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 Orruk Warclans miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.Book | Kind | Edition | Last update | |
Orruk Warclans | ||||
Orruk Warclans | Battletome | 3 | February 2024 | |
Battlescroll: Impending Vermindoom | ||||
Battlescroll: Impending Vermindoom | Rulebook | 3 | April 2024 | |
Regiments of Renown | ||||
Regiments of Renown | Warscroll | 3 | February 2024 | |
Dawnbringers Book II: Reign of the Brute | ||||
Dawnbringers Book II: Reign of the Brute | Expansion | 3 | February 2024 | |
Daggok’s Stab-Ladz | ||||
Daggok’s Stab-Ladz | Warscroll | 3 | January 2024 | |
Warcry: Kruleboyz Monsta-killaz | ||||
Warcry: Kruleboyz Monsta-killaz | Warscroll | 3 | October 2023 | |
Dawnbringers Book I: Harbingers | ||||
Dawnbringers Book I: Harbingers | Expansion | 3 | June 2023 | |
Season of War: Thondia | ||||
Season of War: Thondia | Expansion | 3 | January 2023 | |
Warhammer Underworlds: Harrowdeep | ||||
Warhammer Underworlds: Harrowdeep | Warscroll | 3 | October 2021 | |
Compendium: Monstrous Arcanum | ||||
Compendium: Monstrous Arcanum | Expansion | 3 | August 2021 | |
Warhammer Legends: Monstrous Arcanum | ||||
Warhammer Legends: Monstrous Arcanum | Expansion | 3 | August 2021 | |
Warhammer Legends: Grand Alliance Destruction | ||||
Warhammer Legends: Grand Alliance Destruction | Index | 3 | August 2021 | |
Ironsunz | ||||
Ironsunz | White Dwarf | 2 | February 2020 |
Q: | If Kragnos is included in an Orruk Warclans, Gloomspite Gitz, Ogor Mawtribes or Sons of Behemat army, does he benefit from the allegiance abilities of those armies? |
A: | No. |
Q: | Can I use the ‘Tireless Trackers’ battle trait to move the same unit multiple times? |
A: | No. |
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This section describes the allegiance abilities available to an Orruk Warclans army. The rules for using allegiance abilities can be found in section 27.0 of the core rules.
The different Kruleboyz warclans each have their own distinct methods of waging war.
You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All KRULEBOYZ units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.The weapons used by Kruleboyz are smeared with toxins extracted from poison sludge, venomous swamp creatures and the orruks’ own spit, so the wounds they inflict quickly become infected.
If the unmodified hit roll for an attack made by a KRULEBOYZ ORRUK model is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a wound roll or save roll). This ability has no effect on attacks made by a mount unless noted otherwise.In typically Morky fashion, Kruleboyz wait until they have the enemy surrounded before calling a Waaagh! - and when they do, the enemy’s fate is usually sealed.
Once per battle, in the combat phase, when you pick a friendly KRULEBOYZ general to fight, you can say that they are calling a Kruleboyz Waaagh!. If you do so, pick up to 2 other friendly KRULEBOYZ units wholly within 18” of that general and that have not yet fought in that combat phase. That general and the units you picked can fight one after the other in the order of your choice.Kruleboyz will use whatever devious and dastardly means they can to gain the upper hand over the foe.
After the players have received their starting command points but before the start of the first turn, you can pick 2 different Dirty Tricks to employ during the battle:KILLABOSS, SNATCHABOSS or BREAKA-BOSS only.
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KRULEBOYZ HERO only.
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The different Ironjawz warclans each have their own distinct methods of waging war.
You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All IRONJAWZ units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.Ironjawz don’t mess around; they throw themselves into the fray when their boss bellows ‘Waaagh!’.
Once per battle, at the start of your charge phase, you can pick 1 friendly IRONJAWZ general on the battlefield and say that they are calling an Ironjawz Waaagh!. Until the end of that turn, add 1 to charge rolls for friendly IRONJAWZ units and improve the Rend characteristic of melee weapons used by friendly IRONJAWZ units by 1.The Ironjawz won’t let anything get between them and a good scrap.
