Leader, Behemoth
Canniest and gnarliest of all Swampcalla Shamans, Gobsprakk is heralded by the Kruleboyz as the Prophet of Mork. Bedecked in the gruesome remains of rival wizards, he has a flair for wreaking arcane devastation, and can rely on his hideous steed Killabeak to shred the enemy when the fighting gets up close and personal.
Bogbark Staff |
| Bogbark Staff | 3" | 2 | 3+ | 3+ | -1 | D3 |
Beak and Flesh-tearing Talons |
| Beak and Flesh-tearing Talons | 1" | | 4+ | 3+ | -1 | 2 |
Stinger |
| Stinger | 1" | 1 | 3+ | | -1 | D6 |
Back-up Stabba |
| Back-up Stabba | 1" | 2 | 4+ | 4+ | - | 1 |
0-5 | 14" | 5 | 2+ |
6-8 | 12" | 4 | 3+ |
9-11 | 10" | 3 | 4+ |
12+ | 8" | 2 | 5+ |
Unit Size: 1 Points: 240
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single, Unique
Gobsprakk, the Mouth of Mork, is armed with a Bogbark Staff.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase. If this unit is part of an Orruk Warclans army, it knows all of the spells from the
Lore of the Swamp in addition to the other spells it knows.
MOUNT: This unit’s Corpse-rippa Vulcha is armed with a Beak and Flesh-tearing Talons, and a Stinger. The
Venom-encrusted Weapons battle trait applies to attacks made with a Corpserippa Vulcha’s Beak and Flesh-tearing Talons and its Stinger even though it is a
mount.
COMPANION: This unit is accompanied by the grot Rinklefinga, who is armed with a Back-up Stabba.
Glyphic Banners: The leathery banners upon Gobsprakk’s trophy rack have a potent spiritual connection to Kragnos, and the magical glyphs marked upon them channel a measure of the Drogrukh god’s immortal energies.
This model has a
ward of 6+.
Mork Sez No!: Gobsprakk takes particular pride in hunting down enemy wizards to add their grisly remains to his trophy rack. As they foolishly attempt to weave their magics, he summons tapewyrm sguigs into their guts and fills their minds with so much Waaagh! energy that they sometimes explode!
Each time this unit
unbinds a spell, the caster suffers D3
mortal wounds. If the spell was unbound with an unbinding roll of 10+, the caster suffers D6 mortal wounds instead.
Mouth of Mork: Gobsprakk speaks words he claims come to him directly from Mork - gibbering, rumbling foretellings that thunder across the battlefield and give warning to the assembled Kruleboyz of the enemy’s intentions.
If this unit issues the
Redeploy command to a
KRULEBOYZ unit, you can re-roll the dice that determines the distance the unit that receives the command can move.
If this unit issues the
Unleash Hell command to a
KRULEBOYZ unit, you do not have to subtract 1 from the
hit rolls for the attacks made by the unit that receives the command.
Screamin’ Mandrakk: Rinklefinga carries with him a hideous root that emits a shrill cry when squeezed or pinched. The awful sound wreaks havoc on the concentration of enemy wizards who are trying to cast spells.
Once per battle, when this unit attempts to
unbind a spell, you can say that it is using its Screamin’ Mandrakk. If you do so, the unbinding roll for that attempt is made with 3D6 instead of 2D6.
Summon Boggy Mist: Raising their hands with a guttural belch, the Swampcalla transmutes the ground into marshland. As they do so, thick and foul-smelling swamp mists smother the field, distracting enemies and aiding the Kruleboyz in a stealthy advance.
Summon Boggy Mist is a spell that has a
casting value of 7. If successfully cast, until your next
hero phase, add 1 to
charge rolls for friendly
KRULEBOYZ ORRUK units on the battlefield and subtract 1 from charge rolls for other units on the battlefield.
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, HERO, MONSTER, TOTEM, WIZARD, CORPSE-RIPPA VULCHA, SWAMPCALLA SHAMAN, GOBSPRAKK |
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.
Innard-bursting Bellow |
| Innard-bursting Bellow | 8" | 6 | 2+ | 3+ | -1 | 1 |
Smasha |
| Smasha | 1" | 5 | 2+ | 3+ | -1 | 2 |
Kunnin’ |
| Kunnin’ | 1" | 5 | 2+ | 3+ | -1 | 2 |
Mighty Fists and Tail |
| Mighty Fists and Tail | 1" | | 3+ | 3+ | -2 | 3 |
0-6 | 12" | 9 | 4 |
7-12 | 10" | 8 | 3 |
13-16 | 8" | 7 | 2 |
17+ | 6" | 6 | 1 |
Unit Size: 1 Points: 420
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single, Unique
Gordrakk, the Fist of Gork, is armed with Smasha and Kunnin’.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Brutefist •
Ironfist •
Da Bossfist •
Dakkbad’s Brawl •
Moggorz’s Rekrootin’ Krew
WARMASTER: If this unit is included in an Orruk Warclans army, it is treated as a general even if it is not the model picked to be the army’s general.
MOUNT: This unit’s Maw-krusha is armed with an Innard-bursting Roar and its Mighty Fists and Tail.
Destructive Bulk: A Maw-krusha is an unstoppable avalanche of ill-tempered muscle that turns all in its path into pulverised meat.
If you carry out a Stomp
monstrous rampage with this unit and the enemy unit you picked suffers any
mortal wounds, that enemy unit suffers an additional number of mortal wounds equal to the Destructive Bulk value on this unit’s damage table. After all models slain by those mortal wounds have been removed from play, if there are no enemy models within 3" of this unit, you can move this unit D6" and then you can carry out another Stomp monstrous rampage with this unit even though you have already carried out the Stomp monstrous rampage in that phase.
Smasha: Smasha is filled with the brutal power of Gork, making it especially lethal to enemy champions.
If the unmodified
wound roll for an attack made with Smasha is 4+ and the target is a
HERO but not a
WIZARD, the target suffers 2
mortal wounds and the
attack sequence ends (do not make a
save roll).
Kunnin’: Kunnin’ is filled with the power of Mork and eagerly seeks out enemy wizards to slay.
If the unmodified
wound roll for an attack made with Kunnin’ is 4+ and the target is a
WIZARD, the target suffers 2
mortal wounds and the
attack sequence ends (do not make a
save roll).
Voice of Gork: Gordrakk’s bellow carries the elemental force of his god and inspires his forces to surge into the enemy, hacking, bludgeoning and stomping with furious abandon.
This unit can
issue the same command up to 3 times in the same phase. If it does so, no
command point is spent the second and third times this unit issues that command in that phase.
Strength From Victory: The more fights a Megaboss wins, the stronger he becomes.
At the end of the
combat phase, if any models were slain by a wound caused by an attack made by this unit in that combat phase, add 1 to this unit’s Wounds characteristic and add 1 to the Attacks characteristic of this unit’s melee weapons, excluding those of its
mount.
DESTRUCTION, ORRUK WARCLANS, ORRUK, MAW-KRUSHA, IRONJAWZ, HERO, MONSTER, TOTEM, MEGABOSS, GORDRAKK |
The Killaboss rules through strength as well as cunning, for he has an expert eye for picking out an enemy’s weak spot and driving a blade into it. In battle, those who ride the immense raptor-like creatures known as Corpse-rippa Vulchas dive out of the mists without warning, striking from nowhere to gut the enemy force.
Jagged Boss-stikka |
| Jagged Boss-stikka | 1" | 4 | 3+ | 3+ | -1 | 2 |
Beak and Flesh-tearing Talons |
| Beak and Flesh-tearing Talons | 1" | | 4+ | 3+ | -1 | 2 |
Stinger |
| Stinger | 1" | 1 | 3+ | | -1 | D6 |
0-5 | 14" | 5 | 2+ |
6-8 | 12" | 4 | 3+ |
9-11 | 10" | 3 | 4+ |
12+ | 8" | 2 | 5+ |
Unit Size: 1 Points: 190
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single
A Killaboss on Corpse-rippa Vulcha is armed with a Jagged Boss-stikka.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Thumb
MOUNT: This unit’s Corpse-rippa Vulcha is armed with a Beak and Flesh-tearing Talons, and a Stinger. The
Venom-encrusted Weapons battle trait applies to attacks made with a Corpse-rippa Vulcha’s Beak and Flesh-tearing Talons and its Stinger even though it is a
mount.
All Part of Da Plan: Kruleboyz tend to be very impressed by a Killaboss’s kunnin’ feats - so long as the boss has a plan, they are willing to face down even the most unlikely odds.
If a friendly
KRULEBOYZ unit fails a
battleshock test within 3" of any friendly units with this ability, only 1 model in that unit will flee.
Commanding View: From their position high above the battlefield, a Killaboss riding a Corpse-rippa Vulcha can keep a careful eye on the battle as it unfolds, allowing them to issue exactly the right command wherever or whenever it is needed.
You can use the same
command ability more than once in the same phase if you pick this unit to issue the command (this unit still cannot issue more than 1 command in the same phase and a unit still cannot receive more than 1 command in the same phase).
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, HERO, MONSTER, TOTEM, CORPSE-RIPPA VULCHA, KILLABOSS |
A roaring, trampling god of earthquakes and wanton destruction, Kragnos is known as the End of Empires. In his gnarled hands, the Dread Mace can shatter the walls of cities even as the shield Tuskbreaker keeps him all but inviolate.
The Dread Mace |
| The Dread Mace | 3" | 6 | 3+ | 2+ | -3 | 4 |
Tuskbreaker |
| Tuskbreaker | 1" | 3 | 3+ | 2+ | -2 | D3 |
Hooves of Wrack and Ruin |
| Hooves of Wrack and Ruin | 1" | | 3+ | 2+ | -1 | 2 |
0-9 | 10" | 6 | 5+ | 30 |
10-12 | 9" | 5 | 4+ | 25 |
13-15 | 8" | 4 | 3+ | 20 |
16+ | 7" | 3 | 2+ | 18 |
Unit Size: 1 Points: 700
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single, Unique
Kragnos, the End of Empires, is armed with the Dread Mace, Tuskbreaker and Hooves of Wrack and Ruin.
Bellow of Rage: When wounded, Kragnos bellows at the top of his lungs, the sound waves bursting the eardrums of those nearby and rocking buildings at their foundations.
At the end of any phase, if any wounds were allocated to this unit in that phase, roll a dice for each other unit and each
defensible terrain feature within 6" of this unit. If the roll is equal to or greater than the Bellow of Rage value shown on this unit’s
damage table, that unit suffers D3
mortal wounds or that defensible terrain feature is
demolished.
The End of Empires: Where Kragnos rampages, the hordes of Destruction follow in his wake, bolstered by his presence and eager to share in the violence he metes out.
If a friendly
DESTRUCTION unit is wholly within 12" of this unit, you can
attempt a charge with that unit if it is within 18" of an enemy unit instead of 12". In addition, when making a
charge roll for a friendly
DESTRUCTION unit wholly within 12" of this unit, roll 3D6 instead of 2D6.
Avatar of Destruction: Kragnos is the embodiment of Ghur’s ferocious nature and no single strike can lay him low.
If the effect of a
spell or
ability would slay this model without any wounds or
mortal wounds being caused by the spell or ability, this model suffers D6 mortal wounds instead of being slain.
Mightiest Makes Rightiest: Known as the End of Empires, the Living Earthquake and the Lord of Wreck and Ruin, the warlike spirit of Kragnos is matched by none.
For the purposes of
contesting objectives, this unit counts as a number of models equal to the Mightiest Makes Rightiest value on its
damage table.
Rampaging Destruction: This galloping god pounds through the press of his foes, his hooves flattening armoured warriors left and right.
After this unit makes a
charge move, you can either roll a dice for each enemy unit within 1" of this unit or you can pick 1 enemy
MONSTER within 1" of this unit and roll 2D6.
If you roll a dice for each enemy unit within 1" of this unit, on a 2+, that enemy unit suffers D6
mortal wounds.
