll | 4 | September 2025 | |
Flesh-eater Courts | ||||
Flesh-eater Courts | Battletome | 4 | August 2025 | |
Kharadron Overlords | ||||
Kharadron Overlords | Battletome | 4 | July 2025 | |
Scourge of Ghyran - Kruleboyz | ||||
Scourge of Ghyran - Kruleboyz | Expansion | 4 | May 2025 | |
Gloomspite Gitz | ||||
Gloomspite Gitz | Battletome | 4 | March 2025 | |
Sons of Behemat | ||||
Sons of Behemat | Faction Pack | 4 | January 2025 | |
| Q: | When using the ‘Notorious Bosses’ ability, can I give a target a heroic trait that another unit already has? |
| A: | No. |
| Q: | Can each part of the Foot of Gork use the ‘Wandering Destruction’ ability each turn? |
| A: | No. This is a single manifestation with multiple parts, so it can only use that ability once in each turn. |
| Q: | Can I use the ‘Drag ’Em Out’ ability to remove an enemy INFANTRY HERO from garrisoning a faction terrain feature? |
| A: | Yes. |
Kruleboyz armies can use the following abilities:
Passive |
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Once Per Turn (Army), Any Charge Phase |
| KEYWORDS | DIRTY TRICK |
Once Per Turn (Army), Your Hero Phase |
| KEYWORDS | DIRTY TRICK |
Once Per Turn (Army), Your Movement Phase |
| KEYWORDS | DIRTY TRICK |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | DIRTY TRICK |
You can pick 1 of the following battle formations for a Kruleboyz army. Each battle formation grants a different ability you can use in the battle.
| Name | Points |
| Kruleboyz Klaw | 0 |
| Light Finga | 0 |
| Middul Finga | 0 |
| Trophy Finga | 0 |
| Swamphorde Bullies | 30 |
| Badmouthing Baiterz | 0 |
Passive |
Passive |
Your Shooting Phase |
Passive |
Swamphorde Bullies Once Per Turn (Army), Any Combat Phase |
Badmouthing Baiterz Once Per Turn (Army), Your Shooting Phase |
| KEYWORDS | DIRTY TRICK |
End of Any Turn |
Any Combat Phase |
Passive |
Once Per Battle, Reaction: Opponent declared an ATTACK ability |
Passive |
Once Per Battle, Any Combat Phase |
Monstrous Traits Passive |
Once Per Battle, Enemy Hero Phase |
Passive |
Your Hero Phase | 5 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SPELL, SUMMON |
Your Hero Phase | 5 |
| KEYWORDS | SPELL, SUMMON |
Your Hero Phase | 5 |
| KEYWORDS | SPELL, SUMMON |
ROSTER OPTIONS
KRULEBOYZ HEROES included in this Army of Renown can only include KRULEBOYZ units in their regiment, and IRONJAWZ HEROES included in this Army of Renown can only include IRONJAWZ units in their regiment. If your army includes Kragnos, the End of Empires, he can include either KRULEBOYZ units or IRONJAWZ units in his regiment (but not both), and he counts as a Hero from that faction for the purposes of needing to have one regiment led by an IRONJAWZ HERO for each regiment led by a KRULEBOYZ HERO and vice versa. | ||
Once Per Battle, Deployment Phase |
Once Per Turn, Your Hero Phase |
Passive |
Once Per Turn, Your Movement Phase |
Passive |
Once Per Battle, Your Hero Phase |
| KEYWORDS | BRUTAL KUNNIN’ |
Once Per Battle, Your Hero Phase |
| KEYWORDS | BRUTAL KUNNIN’ |
Once Per Battle, Your Hero Phase |
| KEYWORDS | BRUTAL KUNNIN’ |
Passive |
Your Hero Quest | 7 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
Your Hero Phase | 7 |
| KEYWORDS | SPELL, SUMMON |
ROSTER OPTIONS
| ||
Passive |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
Once Per Turn (Army), Your Movement Phase |
Passive |
Once Per Battle, Your Hero Phase |
Your Hero Phase | 7 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 7 |
| KEYWORDS | SPELL, SUMMON |
Here, you will find additional rules to use with an Orruk Warclans army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into the following sections: the Anvil of Apotheosis, Paths for lronjawz units and Paths for Kruleboyz units.