You can use this command ability in your hero phase. The model that issues the command must be an IRONJAWZ model and the unit that receives the command must be an IRONJAWZ unit.When one Ironjawz mob smashes up the enemy, it inspires other mobs to do the same.
In the combat phase, after a friendly IRONJAWZ unit has fought, if any enemy units were destroyed by an attack made by that unit, you can pick 1 friendly IRONJAWZ unit that has not yet fought in that combat phase and that is within 3" of an enemy unit. That friendly IRONJAWZ unit fights immediately.Brutal WarlordsMEGABOSS and TUSKBOSS only.
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Champions of the WeirdIRONJAWZ WIZARD only.
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MEGABOSS and TUSKBOSS only.
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Ironjawz WarclansIronsunzTactically gifted so far as orruks go, the Ironsunz have learnt to trick the enemy into thinking they are slow and ponderous by advancing at a steady pace, before exploding into a sudden, ground-shaking charge. Alright, Get ’Em!: At a bellowed command, the Ironsunz suddenly launch themselves at their foes, catching them utterly off guard.You can use this command ability at the end of the enemy charge phase. The unit that receives the command must be a friendly IRONSUNZ unit that is within 12" of an enemy unit and more than 3" from all enemy units. That IRONSUNZ unit can attempt a charge. BloodtoofsThe Bloodtoofs hold to a simple philosophy: the first orruk into the fight gets to experience the best of the scrapping. Clearly, riding a hungry grunta is often the ideal way to achieve just that. Hunt and Crush: Bloodtoofs Gore-gruntas eagerly smash their way through anybody foolish enough to stand before them.At the end of the combat phase, friendly BLOODTOOFS GORE-GRUNTAS units that fought in that phase and are within 3" of any enemy units can make a pile-in move. In addition, those that fought but are not within 3" of any enemy units can each make a normal move or attempt a charge. Da ChoppasDa Choppas revel in brutal acts of vandalism. Whooping and howling at the tops of their voices, vast mobs of Ardboys charge forwards in a rowdy scrum, worked into a frenzy by the warclan’s many Warchanters. Rabble Rousers: Da Choppas Warchanters are old hands at whipping the lads into a frenzy.When you use the Violent Fury ability of a friendly DA CHOPPAS WARCHANTER, you can pick up to 3 different friendly DA CHOPPAS BRUTES units or DA CHOPPAS ARDBOYS units, in any combination, to be affected by the ability instead of 1 friendly IRONJAWZ unit. | ||
The different Bonesplitterz warclans each have their own distinct methods of waging war.
You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All BONESPLITTERZ units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction (pg 93). If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.Bonesplitterz daub themselves with warpaint that they believe safeguards them from harm. Their collective conviction is so great that these markings actually do protect them; arrows, blades and even bolts of magic are all deflected by this aura of faith.
Friendly BONESPLITTERZ units have a ward of 6+.When the Bonesplitterz sound a Waaaghl, their warpaint blazes with a ferocious energy, ’scaring off’ the attacks of the enemy and granting the orruks uncanny protection.
Once per battle, at the start of the combat phase, you can pick 1 friendly BONESPLITTERZ general on the battlefield and say that they are calling a Bonesplitterz Waaagh!. If you do so, until the end of that phase, friendly Bonesplitterz units have a ward of 4+ instead of 6+.When a Bonesplitterz orruk gets stuck into the fight with the rest of da boys, he is carried along on the wave of infectious battle-lust that sees him raining down blows on the foe with even wilder abandon.
If the unmodified hit roll for an attack made with a melee weapon by a friendly BONESPLITTERZ unit is 6, that attack scores 2 hits on the target instead of 1 (make a wound roll and save roll for each hit).A Bonesplitterz warclan moves at a relentless pace when hunting its prey, appearing suddenly and giving the enemy no time in which to prepare.
After deployment but before the first battle round begins, half of the BONESPLITTERZ units in your army (rounding up) can move up to 5". If both players can move units before the first battle round begins, they must roll off, and the winner chooses who moves their units first.Savage WarlordsSAVAGE BIG BOSS only.
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Shamanistic QuirksBONESPLITTERZ WIZARD only.