If you pick 1 enemy
MONSTER within 1" of this unit and roll 2D6, on a 7, nothing happens. On any other roll, that enemy
MONSTER suffers a number of mortal wounds equal to the score of the dice used for the 2D6 roll multiplied together. For example, a 2D6 roll of 2 and 6 would inflict 12 mortal wounds (2 x 6 = 12).
The Shield Inviolate: Tuskbreaker makes Kragnos impervious to even the most potent magical hexes and bolts.
This unit has a
ward of 6+. In addition, each time this unit is affected by a
spell or the
abilities of an
endless spell, you can roll 3D6. If the roll is greater than the
casting value of that spell or the spell used to summon that endless spell, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit.
DESTRUCTION, DROGRUKH, HERO, MONSTER, TOTEM, KRAGNOS |
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 lads through feats of excessive brutality.
Innard-bursting Bellow |
| Innard-bursting Bellow | 8" | 4 | 2+ | 3+ | -1 | 1 |
Boss Gore-hacka and Choppa |
| Boss Gore-hacka and Choppa | 2" | 9 | 3+ | 3+ | -1 | 2 |
Boss Choppa and Rip-toof Fist |
| Boss Choppa and Rip-toof Fist | 1" | 7 | 3+ | 3+ | -1 | 2 |
Mighty Fists and Tail |
| Mighty Fists and Tail | 1" | | 3+ | 3+ | -2 | 3 |
0-6 | 12" | 8 | 3 |
7-12 | 10" | 7 | 2 |
13-16 | 8" | 6 | 1 |
17+ | 6" | 5 | 0 |
Unit Size: 1 Points: 450
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single
A Megaboss on Maw-krusha is armed with 1 of the following weapon options: Boss Gore-hacka and Choppa; or Boss Choppa and Rip-toof Fist.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Brutefist •
Gorefist •
Ironfist •
Da Bossfist •
Dakkbad’s Brawl •
Moggorz’s Rekrootin’ Krew
SHIELD: If this unit is armed with a Boss Choppa and Rip-toofFist, it has a Save characteristic of 3+ instead of 4+.
MOUNT: This unit’s Maw-krusha is armed with an Innard-bursting Roar and its Mighty Fists and Tail.
Destructive Bulk: A Maw-krusha is an unstoppable avalanche of ill-tempered muscle that turns all in its path into pulverised meat.
If you carry out a Stomp
monstrous rampage with this unit and the enemy unit you picked suffers any
mortal wounds, that enemy unit suffers an additional number of mortal wounds equal to the Destructive Bulk value on this unit’s damage table. After all models slain by those mortal wounds have been removed from play, if there are no enemy models within 3” of this unit, you can move this unit D6" and then you can carry out another Stomp monstrous rampage with this unit even though you have already carried out the Stomp monstrous rampage in that phase.
Skull-shaking Bellow: The roared commands issued by a Megaboss riding a Maw-krusha reach far and wide, inspiring Ironjawz under their command to fight all the harder.
This unit can
issue the same command up to 3 times in the same phase. If it does so, each command must be received by a friendly
IRONJAWZ unit. No
command point is spent the second and third times this unit issues that command in that phase.
Strength From Victory: The more fights a Megaboss wins, the stronger he becomes.
At the end of the
combat phase, if any models were slain by a wound caused by an attack made by this unit in that combat phase, add 1 to this unit’s Wounds characteristic and add 1 to the Attacks characteristic of this unit’s melee weapons, excluding those of its
mount.
DESTRUCTION, ORRUK WARCLANS, ORRUK, MAW-KRUSHA, IRONJAWZ, MONSTER, HERO, TOTEM, MEGABOSS |
Experts at capturing prisoners in the mayhem of battle, Snatchabosses regard war as an opportunity to scoop up some prize captives. The Sludgeraker Beasts that bear them into the fighting smell so appalling their scent alone can unman a prospective target.
Chain-linked Grappling Hook |
| Chain-linked Grappling Hook | 3" | 3 | 3+ | 3+ | -1 | 3 |
Grasping Talons |
| Grasping Talons | 3" | | 3+ | 3+ | -1 | 2 |
Noisome Bite |
| Noisome Bite | 1" | 1 | 3+ | 2+ | -1 | |
Thrashing Tail |
| Thrashing Tail | 1" | 2 | 3+ | | -2 | 2 |
0-5 | 6 | D3+3 | 2+ |
6-8 | 5 | D3+2 | 3+ |
9-11 | 4 | D3+1 | 4+ |
12+ | 3 | D3 | 5+ |
Unit Size: 1 Points: 290
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single
A Snatchaboss on Sludgeraker Beast is armed with a Chain-linked Grappling Hook.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Trophy Finga
MOUNT: This unit’s Sludgeraker Beast is armed with Grasping Talons, a Noisome Bite and a Thrashing Tail. The
Venom-encrusted Weapons battle trait applies to attacks made with a Sludgeraker Beast’s Grasping Talons and Noisome Bite even though it is a
mount.
Sludgeraker Venom: The underbelly of a Sludgeraker Beast is coated in rotting detritus, encrusted marsh-slime and the beast’s own excretions - a highly virulent mixture which is used by nearby Kruleboyz to coat their weapons.
Add 1 to the number of
mortal wounds caused by the
Venom-encrusted Weapons battle trait if the unmodified
hit roll was 6 and the attacking unit is wholly within 12" of any friendly units with this ability.
Designer’s Note: If a unit is affected by this ability and has been given a poison from the Swampcalla Shaman’s Poisons and Elixirs ability, this ability does not affect unmodified hit rolls of 5 and only affects unmodified hit rolls of 6.
Snatch and Grab: A Snatchaboss and their Sludgeraker Beast work together with terrifying precision to seize a victim, disarm them and stuff them into a waiting cage.
Once per battle, at the end of the
combat phase, you can pick 1 enemy model that has a Wounds characteristic of 7 or less, does not have a
mount and is within 3" of this unit, and roll 2D6. If the roll is greater than that enemy model’s Wounds characteristic, it is slain.
DESTRUCTION, ORRUK WARCLANS, ORRUK, SLUDGERAKER BEAST, KRULEBOYZ, HERO, MONSTER, SNATCHABOSS |
Spiked Snatcha-stikk |
| Spiked Snatcha-stikk | 3" | 4 | 3+ | 3+ | -1 | 2 |
Grasping Talons |
| Grasping Talons | 3" | | 3+ | 3+ | -1 | 2 |
Noisome Bite |
| Noisome Bite | 1" | 1 | 3+ | 2+ | -1 | |
Thrashing Tail |
| Thrashing Tail | 1" | 2 | 3+ | | -2 | 2 |
0-5 | 6 | D3+4 | 2+ |
6-8 | 5 | D3+3 | 3+ |
9-11 | 4 | D3+2 | 4+ |
12+ | 3 | D3+1 | 5+ |
Unit Size: 1 Points: 270
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single, Unique
Swampboss Skumdrekk is armed with a Spiked Snatcha-stikk.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Trophy Finga
MOUNT: This unit’s Sludgeraker Beast is armed with Grasping Talons, a Noisome Bite and a Thrashing Tail. The
Venom-encrusted Weapons battle trait applies to attacks made with a Sludgeraker Beast’s Grasping Talons and Noisome Bite even though it is a
mount.
Bet-master: Skumdrekk and his hobgrot kountin’ krew take bets at the start of a battle as to which of the lads will die first. If they win, as more often than not they do, they gloat loudly about their good judgement and the takings they will rake in at battle’s end.
If this unit is part of your army, after deployment but before the first battle round begins, you can pick 1 friendly
HOBGROT unit to be the Kountin’ Krew and 1 friendly unit to be the bet. You cannot pick this unit or the Kountin’ Krew to be the bet.
If the bet is the first friendly unit to be destroyed during the battle, you can pick 1 extra
triumph enhancement for your army that can be used during the battle and even if the points total of your army is not less than that of your opponent’s army. The unit that is chosen to benefit from the
triumph must be either this unit or the Kountin’ Krew.
Sludgeraker Venom: The underbelly of a Sludgeraker Beast is coated in rotting detritus, encrusted marsh-slime and the beast’s own excretions - a highly virulent mixture which is used by nearby Kruleboyz to coat their weapons.
Add 1 to the number of
mortal wounds caused by the
Venom-encrusted Weapons battle trait if the unmodified
hit roll was 6 and the attacking unit is wholly within 12" of any friendly units with this ability.
Designer’s Note: If a unit is affected by this ability and has been given a poison from the Swampcalla Shaman’s Poisons and Elixirs ability, this ability does not affect unmodified hit rolls of 5 and only affects unmodified hit rolls of 6.
Expert Snatch and Grab: Skumdrekk and Sloppklaw work together with terrifying precision to seize a victim, disarm them and stuff them into a waiting cage.
Once per battle, at the end of the
combat phase, you can pick 1 enemy model that has a Wounds characteristic of 7 or less, does not have a
mount and is within 3" of this unit, and roll 2D6. If the roll is equal to or greater than that enemy model’s Wounds characteristic, it is slain.
DESTRUCTION, ORRUK WARCLANS, ORRUK, SLUDGERAKER BEAST, KRULEBOYZ, GRINNIN’ BLADES, HERO, MONSTER, SNATCHABOSS, SWAMPBOSS SKUMDREKK |
Riding atop a particularly ferocious Maw-grunta mount, a Tuskboss steers their stampeding behemoth straight into the lines of the enemy with explosive impact, striking down foes left and right with their hefty pig-hacka as the beast barrels forward.
Pig-hacka |
| Pig-hacka | 1" | 6 | 3+ | 3+ | -1 | 2 |
Mighty Tusks |
| Mighty Tusks | 2" | 2 | 3+ | 3+ | -3 | |
Trampling Trotters |
| Trampling Trotters | 1" | 4 | 3+ | 3+ | -1 | D3 |
Kill-choppas |
| Kill-choppas | 2" | 2 | 3+ | 3+ | | 2 |
1 | 9" | -1 | D3 |
2-3 | 10" | -1 | D3+1 |
4-5 | 11" | -2 | D3+2 |
6 | 12" | -3 | D3+3 |
Unit Size: 1 Points: 350
Battlefield Role: Leader, Behemoth
Notes: Single
A Tuskboss on Maw-grunta is armed with a Pig-hacka.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Da Bossfist •
Dakkbad’s Brawl •
Moggorz’s Rekrootin’ Krew
MOUNT: This unit’s Maw-grunta is armed with Mighty Tusks and Trampling Trotters.
CREW: This unit’s Hakkin’ Krew is armed with Kill-choppas.
Head of the Stampede: At the forefront of a grunta stampede rides the Tuskboss, racing to be the first to charge into the fray.
If this unit makes a
charge move, you can re-roll
charge rolls for all friendly
MAW-GRUNTA units on the battlefield until the end of the phase.
Unstoppable Momentum: Once a Maw-grunta begins its charge, it can only stop by crashing into something, and as its speed increases, it becomes ever more deadly.
This unit has a momentum score that affects the values represented by a
for this unit as shown on the momentum table above. At the start of the battle, this unit has a momentum score of 1. Each time this unit finishes a
run or
charge move, add D3 to its momentum score. This unit’s momentum score can never exceed 6. At the end of the battle round, subtract 1 from this unit’s momentum score (to a minimum of 1).
Headlong Charger: Once a Maw-grunta begins its charge, only the strongest of blows can bring it to a halt.
While this unit has a momentum score of 4 or more, this unit can charge even if it ran earlier in the turn.
Hack ’n’ Charge: The job of the Hakkin Krew is to clear a path through hordes of enemies to ensure the Maw-grunta maintains its momentum.
You can carry out the Carve a Path
monstrous rampage below with this unit instead of any other monstrous rampage you can carry out with this unit.