| Your Hero's Warscroll You can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | ||
| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted. After the Anvil of Apotheosis, you will find 2 Paths each for Ironjawz and Kruleboyz units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Ascension). | ||
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Grinnin' Blades -4DP
OUT OF THE MISTS: The shamans of the Grinnin' Blades conceal their numbers in a thick,obscuring fog.
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Big Yellers -4DP
ONLY DA BEST: The crossbows of the Big Yellers are just that bit better than those of other Kruleboyz - not that the rival warclans would ever admit it.
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Skulbugz -4DP
SUPER KREEPY: Covered in scuttling bugs and surrounded by an unnatural stink, this orruk is just plain off-putting.
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Origins
MONSTA-KILLA: This warrior is trained in the ways of the notorious Monsta-killaz and thinks fighting the biggest beasts is a ‘propa lark’. Effect: Roll a dice. On a 1, nothing happens. On a 2-5, inflict D6 mortal damage on the target. On a 6, inflict 2D6 mortal damage on the target.
EXTREMELY LOUD: This orruk never speaks at anything less than deafening, spittle-spraying volume. It makes enemy commanders that bit harder to hear.
A KNACK FOR KILLIN’: Some orruks claim that this boss is blessed by the Twin-Headed God and has the power to kill literally anything. Others say that they're just lucky.
OBSESSED WITH VIOLENCE: It is said that this orruk has fought every day of their life and only ever thinks of finding the next brawl. | ||||||||||||||||||
Battle MountsBattle Mount -12DP SLUDGERAKER BEAST: Sludgerakers are especially vile creatures, just like the bosses that ride these loping monsters into battle. Add the following weapon to your hero’s warscroll:
In addition, make the following changes to your hero’s warscroll:
Battle Mount -20DP CORPSE-RIPPA VULCHA: A Kruleboy who bends a Corpse-rippa Vulcha to their will commands the respect of their mates. Add the following weapon and ability to your hero’s warscroll:
In addition, make the following changes to your hero’s warscroll:
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Path of The Most Kunnin'(KRULEBOYZ HERO only)ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
SLIPPERY: No one can pin this boss down for long - not even their own ladz
HIGHLY ACQUISITIVE: When this boss wants something, they'll do anything to get it.
MORKISH KNOWLEDGE: Too long spent wandering the swamps and muttering to the mires has deepened this orruk's strange powers.
I'LL STAB DA 'URTY BITZ!: No matter who or what this boss fights, there's always one tactic they can rely on.
YOU STAB DA SOFT BITZ!: This boss has an eye for weakness and a talent for pointing it out to their underlings. Effect: Roll a dice. On a 2+, the target’s melee weapons have Anti-INFANTRY (+1 Rend) until the start of your next turn.
JUST YOU TRY IT: With, blades at the ready, this boss goads their enemies into a reckless charge. Effect: For the rest of the turn, each time an enemy unit uses a CHARGE ability and ends the move within 1" of the target, inflict D3 mortal damage on that enemy unit.
DISCONCERTING STARE: Something in this boss's evil-eyed glare gives even hardened veterans a moment's pause.
UTTERLY UNSCRUPULOUS: This boss's lack of honour is legendary. Take your eye off them for a moment and it will be your doom. | ||||||||||||||||||||||||||||||||||
Path of Da Sneak(non-HERO KRULEBOYZ unit only)ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
MERELY PRETENDING: These orruks feign injury with a mind to catch their opponents by surprise later.