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Boss Bones and other GubbinzBONESPLITTERZ HERO only.
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Reservoirs of Waaagh! EnergyBONESPLITTERZ WIZARD only.
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Bonesplitterz WarclansBonegrinzThe Bonegrinz insist that they are the best beast hunters around, and anyone who disagrees is likely to get an arrow in the gob. The warclan swamps the battlefield with massive numbers of Arrowboys and Savage Orruks, relying on weight of numbers to batter their foes into submission. Barrage of Arrows: Though they are not great at hitting anything they are actually aiming at, Bonegrinz Arrowboys fill the sky with so many missiles that it rarely makes much difference.Add 1 to the Attacks characteristic of missile weapons used by friendly BONEGRINZ SAVAGE ORRUK ARROWBOYS. IceboneThe Icebone hail from the frozen tundras of Ghur. Rampaging forth on white-furred war boars, they swing weapons crafted from supernatural ice that chill their foes’ blood in their veins. Freezing Strike: Icebone orruks are armed with weapons made from ice infused with Waaagh! energy that are capable of freezing whatever they hit.If the unmodified wound roll for an attack made with a melee weapon by a friendly ICEBONE model is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a save roll). DrakkfootNo warclan channels the weird magic of Gorkamorka with as much potency as the Drakkfoot. Crazed zealots, they believe their holy mission is to rid the realms of gheists and daemons. They aim to do this by zapping the ‘spookz’ with Waaagh! magic and bashing them with enchanted weapons. Strength of Purpose: The zealous self-belief of Drakkfoot orruks disrupts the magic of daemons and turns spirits corporeal just long enough for the orruks to hit them.Ward rolls cannot be made for wounds and mortal wounds caused by attacks made by friendly DRAKKFOOT units. | ||
A Big Waaagh! is made up of orruks of all stripes, each with their own distinct ways of krumpin’ the foe.
A Big Waaagh! army uses the following 3 battle traits in addition to the other battle traits below:The leaders of a Big Waaagh! know that a rousing chorus of ’Ere We Go does wonders for stoking the power of the Waaagh!
This is a heroic action that you can carry out with 1 friendly ORRUK WARCLANS HERO instead of picking 1 from the table in the core rules. If you do so, roll a dice. If the roll is greater than the number of the current battle round, you receive a number of Waaagh! points equal to the number of the current battle round. For example, in the third battle round, on a roll of 4+, you would receive 3 Waaagh! points.When orruks gather together as part of a Big Waaagh!, the power of Gorkamorka builds in them over time, reaching a climax of violent energy that is eventually unleashed with utterly destructive results.
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Regardless of the type of Orruk Warclans army you chose, you can pick 1 ORRUK WARCLANS HERO with a mount in your army to have 1 of the following mount traits.
Choose Yer Ride
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Lore of the SwampKRULEBOYZ WIZARD (including Unique units) only.
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Lore of the WeirdIRONJAWZ WIZARD (including Unique units) only.
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Lore of the Savage BeastBONESPLITTERZ WIZARD (including Unique units) only.
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When you pick the Orruk Warclans faction for your army, you can say that it will be a Grunta Stampede army of renown. If you do so, use the rules in this section. Every unit in your army must have the ORRUK WARCLANS keyword and either the MAW-GRUNTA or GORE-GRUNTAS keyword. Every unit in your army gains the GRUNTA STAMPEDE keyword.
Grunta Waaagh!Just before the stampede crashes headlong into the enemy lines, the Tuskboss bellows a mighty ‘Waaagh!’, encouraging the ladz and their steeds cause as much carnage as possible with their impact. Once per battle, at the start of your charge phase, you can pick 1 friendly MAW-GRUNTA general on the battlefield and say that they are calling a Grunta Waaagh!. If you do so, until the end of that phase, each time a friendly MAW-GRUNTA unit finishes a charge move, roll a dice for each enemy unit within T of any models in that MAW-GRUNTA unit. On a 3+, that enemy unit suffers D3 mortal wounds.Hogs of WarOther gruntas race at the flanks of the Maw-gruntas, eager to crunch down on the gory mess caused by the rampages of their larger cousins. Friendly GORE-GRUNTAS units gain the Battleline battlefield role. | ||
Rampaging Maw-gruntasWhen you carry out a monstrous rampage with a friendly MAW-GRUNTA, you can carry out 1 of the monstrous rampages below instead of any other monstrous rampage you can carry out with that unit.