MONSTROUS RAMPAGE | Carve a Path: Pick an enemy unit with a Wounds characteristic of 4 or less within 3" of this unit and roll a dice. If the roll is less than this unit’s momentum score, that enemy unit suffers a number of mortal wounds equal to the roll and you can immediately attempt a charge with this unit even though it is within 3" of an enemy unit. When a unit charges in this manner, it can pass across enemy units with a Wounds characteristic of 4 or less in the same manner as a unit that can fly. |
|
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, HERO, MONSTER, MAW-GRUNTA, TUSKBOSS, GRUNTA STAMPEDE |
Boss Choppa |
| Boss Choppa | 1" | 6 | 3+ | 3+ | -1 | 1 |
Pair of Boss Choppas |
| Pair of Boss Choppas | 1" | 8 | 3+ | 3+ | -1 | 1 |
Horns, Claws and Teeth |
| Horns, Claws and Teeth | 2" | | 4+ | 3+ | -1 | 2 |
Venomous Barbed Tail |
| Venomous Barbed Tail | 3" | 2 | 4+ | | -1 | 3 |
0-4 | 12" | 5 | 2+ |
5-6 | 10" | 4 | 3+ |
7-8 | 8" | 3 | 4+ |
9+ | 6" | 2 | 5+ |
Unit Size: 1 Points: 265
Battlefield Role: Leader, Behemoth
Notes: Single
An Orruk Warboss on Wyvern is armed with one of the following weapon options: Boss Choppa and Boss Shield; or two Boss Choppas.
SHIELD: If this unit is armed with a Boss Choppa and Boss Shield, it has a Save characteristic of 3+ instead of 4+.
MOUNT: This unit’s Wyvern is armed with Horns, Claws and Teeth, and a Venomous Barbed Tail.
Agonising Venom: If the unmodified
hit roll for an attack made with a Venomous Barbed Tail is 6, the target suffers 3
mortal wounds and the
attack sequence ends (do not make a wound or save roll).
DESTRUCTION, ORRUK WARCLANS, GREENSKINZ, ORRUK, WYVERN, MONSTER, HERO, ORRUK WARBOSS |
Leader
The Breaka-boss towers over his minions, largely because he rides upon the shoulders of a massive Mirebrute Troggoth. By goading this dim-witted beast, he can drive it into a frenzy - though it is the enemy that feels its wrath.
Bident-goad |
| Bident-goad | 1" | 5 | 3+ | 3+ | - | 2 |
Iron-bound Clubs |
| Iron-bound Clubs | 1" | 4 | 3+ | 3+ | -2 | 3 |
Unit Size: 1 Points: 170
Battlefield Role: Leader
Base size: 80mm
Notes: Single
A Breaka-boss on Mirebrute Troggoth is armed with a Bident-goad.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Trophy Finga
MOUNT: This unit’s Mirebrute Troggoth is armed with Iron-bound Clubs.
Breaka-harness: When a Breaka-boss enters combat, he yanks his Mirebrute Troggoth’s harness savagely to get the beast good and angry!
At the start of the
combat phase, you can say that the Breaka-boss is yanking on his Mirebrute Troggoth’s harness. If you do so, this unit suffers D3
mortal wounds but for each mortal wound it suffers, you can add 2 to the Attacks characteristic of its Iron-bound Clubs until the end of that phase.
Regeneration: Troggoths are able to regrow injured flesh almost as quickly as it is harmed.
In your
hero phase, you can roll a dice for this unit. If you do so, on a 4+,
heal up to D3 wounds allocated to this unit.
DESTRUCTION, ORRUK WARCLANS, ORRUK, TROGGOTH, MIREBRUTE TROGGOTH, KRULEBOYZ, HERO, BREAKA-BOSS |
The self-proclaimed Gob of Gork says he can hear the voice of Gorkamorka through his pet squig-snake. It was that same serpent that convinced Hedkrakka and his mates to seek out and kill the Beastgrave, though it has yet to reveal how.
Wurrgog Staff |
| Wurrgog Staff | 1" | 4 | 4+ | 3+ | - | D3 |
Fanged Maw |
| Fanged Maw | 1" | 2 | 4+ | 3+ | - | 1 |
Unit Size: 1
Points: 200
Battlefield Role: Leader
Base size: 32mmNotes: Single, Unique. Hedkrakka, Gob of Gork and
Hedkrakka’s Madmob must be taken as a set. Although taken as a set, each is a separate unit.
Hedkrakka, Gob of Gork, is armed with a Wurrgog Staff.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
COMPANION: This unit is accompanied by a Squiggly Snake that is armed with a Fanged Maw.
Gobby Mask: Hedkrakka’s special Wurrgog mask instils a primal dread in those who try to strike him.
Subtract 1 from
hit rolls for attacks made with melee weapons that target this unit.
An Eye for Weakness: The canny Hedkrakka has an equally uncanny ability to spot an enemy’s weak point.
In your
hero phase, you can pick 1 enemy unit within 18" of this unit and visible to it. Until your next hero phase, add 1 to
hit rolls for attacks made by this unit that target that enemy unit. In addition, until your next hero phase, add 1 to hit rolls for attacks made by a friendly
HEDKRAKKA’S MADMOB unit that target that enemy unit.
Venomous Bite: The retractable fangs of Hedkrakka’s squiggly snake drip with a deadly toxin.
If the unmodified
hit roll for an attack made with this unit’s Fanged Maw is 6, the target suffers 1
mortal wound and the
attack sequence ends (do not make a
wound roll or
save roll).
Bone Krusha: A swirl of green energy coalesces around the shaman’s head before punching towards the enemy, breaking bones and rupturing organs.
Bone Krusha is a spell that has a
casting value of 6 and a range of 24". If successfully cast, pick 1 enemy unit within range and visible to the caster. If that unit is within 6" of the caster, it suffers D6
mortal wounds. If that unit is more than 6" from and within 12" of the caster, it suffers D3 mortal wounds. If that unit is more than 12" from the caster, it suffers 1 mortal wound.
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, BONEGRINZ, HERO, TOTEM, WIZARD, WURRGOG PROPHET, HEDKRAKKA |
Particularly storied Killabosses are able to procure all manner of terrifying, swamp-dwelling mounts from the Beastbreakaz to show off their status. Great Gnashtoofs are one such monster, huge and vicious hounds whose swiftness is matched only by their ferocity.
Jagged Boss-stikka |
| Jagged Boss-stikka | 1" | 4 | 3+ | 3+ | -1 | 2 |
Bone-crushing Fangs |
| Bone-crushing Fangs | 1" | 4 | 3+ | 3+ | -2 | 2 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Base size: 105 x 70mm
Notes: Single
A Killaboss on Great Gnashtoof is armed with a Jagged Boss-stikka.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Thumb
MOUNT: This unit’s Great Gnashtoof attacks with its Bone-crushing Fangs.
All Part of Da Plan: Kruleboyz tend to be very impressed by a Killaboss’s kunnin’ feats - so long as the boss has a plan, they are willing to face down even the most unlikely odds.
If a friendly
KRULEBOYZ unit fails a
battleshock test within 3" of any friendly units with this ability, only 1 model from that unit will flee.
Savage Hound: Great Gnashtoofs are canine monsters bred for feral savagery. When the stench of blood is in the air, they find the urge to bound forward and pounce nearly irresistible - this suits their Killaboss riders just fine, given the terror it inspires in the foe.
Add 1 to
hit rolls for attacks made by this unit if this unit made a
charge move in the same turn.
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, HERO, KILLABOSS, KILLABOSS ON GREAT GNASHTOOF |
Killabosses are the warlords of the Kruleboyz. Each has wrested their position from rivals by being not only a potent warrior but also possessed of true Morkish kunnin’, willing to use anyone or anything to garner an advantage.
Boss-hacka |
| Boss-hacka | 1" | 4 | 3+ | 3+ | -1 | 2 |
Rusting Flail |
| Rusting Flail | 2" | 2 | 3+ | 3+ | -1 | 1 |
Prized Shiv |
| Prized Shiv | 1" | 3 | 4+ | 4+ | - | 1 |
Unit Size: 1
Points: 80
Battlefield Role: Leader
|
Killaboss | 40mm |
Stab-grot | 25mm |
Notes: Single
A Killaboss with Stab-grot is armed with 1 of the following weapon options: Boss-hacka and Rusting Flail; or Boss-hacka and Skareshield.
SHIELD: If this unit is armed with a Boss-hacka and Skareshield, it has a Save characteristic of 3+ instead of 4+.
COMPANION: This unit’s Stab-grot is armed with a Prized Shiv. The Stab-grot must remain within 1" of the Killaboss. For rules purposes, the Killaboss and Stab-grot are treated as a single model.
All Part of Da Plan: Kruleboyz and their allies tend to be very impressed by a Killaboss’s kunnin’ feats - so long as the boss has a plan, they are willing to face down even the most unlikely odds.
If a friendly
KRULEBOYZ unit fails a
battleshock test within 3" of any friendly units with this ability, only 1 model from that unit will flee.
You Hold ’Em Off: A Killaboss is not above using their Stab-grot lackey as a living shield when things get dicey.
Before you
allocate a wound or
mortal wound to this unit, or instead of making a
ward roll for this unit, you can choose to risk this unit’s Stab-grot. If you do so, you must roll a dice. On a 1-5, the Stab-grot is killed and the wound is negated. On a 6, the Stab-grot is not killed and the wound is negated. If the Stab-grot is killed, the model representing it is removed from play before the wound is negated.
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, HERO, KILLABOSS, KILLABOSS WITH STAB-GROT |
Their minds utterly consumed by furious beast spirits, Maniak Weirdnobs hurtle into battle atop hulking war boars. Their staffs are carved from the bones of the mightiest monsters, the caged power within driving the Bonesplitterz into a deadly fury.
Bonebeast Staff |
| Bonebeast Staff | 1" | 3 | 4+ | 3+ | -1 | D3 |
Tusks and Hooves |
| Tusks and Hooves | 1" | 4 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Base size: 60 x 35mm
Notes: Single
A Maniak Weirdnob is armed with a Bonebeast Staff.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Snaga Rukk
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
MOUNT: This unit’s War Boar is armed with Tusks and Hooves.
Bone Spirit: The Maniak Weirdnob draws out the great spirit locked within his bonebeast staff and infuses nearby mobs of Bonesplitterz with its bestial fury.
Bone Spirit is a spell that has a
casting value of 7 and a range of 12". If successfully cast, pick 1 friendly
BONESPLITTERZ unit wholly within range and visible to the caster. Until your next
hero phase, add 1 to
wound rolls for attacks made with melee weapons by that unit.
Tusker Charge: The charge of a maddened war boar is terrifying to behold.
Add 1 to
hit rolls and
wound rolls for attacks made with Tusks and Hooves by this unit if this unit made a
charge move in the same turn.
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, HERO, WIZARD, MANIAK WEIRDNOB |
Murknobs are champion warriors amongst the Kruleboyz, and they revel in taking the heads of their adversaries - honestly or otherwise. They alone are granted the honour of carrying the Belcha-bannas into battle, each a foul relic with all manner of strange powers.
Murknob Cleaver |
| Murknob Cleaver | 1" | 3 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 60
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Murknob with Belcha-banna is armed with a Murknob Cleaver.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Middul Finga
Power of Kragnos: Each Belcha-banna is said to be linked to the mighty Kragnos. Certainly, the terrible roars that emanate from these icons are capable of chasing away even the power of the arcane.
When a friendly
KRULEBOYZ ORRUK unit wholly within 12" of this unit is affected by a
spell or the abilities of an
endless spell, you can roll a dice. On a 5+, ignore the effect of that spell or the effects of that endless spell’s abilities on that unit.
Breath of the Mire-drakes: Belcha-bannas are typically built around the severed tongue of a mire-drake, creatures so vile that even after death, their remains belch forth clouds of soul-shrivelling gas.
At the start of the
combat phase, roll a dice for each enemy unit within 3" of this unit. On a 1, nothing happens. On a 2-5, that enemy unit suffers 1
mortal wound. On a 6, that enemy unit suffers D3 mortal wounds.
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, HERO, TOTEM, MURKNOB, MURKNOB WITH BELCHA-BANNA |
Clad in layers of thick iron and wielding massive weapons, Megabosses lead the charge of the Ironjaw warclans. The very act of fighting empowers these barbarous warlords. Once in the midst of combat, they are almost impossible to slay.