BOO! HAW HAW HAW...: Masters of skare taktikz, these orruks leave their enemies jumpy.
HIT DA DIRT!: Whether hiding behind shields or dropping to the entire, these orruks are difficult to pin down with ranged weapons.
FEIGNED FLIGHT: 'It ain't runnin' away if ya turn around and stab 'em again...'
LET'S GET 'EM, BOSS!: These ladz feel considerably more secure when skulking about in the shadow of their boss.
WE'LL LOOK AFTER DISI: Having convinced their boss they're the best at bringing up the rear, these orruks aren't about to embarras themselves by letting the boss down.
PRACTICALLY GORKISH: These ladz love to get stuck in, and their entusiasm for Gorkish, krumpin' is practically infectious to their fellow Kruleboyz.
CULL 'EM ALL: By using tricksy traps and vicious violence, these orruks can quickly butcher even overbearing numbers. | ||||||||||||||||||||||||||||||||||
The non-UNIQUE IRONJAWZ and HERO keywords are used in the following Ironjawz warscrolls:
Once Per Battle, Deployment Phase |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
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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. | ||
Your Shooting Phase |
| KEYWORDS | CORE, ATTACK, SHOOT |
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
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The KRULEBOYZ and INFANTRY keywords are used in the following Kruleboyz warscrolls:
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
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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. | ||
Once Per Turn (Army), Your Movement Phase |
| KEYWORDS | DIRTY TRICK |
The HERO keyword is used in the following Kruleboyz warscrolls:
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RUN |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
The non-HERO KRULEBOYZ and INFANTRY keywords are used in the following Kruleboyz warscrolls:
Passive |
The non-WIZARD KRULEBOYZ keyword is used in the following Kruleboyz warscrolls:
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Reaction: Opponent declared a SPELL ability |
| KEYWORDS | UNBIND |
The MONSTER keyword is used in the following Kruleboyz warscrolls:
The KRULEBOYZ and WIZARD keywords are used in the following Kruleboyz warscrolls:
The warscrolls using HERO and IRONJAWZ keywords can be found in the following Factions:
Destruction: Ironjawz, Kruleboyz.The HERO and IRONJAWZ keywords are used in the following warscrolls:
The warscrolls using HERO and KRULEBOYZ keywords can be found in the following Factions:
Destruction: Ironjawz, Kruleboyz.The HERO and KRULEBOYZ keywords are used in the following warscrolls:
The warscrolls using IRONJAWZ keyword can be found in the following Factions:
Destruction: Ironjawz, Kruleboyz.The IRONJAWZ keyword is used in the following warscrolls:
The warscrolls using KRULEBOYZ keyword can be found in the following Factions:
Destruction: Ironjawz, Kruleboyz.The KRULEBOYZ keyword is used in the following warscrolls:
| The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature. | ||
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle. | ||
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The WIZARD keyword is used in the following Kruleboyz warscrolls:
The non-HERO INFANTRY keyword is used in the following Kruleboyz warscrolls:
Your Hero Phase |
| KEYWORDS | PRAYER, UNLIMITED |
Once Per Battle, Your Hero Phase | 7 |
| KEYWORDS | PRAYER |
The HERO and MONSTER keywords are used in the following Kruleboyz warscrolls:
The INFANTRY keyword is used in the following Kruleboyz warscrolls:
The HERO keyword is used in the following Kruleboyz warscrolls:
The INFANTRY keyword is used in the following Kruleboyz warscrolls:
The DESTRUCTION keyword is used in the following Kruleboyz warscrolls:
The KRULEBOYZ keyword is used in the following Kruleboyz warscrolls:
The KRULEBOYZ and HERO keywords are used in the following Kruleboyz warscrolls:
The non-HERO KRULEBOYZ keyword is used in the following Kruleboyz 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. | ||
The HERO and INFANTRY keywords are used in the following Kruleboyz warscrolls:
Contents | ||