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Tip Of Da TuskTUSKBOSS general only.
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Supa-snortaz
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Stuff From Da StyTUSKBOSS only.
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Where’z We Goin’?Grunta Stampede army only.
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Wot’s Next?Grunta Stampede army only.
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The following section includes rules for your Path to Glory campaign if you are using an Orruk Warclans army.
When you choose the Orruk Warclans faction for your Path to Glory army, you must choose which type of Orruk Warclans army it will be. An Orruk Warclans army cannot change its type during its Path to Glory campaign.Your aim as an orruk boss in a Path to Glory campaign is to ransack neighbouring civilised lands and eventually become the leader of your own Big Waaagh!, bringing untold destruction to the Mortal Realms. | ||
Rival warclan units can be given enhancements from the appropriate enhancement table in this book. For example, if your Orruk Warclans army is a Kruleboyz army and there is a MEGABOSS on your order of battle, that Megaboss can be given an artefact of power from the Da Boss’s Hoard table. | ||
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An Orruk Warclans army doesn’t stay in one place for very long; it is always on the move, looking for new lands to overrun and new settlements to destroy. | ||
QUEST Ransack‘Smash it all down and nick their stuff!’ At the end of a Path to Glory battle, you complete this quest if you won a major victory.Pick 1 territory you control that can be ransacked and follow the instructions for ransacking it on the Orruk Warclans Territories table. Then, remove the territory from your roster. | ||
QUEST Break da BeastThe beasts ridden by orruks are wild of heart, and only the most formidable warriors can truly tame them. Pick 1 unit from your order of battle that has a mount but does not have a mount trait enhancement, and pick 1 mount trait from the Choose Yer Ride table. Note these down in your quest log.At the end of a Path to Glory battle, you complete this quest if that unit destroyed any enemy units during the battle. When you complete this quest, you can add the mount trait you picked to your vault but it can only be given to the unit you picked when you embarked on this quest (note down the name of the unit next to the mount trait). If that unit is removed from your order of battle, then remove the mount trait from your vault too. | ||
QUEST Tornado of DestructionThe best way for an orruk warlord to get more lads to join their Big Waaagh! is by overrunning and destroying the settlements built by the puny races. At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log if you won a minor victory, and add 3 quest points if you won a major victory.Once you have gained 3 or more quest points, you can fight Path to Glory battles using the ‘Tornado of Destruction’ battleplan. If you win a minor victory or major victory in that battleplan, you complete this quest. The rewards of completing this quest are listed in the battleplan. | ||
QUEST Monster HuntA group of Bonesplitterz in your army seek to hunt and kill a mighty monster in the vicinity to harness its spirit and bolster their strength. At the end of a Path to Glory battle, roll a dice for each friendly unit wholly within enemy territory. Add 2 to the roll for BONESPLITTERZ units. For each 4+, you discover 1 clue to the monster’s whereabouts. Keep a tally of how many clues you discover.Once you have discovered 3 or more clues, you can fight Path to Glory battles using the ‘Monster Hunt’ battleplan. If you win a minor victory or major victory in that battleplan, you complete this quest. The rewards of completing this quest are listed in the battleplan. | ||
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Battleplan Tornado of DestructionYour warclan has been looking for a good scrap for ages, and at last they have found opponents who seem like they could put up a decent fight. What’s more, the gits seem determined to protect their puny buildings and idols. The prospect of a good punchup and the chance to inflict a bit of mindless violence has filled your boys with glee, and they can hardly wait to get stuck in! QUEST BATTLEPLAN This battleplan is used with the Path to Glory battlepack in the Core Book. You can use this battleplan if one player is using an Orruk Warclans army, has embarked on the Tornado of Destruction quest and has earned 3 or more quest points.THE ARMIES The player embarked on the Tornado of Destruction quest is the Orruk player and their opponent is the guardian. The Orruk player must use an Orruk Warclans army.After they have picked their army, the Orruk player can pick 1 friendly WIZARD to know the Gorkamorka Stomp! spell (see below) in addition to the other spells they know. THE BATTLEFIELD The Orruk player chooses which long edge of the battlefield is the northern edge and then sets up the battlefields terrain features. At least 6 terrain features must be set up: at least 3 in the eastern half and at least 3 in the western half.The guardian then chooses which half