Boss Choppa and Rip-toof Fist |
| Boss Choppa and Rip-toof Fist | 1" | 8 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 140
Battlefield Role: Leader
Base size: 60mm
Notes: Single
An Orruk Megaboss is armed with a Boss Choppa and Rip-toof Fist.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Brutefist •
Ironfist •
Da Bossfist •
Dakkbad’s Brawl •
Moggorz’s Rekrootin’ Krew
Ear-splitting Bellow: The roared commands issued by a Megaboss reach far and wide, inspiring Ironjawz under their command to fight all the harder.
This unit can
issue the same command up to 2 times in the same phase. If it does so, each command must be received by a friendly
IRONJAWZ unit. No
command point is spent the second time this unit issues that command in that phase.
Dead Fighty: So much Waaagh! energy pulses through a Megaboss’s hulking frame that even if he is brought down, it can be a good few moments before he realises it - enough time to kick in a few more skulls!
If this unit is destroyed in the
combat phase and it has not fought in that combat phase, it can fight immediately, then it is removed from play.
Strength From Victory: The more fights a Megaboss wins, the stronger he becomes.
At the end of the
combat phase, if any models were slain by a wound caused by an attack made by this unit in that combat phase, add 1 to this unit’s Wounds characteristic and add 1 to the Attacks characteristic of this unit’s melee weapons.
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, HERO, TOTEM, MEGABOSS |
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 a Warchanter’s beat, driving those Ironjawz nearby into a destructive frenzy.
Gorkstikk and Morkstikk |
| Gorkstikk and Morkstikk | 1" | 6 | 3+ | 3+ | - | D3 |
Unit Size: 1 Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single
An Orruk Warchanter is armed with a Gorkstikk and Morkstikk.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Ardfist •
Da Bossfist •
Dakkbad’s Brawl •
Moggorz’s Rekrootin’ Krew
Violent Fury: Warchanters excel at stoking a wanton destructive fury in their lads.
In your
hero phase, you can pick 1 friendly
IRONJAWZ unit wholly within 15" of this unit. Until your next hero phase, add 1 to the damage inflicted by attacks made with melee weapons by that unit. A unit cannot benefit from this ability more than once per phase.
Warbeats: In battle, the pounding rhythms and warbeats of each Warchanter inspire nearby Ironjawz to wreak destruction and ruin upon their enemies.
When you pick this unit to be part of your army, you can pick 1 of the following warbeats for it to know and write it on your army roster. A unit can only attempt the warbeat that it knows.
When this unit attempts its warbeat, roll a dice. On a 3+, the attempt is successful. This unit cannot attempt a warbeat that has been attempted by another friendly unit in the same turn.
Fixin’ Beat: This warbeat can be attempted in your
hero phase. If the attempt is successful, pick 1 friendly model within 12" of this unit and
heal up to D3 wounds allocated to that model.
Get ’Em Beat: This warbeat can be attempted at the start of your
charge phase. If the attempt is successful, pick 1 friendly
IRONJAWZ unit wholly within 12" of this unit. In that charge phase, you can attempt a charge with that friendly
IRONJAWZ unit if it is within 18" of an enemy unit instead of 12". In addition, roll 3D6 instead of 2D6 when making a
charge roll for that unit in that charge phase.
Killa Beat: This warbeat can be attempted at the start of the
combat phase. If the attempt is successful, pick 1 enemy unit within 12" of this unit. Add 1 to
hit rolls for attacks made with melee weapons that target that enemy unit in that phase.
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, HERO, WARCHANTER |
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.
Waaagh! Staff |
| Waaagh! Staff | 1" | 3 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Base size: 40mm
Notes: Single
An Orruk Weirdnob Shaman is armed with a Waaagh! Staff.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Weirdfist •
Da Bossfist •
Dakkbad’s Brawl •
Moggorz’s Rekrootin’ Krew
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Brutal Power: A Weirdnob Shaman channels the Waaagh! energy emitted by nearby orruk mobs.
If this unit is within 12" of 10 or more other friendly
IRONJAWZ models at the end of your
hero phase, it can attempt to
cast the
Green Puke spell in addition to any other spells it can cast, and even if a
WIZARD has already attempted to cast the
Green Puke spell in that hero phase.
Green Puke: The Weirdnob vomits forth a green river of searing ectoplasm.
Green Puke is a spell that has a
casting value of 6 and a range of 2D6". If successfully cast, pick 1 point on the battlefield within range and visible to the caster. Draw a straight line between that point and the closest point on the caster’s base. Each unit that has models passed across by that line suffers D3
mortal wounds.
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, HERO, WIZARD, WEIRDNOB SHAMAN |
Savage Big Bosses lead by brutal example, carving a bloody path deep into the ranks of the foe as they sever limbs and hack off heads. At his bellowed command, the Bonesplitter hordes renew their attack, stampeding forth with howls of battle lust.
Boss Chompa |
| Boss Chompa | 1" | 6 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 80
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Savage Big Boss is armed with a Boss Chompa.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Brutal Rukk •
Kunnin’ Rukk •
Teef Rukk •
Da Snorter’s Kop Rukk
Let Me At ’Em: A Savage Big Boss cannot wait to get to grips with the foe, and his manic fervour inspires any Bonesplitterz nearby to get into the fight as soon as possible.
After this unit has fought in the
combat phase for the first time, you can pick 1 friendly
BONESPLITTERZ unit that has not yet fought in that combat phase, that is within 3" of an enemy unit and that is wholly within 12" of this unit. That unit fights immediately.
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, HERO, SAVAGE BIG BOSS |
Even for Kruleboyz, Swampcalla Shamans are foul creatures. These spell-flingers have an innate connection to the mires they inhabit, which they channel into noisome spells of debilitation while brewing up vile elixirs to aid their green-skinned kin.
Bogbark Staff |
| Bogbark Staff | 3" | 2 | 3+ | 3+ | -1 | D3 |
Back-up Stabba |
| Back-up Stabba | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1
Points: 100
Battlefield Role: Leader
|
Swampcalla Shaman | 40mm |
Pot-grot | 25mm |
Notes: Single
A Swampcalla Shaman and Pot-grot is armed with a Bogbark Staff.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Thumb
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
COMPANION: This unit’s Pot-grot is armed with a Back-up Stabba. The Pot-grot must remain within 1" of the Swampcalla Shaman. For rules purposes, the Swampcalla Shaman and Pot-grot are treated as a single model.
Poisons and Elixirs: Swampcalla Shamans brew up deadly poisons and disgusting but life-saving elixirs, which they distribute to their Kruleboy mates to aid them in battle.
At the start of your
hero phase, if this unit is more than 3" from all enemy units you can say that it is brewing either a poison or an elixir. If you do so, pick 1 friendly
KRULEBOYZ ORRUK unit wholly within 12" of this unit, more than 3" from all enemy units and that has at least 1 model within 3" of this unit to be given that poison or elixir. A unit that has been given a poison or elixir cannot be given another poison or elixir in the same hero phase.
If that unit is given a poison, until your next hero phase, when you use the
Venom-encrusted Weapons battle trait for that unit,
mortal wounds are caused on an unmodified
hit roll of 5+ instead of 6. If that unit is given an elixir, add 1 to
save rolls for attacks that target that unit until your next hero phase.
Summon Boggy Mist: Raising their hands with a guttural belch, the Swampcalla transmutes the ground into marshland. As they do so, thick and foul-smelling swamp mists smother the field, distracting enemies and aiding the Kruleboyz in a stealthy advance.
Summon Boggy Mist is a spell that has a
casting value of 7. If successfully cast, until your next
hero phase, add 1 to
charge rolls for friendly
KRULEBOYZ ORRUK units on the battlefield and subtract 1 from charge rolls for other units on the battlefield.
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, HERO, WIZARD, SWAMPCALLA SHAMAN, SWAMPCALLA SHAMAN AND POT-GROT |
Each Wardokk is a potent shaman, their maddened capering a tribute to the Great Green God. The magic of their ritual dances can shield their allies from harm, attract yet more Waaagh! energy, and even heal the most grievous of wounds.
Bonebeast Stikk |
| Bonebeast Stikk | 1" | 1 | 4+ | 3+ | - | D3 |
Unit Size: 1 Points: 80
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Wardokk is armed with a Bonebeast Stikk.
WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.
Ritual Dance: Wardokks perform strange ritual dances to summon the power of Gorkamorka to aid them and their allies.
At the start of your
hero phase, instead of attempting to
dispel an
endless spell or
cast any spells with this unit in that phase, you can say that it is performing 1 of the following dances:
Grimdokk Dance: Pick 1 friendly
BONESPLITTERZ model within 12" of this unit and roll a dice. On a 3+,
heal up to D3 wounds allocated to that model.
Glyphdokk Dance: Pick 1 friendly
BONESPLITTERZ unit wholly within 12" of this unit and roll a dice. On a 3+, add 1 to
save rolls for attacks that target that unit until your next hero phase. A unit cannot be affected by this dance more than once per phase.
Weirddokk Dance: Pick 1 friendly
BONESPLITTERZ WIZARD within 12" of this unit and roll a dice. On a 3+, add 1 to
casting,
dispelling and
unbinding rolls for that
WIZARD until your next hero phase. A unit cannot be affected by this dance more than once per phase.
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, HERO, WIZARD, WARDOKK |
Filled with the power of the Waaagh!, the Wurrgog Prophets lead the endless beast hunts of the Bonesplitter warclans. The magic of these powerful wizards is awe-inspiring to behold – that is, for those not on the receiving end of their destructive spells.
Wurrgog Staff |
| Wurrgog Staff | 1" | 3 | 4+ | 3+ | -1 | D3 |
Fanged Maw |
| Fanged Maw | 1" | 2 | 4+ | 3+ | - | 1 |
Unit Size: 1 Points: 170
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Wurrgog Prophet is armed with a Wurrgog Staff.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
COMPANION: This unit is accompanied by a Squiggly Beast that is armed with a Fanged Maw.
Wurrgog Mask: By tapping into the power of this mask, the wearer can shoot deadly green bolts from their eyes - but if they stare too long, their head may explode!
At the start of your
hero phase, instead of attempting to
dispel an
endless spell or
cast any spells with this unit in that phase, you can pick 1 enemy unit within 12" of this unit that is visible it and roll a dice. On a 3+, that enemy unit suffers D3
mortal wounds.
If you wish, you can say that this unit will continue staring at the enemy unit. If you do so, roll an additional dice. On a 3+, the enemy unit suffers D3 mortal wounds, but on a 1-2, this unit suffers D6 mortal wounds. You can keep rolling additional dice in this way until the enemy unit is destroyed, this unit is destroyed or you decide to stop.
Fists of Gork: Great green fists rain down from the sky to pummel the foe.
Fists of Gork is a spell that has a
casting value of 5 and a range of 24". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll a number of dice equal to the number of models in that unit. For each 6, that unit suffers 1
mortal wound. If the
casting roll was 10+, that unit suffers 1 mortal wound for each 4+ instead of each 6.
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, HERO, TOTEM, WIZARD, WURRGOG PROPHET |
Only the toughest of Ardboys survive long enough to become a Big Boss. These formidable warriors can turn t 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.
Boss-hacka and Choppa |
| Boss-hacka and Choppa | 2" | 5 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Notes: Single
An Ardboy Big Boss is armed with a Boss-hacka and Choppa.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Da Bossfist •
Dakkbad’s Brawl •
Moggorz’s Rekrootin’ Krew
Iron-fisted Commander: No Ardboy would dare quit the fight with the boss around.
This unit can issue the
Rally command up to 2 times in the same phase. If it does so, each command must be received by a friendly
ARDBOYS unit. No
command point is spent the second time this unit issues that command in that phase. In addition, when a friendly
ARDBOYS unit receives the Rally command from a friendly unit with this ability, you can return 1
slain model to that unit for each 5+ instead of each 6.
‘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’.
Add 1 to shield bash rolls made for friendly
ARDBOYS units while they are wholly within 12" of any friendly units with this ability.
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, HERO, ARDBOY BIG BOSS |
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.
Skull-crushing Basha |
| Skull-crushing Basha | 1" | 3 | 3+ | 3+ | -1 | 2 |
Ward-smashing Choppa |
| Ward-smashing Choppa | 2" | 2 | 3+ | 2+ | -2 | 3 |
Grunta-tongs |
| Grunta-tongs | 1" | 4 | 3+ | 4+ | - | 1 |
Ramming Head |
| Ramming Head | 1" | 3 | 3+ | 3+ | - | 1 |
Unit Size: 1 Points: 150
Battlefield Role: Leader
Notes: Single, Unique
Zoggrok Anvilsmasha is armed with a Skullcrushing Basha and 1 of the following weapon options: Ward-smashing Choppa; or Grunta-tongs.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Da Bossfist •
Dakkbad’s Brawl •
Moggorz’s Rekrootin’ Krew
COMPANION: This unit’s rockbrow squig, Klonk, is armed with a Ramming Head. Klonk must remain within 1" of Zoggrok Anvilsmasha. For rules purposes, Zoggrok Anvilsmasha and Klonk are treated as a single model.
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.
In your
hero phase, you can pick 1 friendly
IRONJAWZ unit wholly within 12" of this unit and roll a dice. Add 2 to the roll if this unit is armed with Grunta-tongs. On a 4+, that unit’s weapons are green-hot until the start of your next hero phase. While a unit’s weapons are green-hot, unmodified
hit rolls of 6 for attacks made with melee weapons by that unit cause 1
mortal wound in addition to any damage they inflict.
Ward-smashing Choppa: A strike from this formidable choppa not only leaves a foe black and blue but also shatters arcane wards and other protections for good.
If the unmodified
hit roll for an attack made with this unit’s Ward-smashing Choppa is 6 and the target has any wards, that unit’s wards are smashed. If a unit’s wards are smashed, for the rest of the battle,
ward rolls cannot be made for that unit.
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, IRONSUNZ, HERO, ZOGGROK ANVILSMASHA |
Mannok da Kunnin’ is a member of the Beastbreakaz tribe; with his envenomed tri-prodda and cruel lash, he can reduce even the toughest opponents to spasming wrecks.
Scary Beak and Talons |
| Scary Beak and Talons | 3D6" | 3 | 4+ | 5+ | - | 1 |
Tri-prodda and Lash |
| Tri-prodda and Lash | 3" | 4 | 3+ | 3+ | -1 | D3 |
Unit Size: 1
Points: 150
Battlefield Role: Leader
Base size: 40mmNotes: Single, Unique. Mannok da Kunnin’ and
Da Kunnin’ Krew units must be taken as a set. Although taken as a set, each is a separate unit.
Mannok da Kunnin’ is armed with a Tri-prodda and Lash.
COMPANION: This unit is accompanied by a Morkrow armed with a Scary Beak and Talons.
Kunnin’ Tricks: Mannok is renowned amongst the Kruleboyz for the depth and effectiveness of his dirty tricks.
If this unit is part of a Kruleboyz army, after you have picked which
Dirty Tricks to employ during the battle, roll a dice. Add 1 to the roll if this unit is
your general. On a 5+, you can pick another Dirty Trick to employ during the battle. This Dirty Trick must be different to the others that you picked.
Spasming Wreck: The venom that coats Mannok’s tri-prodda and lash is especially virulent.
When you use the
Venom-encrusted Weapons battle trait for this unit,
mortal wounds are caused on an unmodified
hit roll of 5+ instead of 6.
You Lot Hold ’Em Off: Mannok is not above using his lackeys as a living shield when things get dicey.
Before you
allocate a wound or
mortal wound to this unit, or instead of making a
ward roll for a wound or mortal wound that would be allocated to this unit, if this unit is within 3" of a friendly
DA KUNNIN’ KREW unit, you can roll a dice.
On a 1, that wound or mortal wound is allocated to this unit as normal. On a 2-5, that wound or mortal wound is allocated to that friendly
DA KUNNIN’ KREW unit instead of this unit. On a 6, that wound or mortal wound is negated.
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, GRINNIN’ BLADES, HERO, BREAKA-BOSS, MANNOK DA KUNNIN’ |
Marked for greatness at birth, a Fimirach Noble is raised to be a deadly killing machine in service to a stronghold’s Matriarch. Possessing a tougher hide and stouter build than its kin, the Noble has a cunning intellect, making it an ideal leader for bands of Fimir Warriors.
Baleglyph Maul |
| Baleglyph Maul | 2" | 5 | 3+ | 3+ | -2 | 1 |
Club Tail |
| Club Tail | 1" | 1 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 150
Battlefield Role: Leader
Base size: 50mm
Notes: Single
A Fimirach Noble is armed with a Baleglyph Maul and Club Tail.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION keyword.
Baleglyph Maul: Etched by Balefiends and imbued with vile magic, a weapon bearing these glyphs brings withering atrophy to anything it strikes.
If the unmodified
wound roll for an attack made with a Baleglyph Maul is 6, that attack causes 1
mortal wound to the target in addition to any damage it inflicts.
Shrouding Mists: Fimir despise the light, wrapping themselves in sorcerous mists whenever they venture from their dank lairs. Such mist serves to hide them from their enemies’ sight.
This model has a
ward of 6+.
Unnatural Flesh: Fimir are wholly unnatural creatures whose flesh twists and writhes, sealing wounds mere moments after they are inflicted.
In your
hero phase, you can
heal 1 wound allocated to this model.
Born to Lead: Fimirach Nobles are well-versed in the intricacies of warfare, able to direct their warriors to exploit their foes’ smallest weaknesses.
In the
combat phase, after this model has fought in that phase for the first time, you can pick 1 friendly
FIMIR unit that has not fought in that phase, that is within 3" of an enemy unit and that is wholly within 12" of this unit. That unit fights immediately.
DESTRUCTION, FIMIR, HERO, FIMIRACH NOBLE |
Totemic Staff |
| Totemic Staff | 2" | 1 | 4+ | 3+ | - | D3 |
Jagged Tusks |
| Jagged Tusks | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 135
Battlefield Role: Leader
Notes: Single
An Orruk Great Shaman is armed with a Totemic Staff.
MOUNT: This unit can have a War Boar
mount that is armed with Jagged Tusks. A unit with a War Boar mount has a Move characteristic of 9" instead of 5".
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Waaagh! Energy: Add 1 to
casting rolls for this unit if it is within 8" of 20 or more
ORRUK models.
War Boar Charge: Add 1 to
wound rolls for attacks made with Jagged Tusks if the attacking unit made a
charge move in the same turn.
Gaze of Mork: Gaze of Mork is a spell that has a casting value of 6 and a range of 20". If successfully cast, pick up to 3 different enemy units within range and visible to the caster, and roll a dice for each of those units. On a 1, nothing happens. On a 2-5, that unit suffers 1 mortal wound. On a 6, that unit suffers D3 mortal wounds.
DESTRUCTION, ORRUK WARCLANS, GREENSKINZ, ORRUK, HERO, WIZARD, ORRUK GREAT SHAMAN |
Boss Choppa |
| Boss Choppa | 1" | 6 | 3+ | 3+ | -1 | 1 |
Massive Choppa |
| Massive Choppa | 1" | 3 | 4+ | 3+ | -2 | D3 |
Pair of Boss Choppas |
| Pair of Boss Choppas | 1" | 8 | 3+ | 3+ | -1 | 1 |
Jagged Tusks |
| Jagged Tusks | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 10 Points: 155
Battlefield Role: Leader
Notes: Single
An Orruk Warboss is armed with one of the following weapon options: Boss Choppa and Boss Shield; Massive Choppa; or Pair of Boss Choppas.
SHIELD: If this unit is armed with a Boss Choppa and Boss Shield, it has a Save characteristic of 3+ instead of 4+.
MOUNT: This unit can have a War Boar
mount that is armed with Jagged Tusks. If this unit has a War Boar mount, it has a Move characteristic of 9" instead of 5".
GREAT WAAAGH! BANNER: If this unit does not have a War Boar mount, it can have a Great Waaagh! Banner. If this unit has a Great Waaagh! Banner, it gains the
TOTEM keyword.
War Boar Charge: Add 1 to wound rolls for attacks made with Jagged Tusks if the attacking unit made a charge move in the same turn.
DESTRUCTION, ORRUK WARCLANS, GREENSKINZ, ORRUK, HERO, ORRUK WARBOSS |
Battleline
Gutrippaz form the slimy heart of the Kruleboyz. These mobs of sadistic greenskins are known for their vicious kunnin’ and the spiteful amusement they find in laying low the enemy with their wicked, poisoned weapons.
Wicked Stikka |
| Wicked Stikka | 2" | 2 | 4+ | 4+ | - | 1 |
Wicked Hacka |
| Wicked Hacka | 1" | 2 | 4+ | 3+ | - | 1 |
Unit Size: 10 Points: 150
Battlefield Role: Battleline
Base size: 32mm
Each model in a Gutrippaz unit is armed with 1 of the following weapon options: Wicked Stikka; or Wicked Hacka. All models in the unit must be armed with the same weapon option.
CHAMPION: 1 model in this unit can be a Gutrippa Boss. Add 1 to the Attacks characteristic of that model’s melee weapon.
STANDARD BEARER: 1 in every 10 models in this unit can be a Gutrippa Banner Bearer. Add 1 to the Bravery characteristic of a unit that includes any Gutrippa Banner Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Gutrippa Drummer or Gutrippa Hornblower. You can add 1 to
charge rolls for a unit that includes any Gutrippa Drummers or Gutrippa Hornblowers.
Scare Taktikz: Gutrippaz use all manner of means to unnerve and soften up their foes before the first blow is struck, from gruesome ‘skareshields’ to ululating battle cries that echo from the boggy mists.
Subtract 1 from
hit rolls for attacks made with melee weapons by enemy units that are not
HEROES or
MONSTERS that target this unit.
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, GUTRIPPAZ |
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.
Brute Choppas |
| Brute Choppas | 1" | 4 | 3+ | 3+ | -1 | 1 |
Jagged Gore-hacka |
| Jagged Gore-hacka | 2" | 3 | 3+ | 3+ | -2 | 1 |
Gore-choppa |
| Gore-choppa | 2" | 3 | 4+ | 3+ | -2 | 2 |
Boss Choppa |
| Boss Choppa | 1" | 3 | 3+ | 3+ | -1 | 2 |
Boss Klaw and Brute Smasha |
| Boss Klaw and Brute Smasha | 1" | 4 | 4+ | 3+ | -1 | 2 |
Unit Size: 5 Points: 140
Battlefield Role: Battleline
Base size: 40mm
Each model in an Orruk Brutes unit is armed with 1 of the following weapon options: Brute Choppas; or Jagged Gore-hacka. All models in the unit must be armed with the same weapon option. 1 in every 5 models can replace their weapon option with a Gore-choppa.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Brutefist •
Ironfist •
Weirdfist •
Da Bossfist •
Dakkbad’s Brawl •
Moggorz’s Rekrootin’ Krew
CHAMPION: 1 model in this unit can be a Brute Boss. Replace that model’s weapon option with a Boss Choppa, or a Boss Klaw and Brute Smasha.
You Messin’?: Most beings with half an ounce of common sense swiftly wither under the furious gaze of an orruk Brute who has marked his territory.
Enemy models with a Wounds characteristic of 1 that are within 3" of this unit cannot contest
objectives.
Duff Up da Big Thing: The Brutes of the Ironjawz excel at fighting and killing the most powerful foes.
Add 1 to
hit rolls for attacks made by this unit that target a unit with a Wounds characteristic of 4 or more.
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, BRUTES |
Savage Orruks cross the battlefield as a howling tide of tattooed green flesh. As more of these frenzied greenskins mob together, the Waaagh! energy flowing through them grows stronger, until they become akin to a raging storm of primal destruction.