of the battlefield will be their territory. The terrain features in that half represent the locations that the guardian is defending from the orruks. FACTION TERRAIN The guardian can set up a faction terrain feature.DEPLOYMENT The Orruk player sets up their army first, wholly within their territory and more than 9" from enemy territory. Then the guardian sets up their army, wholly within their territory and more than 9" from enemy territory.LIVING BULWARK At the start of their hero phase, the guardian can pick up to D3 friendly units wholly within 18" of their general. Until their next hero phase, those units cannot make normal moves, run, retreat or make charge moves, but the guardian can add 1 to hit rolls for attacks made by those units and add 1 to save rolls for attacks that target those units.VANDALISM At the start of their hero phase, the Orruk player can pick 1 terrain feature that is wholly within the guardian’s territory and within 3" of a friendly unit, and attempt to vandalise it. If they do so, each player rolls a dice and adds the number of friendly models they have within 3" of that terrain feature to the roll. If the Orruk player rolls higher, then the feature has been vandalised.GORKAMORKA STOMP! At the caster’s demand, a gigantic green foot descends from the skies and proceeds to smash the terrain beneath it to dust!The Gorkamorka Stomp! is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 terrain feature within range and visible to the caster, and roll 2D6. If the roll is equal to or greater than the distance between the caster and the terrain feature, then the terrain feature has been vandalised (see above). BATTLE LENGTH The battle lasts for 5 battle rounds or until one player wins a major victory.GLORIOUS VICTORY The Orruk player wins a major victory if all of the terrain features wholly within the guardian’s territory have been vandalised. The guardian wins a major victory if every unit in the Orruk army has been destroyed.If neither player has won a major victory by the end of the fifth turn, the Orruk player wins a minor victory if at least half of the terrain features wholly within the guardian’s territory have been vandalised, and the guardian wins a minor victory if fewer than half of the terrain features wholly within their territory have been vandalised. PATH TO GLORY REWARDS If the Orruk player wins the battle, they can ransack 1 territory they control. In addition, In step 7 of the aftermath sequence, they can add 1 new unit to their Order of battle, That unit must be a rival warclans unit.
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Battleplan Monster HuntYour lads have cornered an enemy force that includes a large number of stompy beasts. You have set your eye on these monsters, reasoning that their remains would make flashy trophies indeed. Of course, the enemy will try and stop you from taking them, but that will just make the impending scrap a lot more fun! QUEST BATTLEPLAN This battleplan is used with the - Path to Glory battlepack in the Core Book. You can use this battleplan if one player is using an Orruk Warclans army, has embarked on the Monster Hunt quest and has earned 3 or more clues.THE ARMIES The player embarked on the Monster Hunt quest is the Orruk player and their opponent is the quarry. The Orruk player must use an Orruk Warclans army. 1 in every 4 units in the quarry’s army must be MONSTERS.THE BATTLEFIELD The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge.FACTION TERRAIN The quarry can set up a faction terrain feature.DEPLOYMENT The quarry sets up their army first, wholly within their territory. Then, the Orruk player sets up each of their units wholly within 6" of the edge of the battlefield.FIRST TURN The Orruk player chooses which player takes the first turn in the first battle round.THRILL OF THE HUNT The orruks are filled with the thrill of the hunt, which has driven any thoughts of self-preservation from their minds.Do not take battleshock tests for ORRUK units in the Orruk Warclans army. SAVAGE BEASTS The monsters in the quarry’s army are particularly aggressive and savage examples of their kind.Add 1 to hit rolls for attacks made by MONSTERS in the quarry’s army. BATTLE LENGTH The battle lasts for 5 battle rounds or until one player wins a major victory.GLORIOUS VICTORY The Orruk player wins a major victory if all of the MONSTERS in the quarry’s army are slain. The quarry wins a major victory if every unit in the Orruk Warclans army is destroyed.If neither player has won a major victory by the end of the fifth turn, the Orruk player wins a minor victory if at least half of the MONSTERS in the quarry’s army have been slain, and the quarry wins a minor victory if fewer than half of the MONSTERS in their army have been slain. PATH TO GLORY REWARDS If the Orruk player wins the battle, they can pick 1 ORRUK WARCLANS unit in their army that destroyed a MONSTER during the battle to be rewarded. In step 3 of the aftermath sequence, that unit gains the number of renown points needed for it to earn the next rank. A unit cannot be picked if its rank is already ‘Legendary Veteran Warriors’ or ‘Mighty Hero’. If there are no eligible units for the Orruk player to pick, they receive D6 glory points instead.