Chompa |
| Chompa | 1" | 2 | 4+ | 3+ | - | 1 |
Savage Stikka |
| Savage Stikka | 2" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 10 Points: 160
Battlefield Role: Battleline
Base size: 32mm
Each model in a Savage Orruks unit is armed with 1 of the following weapon options: Chompa; or Savage Stikka. All models in the unit must be armed with the same weapon option.
CHAMPION: 1 model in this unit can be a Savage Boss. Add 1 to the Attacks characteristic of that model’s melee weapons.
STANDARD BEARER: 1 in every 10 models in this unit can be a Bone Totem Bearer. Add 1 to the Bravery characteristic of a unit that includes any Bone Totem Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Skull Thumper. You can add 1 to
charge rolls for a unit that includes any Skull Thumpers.
Primal Surge: Savage Orruks ride the wave ofWaaagh! energy that courses through their veins as they crash into the enemy.
Add 1 to
wound rolls for attacks made by this unit if this unit made a
charge move in the same turn.
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, SAVAGE ORRUKS |
Mobs of Ardboys 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 that smashes their way through the ranks of the enemy with a variety of crude but deadly weapons.
Ardboy Choppas |
| Ardboy Choppas | 1" | 2 | 3+ | 3+ | -1 | 1 |
Ardboy Stikkas |
| Ardboy Stikkas | 2" | 2 | 4+ | 3+ | -1 | 1 |
Unit Size: 10 Points: 190
Battlefield Role: Battleline
Base size: 32mm
Each model in an Orruk Ardboys unit is armed with 1 of the following weapon options: Ardboy Choppas; or Ardboy Stikkas. All models in the unit must be armed with the same weapon option.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Ardfist •
Ironfist •
Weirdfist •
Da Bossfist •
Dakkbad’s Brawl •
Moggorz’s Rekrootin’ Krew
CHAMPION: 1 model in this unit can be an Ardboy Boss. Add 1 to the Attacks characteristic of that model’s melee weapons.
STANDARD BEARER: 1 in every 10 models in this unit can be a Gorkamorka Glyph Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Gorkamorka Glyph Bearers.
’Ere We Go!: Ardboys who favour choppas usually have little patience in battle; the first to wade in, they swing their weapons to lop heads off shoulders.
Add 1 to the Attacks characteristic of this unit’s Ardboy Choppas if this unit made a
charge move in the same turn.
Da Stikkas: Charging a unit of Ardboys with stikkas can be a daunting prospect as their crude weapons punch through armour with ease.
Improve the Rend characteristic of this unit’s Ardboy Stikkas by 1 if the target made a
charge move in the same turn.
Shield Bash: Each time this unit fights, after all of its attacks have been resolved, pick 1 enemy unit within 1" of this unit and roll a dice for each model in this unit within 1" of
Each time this unit fights, after all of its attacks have been resolved, pick 1 enemy unit within 1" of this unit and roll a dice for each model in this unit within 1" of that unit. These dice rolls are referred to as shield bash rolls. For each shield bash roll of 6+, that enemy unit suffers 1
mortal wound.
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, ARDBOYS |
Orruk Bow |
| Orruk Bow | 18" | 1 | 4+ | 5+ | - | 1 |
Choppa |
| Choppa | 1" | 1 | 4+ | 4+ | -1 | 1 |
Pair of Choppas |
| Pair of Choppas | 1" | 1 | 3+ | 4+ | -1 | 1 |
Pigstikka Spear |
| Pigstikka Spear | 2" | 1 | 4+ | 4+ | - | 1 |
Cutta |
| Cutta | 1" | 1 | 4+ | 5+ | - | 1 |
Unit Size: 10 Points: 90
Battlefield Role: Battleline
Each model in an Orruk Mob is armed with one of the following weapon options: Choppa and Waaagh! Shield; Pigstikka Spear and Waaagh! Shield; Pair of Choppas; Orruk Bow and Cutta. All models in the unit must be armed with the same weapon option.
SHIELD: If this unit is armed with Waaagh! Shields, it has a Save characteristic of 4+ instead of 5+.
CHAMPION: 1 model in this unit can be an Orruk Boss. Add 1 to the Attacks characteristic of that model’s melee weapon.
STANDARD BEARER: 1 in every 10 models in this unit can be an Orruk Banner Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Orruk Banner Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Waaagh! Drummer. Add 1 to
charge rolls for this unit if it includes any Waaagh! Drummers.
Mob Rule: Add 1 to hit rolls for this unit if it has more than 5 models.
DESTRUCTION, ORRUK WARCLANS, GREENSKINZ, ORRUK, ORRUK MOB |
None
Together, the claw-fisted Boss Toofdagga, the club-wielding Wallop da Skul and the arrowboy Dakko Sharp-stikka form the faithful entourage of the shaman Hedkrakka. These mad lads gladly follow their Wurrgog Prophet into the most dangerous wilds of Ghur.
Stinga Bow |
| Stinga Bow | 18" | 2 | 4+ | 4+ | - | 1 |
Paired Toofdaggas |
| Paired Toofdaggas | 1" | 4 | 3+ | 4+ | - | 1 |
Big Chompa |
| Big Chompa | 1" | 2 | 4+ | 3+ | - | 2 |
Bone Shiv |
| Bone Shiv | 1" | 1 | 4+ | 4+ | - | 1 |
Unit Size: 3
Points: 200
Battlefield Role: None
|
Toofdagga | 40mm |
Wollop da Skul, Dakko Sharp-stikka | 32mm |
Notes: Single, Unique.
Hedkrakka, Gob of Gork and Hedkrakka’s Madmob must be taken as a set. Although taken as a set, each is a separate unit.
The models in Hedkrakka’s Madmob are Toofdagga, Wollop da Skul and Dakko Sharp-Stikka. Toofdagga is armed with Paired Toofdaggas. Wollop da Skul is armed with a Big Chompa. Dakko Sharp-Stikka is armed with a Stinga Bow and a Bone Shiv.
CHAMPION: Toofdagga is the unit champion.
Primal Surge: Hedkrakka’s Madmob ride the wave of Waaagh! energy that courses through their veins as they crash into the enemy.
Add 1 to
wound rolls for attacks made by this unit if this unit made a
charge move in the same turn.
Da Mad Mob: Hedkrakka’s Madmob will fight fanatically to protect the Wurrgog Prophet from harm.
If a friendly
HEDKRAKKA is within 3" of this unit, before you
allocate a wound or
mortal wound to him, or instead of making a
ward roll for him, you can roll a dice. On a 4+, that wound is allocated to this unit instead and cannot be negated.
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, BONEGRINZ, HEDKRAKKA’S MADMOB |
Mobs of Hobgrot Slittaz have often been witnessed accompanying the Kruleboy orruks to war. These malicious little brutes delight in eviscerating the foe with their slitta-knives and employing explosive devices pilfered from their duardin paymasters to blow unlucky enemies apart.
Sulphuric Scrap-grenades |
| Sulphuric Scrap-grenades | 8" | 1 | 4+ | 3+ | -1 | 1 |
Slitta-knives |
| Slitta-knives | 1" | 2 | 4+ | 5+ | - | 1 |
Unit Size: 10 Points: 80
Battlefield Role: None
Base size: 25mm
Each model in a Hobgrot Slittaz unit is armed with Slitta-knives and Sulphuric Scrap-grenades.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Light Finga
CHAMPION: 1 model in this unit can be a Hobgrot Boss. Add 1 to the Attacks characteristic of that model’s Slitta-knives.
STANDARD BEARER: 1 in every 10 models in this unit can be a Scrap Totem Bearer. You can re-roll
battleshock tests for a unit that includes any Scrap Totem Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Noise-maker. This unit can
run and still
shoot later in the turn if it includes any Noise-makers.
Stab ’Em Good!: Hobgrot Slittaz are surprisingly dexterous and are able to wield two weapons extremely effectively (for grots).
If the unmodified
hit roll for an attack made with Slitta-knives is 6, that attack scores 2 hits on the target instead of 1. Make a
wound and
save roll for each hit.
DESTRUCTION, ORRUK WARCLANS, HOBGROT, KRULEBOYZ, HOBGROT SLITTAZ |
Everyone agrees that Gurzag Ironskull’s Ardboys 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.
Boss Choppas |
| Boss Choppas | 1" | 5 | 3+ | 3+ | -1 | 1 |
Big Choppa |
| Big Choppa | 1" | 2 | 4+ | 3+ | -1 | 2 |
Smashas |
| Smashas | 1" | 3 | 3+ | 3+ | -1 | 1 |
Choppas |
| Choppas | 1" | 3 | 3+ | 3+ | -1 | 1 |
Unit Size: 4 Points: 80
Battlefield Role: None
Base size: 32mm
Notes: Single, Unique
The models in Ironskull’s Boyz are Gurzag Ironskull, Bonekutta, Basha and Hakka. Gurzag Ironskull is armed with Boss Choppas. Bonekutta is armed with a Big Choppa. Basha is armed with Smashas. Hakka is armed with Choppas.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Da Bossfist •
Dakkbad’s Brawl •
Moggorz’s Rekrootin’ Krew
CHAMPION: Gurzag Ironskull is the unit champion.
Dead ’Ard: Whether through natural hardiness or sheer belligerence, Ironskull and his boys fight on through the most grievous wounds, hollering and cheering as they batter their foes into the ground.
Gurzag Ironskull has a
ward of 5+. The other models in this unit have a ward of 6+.
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, IRONSUNZ, ARDBOYS, IRONSKULL’S BOYZ |
The fiendish crossbows wielded by the Man-skewer Boltboyz are powerful enough to take down a charging grunta with one shot, while the poisons coating their projectiles induce spasming deaths that are highly entertaining to these cruel orruks.
Man-skewer Crossbow: Hasty Shot |
| Man-skewer Crossbow: Hasty Shot | 12" | 2 | 4+ | 3+ | -1 | 2 |
Man-skewer Crossbow: Aimed Shot |
| Man-skewer Crossbow: Aimed Shot | 24" | 1 | 2+ | 3+ | -1 | 2 |
Jaggedy Blade |
| Jaggedy Blade | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 3
Points: 120
Battlefield Role: None
Base size: 32mmNotes: Battleline in a
Big Yellers army
Each model in a Man-skewer Boltboyz unit is armed with a Man-skewer Crossbow and Jaggedy Blade.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Middul Finga •
The Weeping Fangz •
Big Grikk’s Kruleshots
CHAMPION: 1 model in this unit can be a Boltboy Boss. Add 1 to the Attacks characteristic of that model’s missile weapons.
Pick ’Em Off: Boltboyz prefer to keep well away from the main battleline when possible, remaining stationary to fire carefully aimed shots at their enemies.
When this unit attacks with a Man-skewer Crossbow, use the Aimed Shot missile weapon characteristics if it did not make a
normal move in the same turn and is more than 3" from all enemy units. Otherwise, use the Hasty Shot missile weapon characteristics.
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, MAN-SKEWER BOLTBOYZ |
Creeping along on all fours come the Marshcrawla Sloggoths, sniffing the air to home in on fresh prey. On their backs are howdahs full of sneaky grots, banging war-drums and cackling as their vile beasts catch and squish the foe.
Catchin’ Nets and Snatcha-stikks |
| Catchin’ Nets and Snatcha-stikks | 2" | 4 | 4+ | 4+ | - | 1 |
Raking Claws |
| Raking Claws | 1" | 4 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 170
Battlefield Role: None
Base size: 105 x 70mm
Notes: Single
A Marshcrawla Sloggoth is armed with Catchin’ Nets and Snatcha-stikks, and Raking Claws.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Trophy Finga
Grot Snatcha-krew: The grots that ride atop a Marshcrawla Sloggoth are constantly on the lookout for new victims to grab and chain up.
At the end of the
combat phase, you can pick 1 enemy model within 2" of this unit and roll a dice. If the roll is at least double that model’s Wounds characteristic, it is slain.
Krew Drummer: The drummer that rides with a snatcha-krew beats out a powerful rhythm that inspires nearby allies to fight at their hardest.
Add 1 to
hit rolls for attacks made with melee weapons by friendly units that are wholly within 18" of any friendly units with this ability.
Regeneration: Being a type of troggoth, the sloggoth is able to regrow injured flesh almost as quickly as it is harmed.
In your
hero phase, you can roll a dice for this unit. If you do so, on a 4+,
heal up to D3 wounds allocated to this unit.
DESTRUCTION, ORRUK WARCLANS, KRULEBOYZ, GROT, TROGGOTH, MARSHCRAWLA SLOGGOTH |
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.
Gore-Basha |
| Gore-Basha | 2" | 3 | 4+ | 3+ | -1 | 2 |
Smashas |
| Smashas | 1" | 5 | 3+ | 3+ | - | 1 |
Boss Choppas |
| Boss Choppas | 1" | 3 | 3+ | 3+ | -1 | 2 |
Unit Size: 3 Points: 80
Battlefield Role: None
Base size: 40mm
Notes: Single, Unique
The models in Morgok’s Krushas are Morgok, Thugg and ’Ardskull. Morgok is armed with Boss Choppas. Thugg is armed with Smashas. ’Ardskull is armed with a Gore-basha.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Da Bossfist •
Dakkbad’s Brawl •
Moggorz’s Rekrootin’ Krew
CHAMPION: Morgok is the unit champion.
Beastbashas: 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.
The first time a
MONSTER is destroyed by an attack made by this unit, add 1 to
wound rolls for attacks made by this unit for the rest of the battle.
Duff Up da Big Thing: The Brutes of the Ironjawz excel at fighting and killing the most powerful foes.
Add 1 to
hit rolls for attacks made by this unit that target a unit with a Wounds characteristic of 4 or more.
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, IRONSUNZ, BRUTES, MORGOK’S KRUSHAS |
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.
Pig-iron Choppa |
| Pig-iron Choppa | 1" | 4 | 3+ | 3+ | -1 | 1 |
Jagged Gore-hacka |
| Jagged Gore-hacka | 2" | 3 | 3+ | 3+ | -2 | 1 |
Tusks and Hooves |
| Tusks and Hooves | 1" | 4 | 3+ | 3+ | - | 1 |
Unit Size: 3
Points: 170
Battlefield Role: None
Base size: 90 x 52mmNotes: Battleline in a
Bloodtoofs army
Each model in an Orruk Gore-gruntas unit is armed with 1 of the following weapon options: Pig-iron Choppas; or Jagged Gore-hacka. All models in the unit must be armed with the same weapon option.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Gorefist •
Ironfist •
Da Bossfist •
Dakkbad’s Brawl •
Moggorz’s Rekrootin’ Krew
MOUNT: This unit’s Gore-gruntas are each armed with Tusks and Hooves.
CHAMPION: 1 model in this unit can be a Gore-grunta Boss. Add 1 to the Attacks characteristic of that model’s melee weapons, excluding those of its
mount.
Gore-grunta Charge: Even by the destructive standards of the Ironjawz, the carnage caused by a Gore-grunta charge is horrific to behold.
After a model in this unit finishes a
charge move, roll a dice for each enemy unit within 1" of that model. Add 1 to the roll if the model is armed with a Jagged Gore-hacka. On a 3+, that enemy unit suffers 1
mortal wound.
If this unit has more than 1 model, roll to determine if mortal wounds are caused after each model finishes its charge move, but do not allocate the mortal wounds until after all of the models in the unit have finished their charge moves.
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, GORE-GRUNTAS, GRUNTA STAMPEDE |
Carrying Gorktoof spears, massive weapons capable of felling a Stardrake, Big Stabbas seek to slay the greatest of beasts. Even should these daring orruks be killed, they will hurl their huge spears to bring down their target in a final act of defiance.
Gorktoof |
| Gorktoof | 3" | 3 | 3+ | 3+ | -2 | 2 |
Unit Size: 2 Points: 100
Battlefield Role: None
Base size: 60 x 35mm
Each model in a Savage Big Stabbas unit is armed with a Gorktoof.
Da Final Fling: Should a BigStabba team be slain, they will use their final breath to hurl their Gorktoof at the foe.
Each time a model in this unit is slain by an attack made with a melee weapon, before the model is removed from play, pick 1 enemy unit within 3" of the slain model and roll a dice. Add 2 to the roll if that enemy unit is a
MONSTER. On a 4+, that enemy unit suffers D3
mortal wounds.
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, SAVAGE BIG STABBAS |
Maniaks are amongst the most unhinged of all Bonesplitterz, each one brimming with the power of the Waaagh! Their mounted mobs hoot and holler as they charge across the battlefield, smashing into the foe and laying about them with wild abandon.
Chompas |
| Chompas | 1" | 3 | 4+ | 3+ | - | 1 |
Tusks and Hooves |
| Tusks and Hooves | 1" | 3 | 4+ | 4+ | - | 1 |
Unit Size: 5 Points: 150
Battlefield Role: None
Base size: 60 x 35mm
Each model in a Savage Boarboy Maniaks unit is armed with Chompas.
MOUNT: This unit’s War Boars are each armed with Tusks and Hooves.
CHAMPION: 1 model in this unit can be a Savage Boar Boss Maniak. Add 1 to the Attacks characteristic of that model’s melee weapons, excluding those of its
mount.
STANDARD BEARER: 1 in every 5 models in this unit can be a Bone Totem Bearer. Add 1 to the Bravery characteristic of a unit that includes any Bone Totem Bearers.
MUSICIAN: 1 in every 5 models in this unit can be a Skull Thumper. You can add 1 to
charge rolls for a unit that includes any Skull Thumpers.
Maniak Fury: When Maniaks charge into battle, things start to get crazy! Waaagh!
Add 1 to the Attacks characteristic of this unit’s Chompas if this unit made a
charge move in the same turn.
Tusker Charge: The charge of a maddened war boar is terrifying to behold.
Add 1 to
hit rolls and
wound rolls for attacks made with Tusks and Hooves by this unit if this unit made a
charge move in the same turn.
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, SAVAGE BOARBOY MANIAKS |
Mobs of Savage Boarboys thunder across the land, hunting endlessly for new monsters to slay. Their sharp, primitive weapons skewer the enemy with ease, while their snorting war boar mounts trample over any foolish enough to get in their way.
Chompa |
| Chompa | 1" | 2 | 4+ | 3+ | - | 1 |
Savage Stikka |
| Savage Stikka | 2" | 2 | 4+ | 4+ | - | 1 |
Tusks and Hooves |
| Tusks and Hooves | 1" | 3 | 4+ | 4+ | - | 1 |
Unit Size: 5
Points: 140
Battlefield Role: None
Base size: 60 x 35mmNotes: Battleline in an
Icebone army
Each model in a Savage Boarboys unit is armed with 1 of the following weapon options: Chompa; or Savage Stikka. All models in the unit must be armed with the same weapon option.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Brutal Rukk
MOUNT: This unit’s War Boars are each armed with Tusks and Hooves.
CHAMPION: 1 model in this unit can be a Savage Boar Boss. Add 1 to the Attacks characteristic of that model’s melee weapons, excluding those of its
mount.
STANDARD BEARER: 1 in every 5 models in this unit can be a Bone Totem Bearer. Add 1 to the Bravery characteristic of a unit that includes any Bone Totem Bearers.
MUSICIAN: 1 in every 5 models in this unit can be a Skull Thumper. You can add 1 to
charge rolls for a unit that includes any Skull Thumpers.
Tusker Charge: The charge of a maddened war boar is terrifying to behold.
Add 1 to
hit rolls and
wound rolls for attacks made with a Savage Stikka or Tusks and Hooves by this unit if this unit made a
charge move in the same turn.
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, SAVAGE BOARBOYS |
Arrowboys favour Mork’s kunnin’ tactics, and they take joy in pincushioning their foes while their backs are turned. Mobs of Arrowboys will stick a monster full of sharp projectiles from a distance before closing in to finish them off with sharp bone shivs.
Stinga Bow |
| Stinga Bow | 18" | 2 | 5+ | 4+ | - | 1 |
Bone Shiv |
| Bone Shiv | 1" | 2 | 4+ | 4+ | - | 1 |
Chompa |
| Chompa | 1" | 2 | 4+ | 3+ | - | 1 |
Unit Size: 10
Points: 140
Battlefield Role: None
Base size: 32mmNotes: Battleline in a
Bonegrinz army
Each model in a Savage Orruk Arrowboys unit is armed with a Stinga Bow and Bone Shiv.
CHAMPION: 1 model in this unit can be a Savage Arrow Boss. Replace that model’s Bone Shiv with a Chompa.
STANDARD BEARER: 1 in every 10 models in this unit can be a Bone Totem Bearer. Add 1 to the Bravery characteristic of a unit that includes any Bone Totem Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Skull Thumper. You can add 1 to
charge rolls for a unit that includes any Skull Thumpers.
Aim Fer Its Eyes: Arrowboys have great experience in bringing down monstrous beasts at range with their Stinga Bows.
Improve the Rend characteristic of an attack made with a Stinga Bow by 1 if the target is a
MONSTER.
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, SAVAGE ORRUK ARROWBOYS |
Roaring unintelligible war cries, the Morboys are amongst a warclan’s deadliest warriors. Each possesses a deep connection to the wild spirit of Gorkamorka, growing stronger and more manic as monstrous foes are slain around them.
Chompa and Toof Shiv |
| Chompa and Toof Shiv | 1" | 3 | 4+ | 3+ | - | 1 |
Unit Size: 10
Points: 160
Battlefield Role: None
Base size: 32mmNotes: Battleline in a
Drakkfoot army
Each model in a Savage Orruk Morboys unit is armed with a Chompa and Toof Shiv.
CHAMPION: 1 model in this unit can be a Savage Morboy Boss. Add 1 to the Attacks characteristic of that model’s melee weapons.
STANDARD BEARER: 1 in every 10 models in this unit can be a Bone Totem Bearer. Add 1 to the Bravery characteristic of a unit that includes any Bone Totem Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Skull Thumper. You can add 1 to
charge rolls for a unit that includes any Skull Thumpers.
Morboy Fury: When Morboys charge into battle, things start to get crazy! Waaagh!
Add 1 to the Attacks characteristic of this unit’s melee weapons if this unit made a
charge move in the same turn.
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, SAVAGE ORRUK MORBOYS |
Daggok and his ladz are on a murderous mission to decapitate the realms’ brightest fighters. With each head Daggok takes, his kunnin’ increases – or so he believes – and he means to gather enough smarts to make him a Killaboss.
Wicked Hakkas and Stikkas |
| Wicked Hakkas and Stikkas | 1" | 3 | 4+ | 3+ | - | 1 |
Bita-flail |
| Bita-flail | 1" | 3 | 3+ | 3+ | -1 | D3 |
Unit Size: 4 Points: 70
Battlefield Role: None
Base size: 32mm
Notes: Single, Unique
The models in Daggok’s Stab-ladz are Daggok Finksteala, Hurrk da Howla, Jagz da Bleeda and Grakk da Hook. Daggok Finksteala, Hurrk da Howla and Jagz da Bleeda are armed with Wicked Hakkas and Stikkas. Grakk da Hook is armed with a Bita-flail.
ELITE: Models in this unit can
issue commands to their own unit.
Outfink ’Em: Led by the deceptively cunning boss Daggok Finksteala, the Stab-ladz are endlessly concocting schemes and plans to gain ‘da upper hand’.
At the start of each battle round, and each time an enemy unit
receives a command while it is within 18" of this unit, this unit gains a Finkin’ token (to a maximum of 6).
Instead of spending a
command point to issue a command to this unit, you can remove 1 of its Finkin’ tokens.
Roar of Kragnos: The massive horn carried by Hurrk da Howla emits a booming blast that leaves the Stab-ladz’ enemies disorientated.
While this unit includes Hurrk da Howla, at the start of the
combat phase, you can pick 1 enemy unit within 3" of this unit and roll a dice. On a 4+, subtract 1 from the Attacks characteristic of that unit’s melee weapons (to a minimum of 1) until the end of the phase.
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, GRINNIN’ BLADES, DAGGOK’S STAB-LADZ |
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.