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If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.
WOT’S DA PLAN? Orruk Warclans army only.
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BATTLE TACTICS Orruk Warclans army only.
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The ORRUK WARCLANS keyword is used in the following Orruk Warclans warscrolls:
The KRULEBOYZ keyword is used in the following Orruk Warclans warscrolls:
The IRONJAWZ keyword is used in the following Orruk Warclans warscrolls:
The BONESPLITTERZ keyword is used in the following Orruk Warclans warscrolls:
The KRULEBOYZ and WIZARD keywords are used in the following Orruk Warclans warscrolls:
The KRULEBOYZ and ORRUK keywords are used in the following Orruk Warclans warscrolls:
Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit. | ||
The KILLABOSS keyword is used in the following Orruk Warclans warscrolls:
The SNATCHABOSS keyword is used in the following Orruk Warclans warscrolls:
The BREAKA-BOSS keyword is used in the following Orruk Warclans warscrolls:
The KRULEBOYZ and HERO keywords are used in the following Orruk Warclans warscrolls:
You do not have to pick a target for a charge attempt before making the charge roll. | ||
The GRINNIN’ BLADES keyword is used in the following Orruk Warclans warscrolls:
The BIG YELLERS and ORRUK keywords are used in the following Orruk Warclans warscrolls:
The SKULBUGZ keyword is used in the following Orruk Warclans warscrolls:
The SKULBUGZ and MONSTER keywords are used in the following Orruk Warclans warscrolls:
The MEGABOSS keyword is used in the following Orruk Warclans warscrolls:
The IRONSUNZ keyword is used in the following Orruk Warclans warscrolls:
The DA CHOPPAS and BRUTES keywords are used in the following Orruk Warclans warscrolls:
The BONESPLITTERZ and WIZARD keywords are used in the following Orruk Warclans warscrolls:
The BONESPLITTERZ and HERO keywords are used in the following Orruk Warclans warscrolls:
The ICEBONE keyword is used in the following Orruk Warclans warscrolls:
The DRAKKFOOT keyword is used in the following Orruk Warclans warscrolls:
The ORRUK WARCLANS and HERO keywords are used in the following Orruk Warclans warscrolls:
The ORRUK keyword is used in the following Orruk Warclans warscrolls:
The ORRUK and WIZARD keywords are used in the following Orruk Warclans warscrolls:
The MONSTER keyword is used in the following Orruk Warclans warscrolls:
The KRULEBOYZ and MONSTER keywords are used in the following Orruk Warclans warscrolls:
The MAW-GRUNTA keyword is used in the following Orruk Warclans warscrolls:
The GRUNTA STAMPEDE keyword is used in the following Orruk Warclans warscrolls:
The HERO keyword is used in the following Orruk Warclans warscrolls:
The warscrolls using MEGA-GARGANT keyword can be found in the following Factions:
Destruction: Gloomspite Gitz, Sons of Behemat.The MEGA-GARGANT keyword is used in the following warscrolls:
The WIZARD keyword is used in the following Orruk Warclans warscrolls:
If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests. | ||
A player’s starting army is made up of the units from the army that were set up before the first battle round, including any reserve units. Units that are added to a player’s army after the battle has begun are not included, and neither are units that have been destroyed and subsequently returned to play. | ||