Chain-smasha |
| Chain-smasha | 2" | 6 | 4+ | 4+ | -1 | 2 |
Mighty Gore-hacka |
| Mighty Gore-hacka | 2" | 3 | 3+ | 3+ | -2 | 2 |
Brute Crusha |
| Brute Crusha | 2" | 3 | 4+ | 4+ | -1 | D3 |
Unit Size: 3 Points: 100
Battlefield Role: None
Each model in a Brute Ragerz unit is armed with 1 of the following weapon options: Chain-smasha; Mighty Gore-hacka; or Brute Crusha.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Da Bossfist •
Dakkbad’s Brawl •
Moggorz’s Rekrootin’ Krew
ELITE: Models in this unit can
issue commands to their own unit.
Berserkers: These brutes forego heavy plate so they can get stuck in to the fighting as quickly as possible.
This unit can
run and still
charge later in the turn.
Bone-shattering Strike: A satisfying ‘KRUNCH’ rings out each time a hapless foe bears the full brunt of a Brute crusha strike.
If the unmodified
hit roll for an attack made with a Brute Crusha is 6, that attack causes 3
mortal wounds to the target and the
attack sequence ends (do not make a
wound roll or
save roll).
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, BRUTES, BRUTE RAGERZ |
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.
Chain-smasha |
| Chain-smasha | 2" | 6 | 4+ | 4+ | -1 | 2 |
Unit Size: 3 Points: 120
Battlefield Role: None
Each model in a Weirdbrute Wrekkaz unit is armed with a Chain-smasha.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Da Bossfist •
Dakkbad’s Brawl •
Moggorz’s Rekrootin’ Krew
ELITE: Models in this unit can
issue commands to their own unit.
Green Rage: When these crazed warriors hurl themselves into the largest mobs of enemy fighters, nothing short of absolute destruction is wrought.
If the unmodified
hit roll for an attack made by this unit is 6 and the target unit has 10 or more models, that attack scores 2 hits on the target instead of 1. Make a
wound roll and
save roll for each hit.
Berserkers: These brutes forego heavy plate so they can get stuck in to the fighting as quickly as possible.
This unit can
run and still
charge later in the turn.
Weirdbrute Masks: The strange masks worn by these orruks pulsate with Waaagh! energy, sending the wearer into a battle frenzy that renders them numb to pain.
This unit has a
ward of 5+ while it is within 3" of any enemy units.
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, BRUTES, WEIRDBRUTE WREKKAZ |
Da Kunnin’ Krew is a ragtag collection of orruks, hobgrots and grots. It is led by the armoured Torka Tuffskul, an expert at corralling foes with his spiked mansnappa. He is backed up by two grots, Gikkit and Shank, who are kept in line by a malicious paymaster known as Krookgrin.
Firebombs |
| Firebombs | 8" | D3 | 4+ | 3+ | -1 | 1 |
Mansnappa |
| Mansnappa | 1" | 4 | 3+ | 3+ | -1 | 1 |
Krule Irons |
| Krule Irons | 1" | 2 | 4+ | 4+ | - | 1 |
Krude Net |
| Krude Net | 3" | 1 | 4+ | 4+ | - | D3 |
Krule Dagger |
| Krule Dagger | 1" | 3 | 4+ | 4+ | - | 1 |
Unit Size: 4
Points: 150
Battlefield Role: None
|
Torka Toughskull | 40mm |
Gikkit, Shank, Krookgrin | 25mm |
Notes: Single, Unique.
Mannok da Kunnin’ and Da Kunnin’ Krew units must be taken as a set. Although taken as a set, each is a separate unit.
The models in Da Kunnin’ Krew are Torka Tuffskul, Gikkit, Shank and Krookgrin. Torka Tuffskul is armed with a Mansnappa. Gikkit is armed with Krule Irons. Shank is armed with a Krude Net. Krookgrin is armed with a Krule Dagger and Firebombs.
CHAMPION: Torka Tuffskul is the unit champion. Add 1 to that model’s Wounds characteristic.
Snatcha-krew: Da Kunnin’ Krew are constantly on the lookout for new victims to grab and chain up.
At the end of the
combat phase, you can pick 1 enemy model within 2" of this unit and roll a dice. Add 1 to the roll if this unit includes Torka Tuffskul, and add 1 to the roll if this unit includes Shank. If the roll is at least double that model’s Wounds characteristic, it is slain.
Paymaster: Krookgrin the hobgrot is Da Kunnin’ Krew’s paymaster, and as long as he is still standing, the rest of the Krew will not desert him.
Do not take
battleshock tests for this unit if it includes Krookgrin.
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, GRINNIN’ BLADES, DA KUNNIN’ KREW |
Masters of the sudden ambush and the devious ruse, Kruleboyz Monsta-killaz are sadistic, underhanded beast-hunters who eagerly employ every kunnin’ trick in the book to capture their quarry and defeat those who would stand in their way.
Monsta-killaz Weapons |
| Monsta-killaz Weapons | 2" | 3 | 4+ | 3+ | -1 | 1 |
Spiky Shell |
| Spiky Shell | 1" | 1 | 4+ | 4+ | - | 1 |
Unit Size: 8
Points: 130
Battlefield Role: None
|
Beastnob | 40mm |
6 x Monsta-killaz | 32mm |
Klutcha-grot | 28.5mm |
Each model in this unit is armed with Monsta-killaz Weapons.
BEASTNOB: 1 in every 8 models in this unit must be a Beastnob. Add 1 to the Attacks characteristic of that model’s Monsta-killaz Weapons. That model can
issue commands to their own unit.
MUSICIAN: 1 in every 8 models in this unit must be a Bawla Boy. While this unit includes any Bawla Boyz, enemy
MONSTERS within 3" of this unit cannot
retreat.
KLUTCHA-GROT: 1 in every 8 models in this unit must be a Klutcha-grot. That model is armed with a Spiky Shell instead of Monsta-killaz Weapons.
A Tough Grot to Swallow: The small, spiky-armoured Klutcha-grot is usually gobbled up by the Monsta-killaz’ prey, causing the monster to choke, retch and vomit up the little git – to the chortles and guffaws of the Kruleboyz. Of course, sometimes the grot just gets eaten, which the orruks find equally hilarious.
Once per phase, when an enemy
MONSTER within 6" of this unit is picked to carry out a
monstrous rampage, if this unit has any Klutcha-grots, you can say that the
MONSTER will try to gobble up a Klutcha-grot. If you do so, roll a dice. On a 2+, that
MONSTER cannot carry out a monstrous rampage that phase. On a 1, a Klutcha-grot in this unit is slain.
Bait and Trap: The Monsta-killaz have perfected the art of baiting even the greatest of monsters into deadly and debilitating traps.
At the start of the
combat phase, you can pick 1 enemy
MONSTER within 6" of this unit and roll a dice. Add 1 to the roll if that
MONSTER has any wounds allocated to it. On a 3+, the
strike-last effect applies to that
MONSTER until the end of that phase.
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, KRULEBOYZ MONSTA-KILLAZ |
From unnatural clouds of mist come the hulking reptilian brutes known as Fimir Warriors. Possessed of prodigious strength and tenacity, they charge to wherever the fighting is thickest in order to savage their startled foes.
Baleglyph Maul |
| Baleglyph Maul | 2" | 3 | 3+ | 3+ | -2 | 1 |
Club Tail |
| Club Tail | 1" | 1 | 4+ | 3+ | - | 1 |
Unit Size: 3 Points: 150
Battlefield Role: None
Base size: 50mm
Notes: Battleline if general is a FIMIRACH NOBLE
Each model in a Fimir Warriors unit is armed with a Baleglyph Maul and Club Tail.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION keyword.
Baleglyph Mauls: Etched by Balefiends and imbued with vile magic, a weapon bearing these glyphs brings withering atrophy to anything it strikes.
If the unmodified
wound roll for an attack made with a Baleglyph Maul is 6, that attack causes 1
mortal wound to the target in addition to any damage it inflicts.
Shrouding Mists: Fimir despise the light, wrapping themselves in sorcerous mists whenever they venture from their dank lairs. Such mist serves to hide them from their enemies’ sight.
This unit has a
ward of 6+.
Unnatural Flesh: Fimir are wholly unnatural creatures whose flesh twists and writhes, sealing wounds mere moments after they are inflicted.
In your
hero phase, you can
heal 1 wound allocated to this unit.
DESTRUCTION, FIMIR, FIMIR WARRIORS |
Boarboy Spears |
| Boarboy Spears | 2" | 2 | 4+ | 4+ | - | 1 |
Jagged Tusks |
| Jagged Tusks | 1" | 4 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 90
Battlefield Role: None
Each model in an Orruk Boar Chariots unit is armed with Boarboy Spears.
MOUNT: This unit’s War Boars are armed with Jagged Tusks.
Boarboy Charge: Add 1
wound rolls for attacks made with Boarboy Spears or Jagged Tusks if the attacking unit made a
charge move in the same turn.
Scythed Wheels: After a model from this unit finishes a charge move, roll a dice for each enemy unit within 1" of that model. On a 2+, that unit suffers D3 mortal wounds. If this unit has more than 1 model, roll to determine if mortal wounds are caused after each model finishes its charge move, but do not allocate the mortal wounds until all of the models in the unit have finished their charge moves.
DESTRUCTION, ORRUK WARCLANS, ORRUK, GREENSKINZ, ORRUK BOAR CHARIOTS |
Choppa |
| Choppa | 1" | 1 | 4+ | 4+ | -1 | 1 |
Boarboy Spear |
| Boarboy Spear | 2" | 1 | 4+ | 4+ | - | 1 |
Jagged Tusks |
| Jagged Tusks | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 5 Points: 110
Battlefield Role: None
Each model in an Orruk Boarboys unit is armed with one of the following weapon options: Choppa; or Boarboy Spear. All models in the unit must be armed with the same weapon option.
MOUNT: This unit’s War Boars are each armed with Jagged Tusks.
CHAMPION: 1 model in this unit can be an Orruk Boarboy Boss. Add 1 to the Attacks characteristic of that model’s melee weapon.
STANDARD BEARER: 1 in every 5 models in this unit can be a Glyph Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Glyph Bearers.
MUSICIAN: 1 in every 5 models in this unit can be a Waaagh! Hornblower. Add 1 to
charge rolls for this unit if it includes any Waaagh! Hornblowers.
Boarboy Charge: Add 1 wound rolls for attacks made with a Boarboy Spear or Jagged Tusks if the attacking unit made a charge move in the same turn.
DESTRUCTION, ORRUK WARCLANS, GREENSKINZ, ОRRUK, ORRUK BOARBOYS |
Behemoth
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.
Gouger Choppa and Axe |
| Gouger Choppa and Axe | 1" | 4 | 3+ | 3+ | -1 | 2 |
Mighty Tusks |
| Mighty Tusks | 2" | 2 | 3+ | 3+ | -3 | |
Trampling Trotters |
| Trampling Trotters | 1" | 4 | 3+ | 3+ | -1 | D3 |
1 | 9" | D3 |
2-3 | 10" | D3+1 |
4-5 | 11" | D3+2 |
6 | 12" | D3+3 |
Unit Size: 1 Points: 160
Battlefield Role: Behemoth
Notes: Battleline if general is MAW-GRUNTA
Each model in a Maw-grunta Gougers unit is armed with a Gouger Choppa and Axe.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Da Bossfist •
Dakkbad’s Brawl •
Moggorz’s Rekrootin’ Krew
MONSTROUS REGIMENT: Only 1 model in this unit can carry out a
monstrous rampage each turn.
MOUNT: This unit’s Maw-gruntas are each armed with Mighty Tusks and Trampling Trotters.
Unstoppable Momentum: Once a Maw-grunta begins its charge, it can only stop by crashing into something, and as its speed increases, it becomes ever more deadly.
This unit has a momentum score that affects the values represented by a
for this unit as shown on the momentum table above. At the start of the battle, this unit has a momentum score of 1. Each time this unit finishes a
run or
charge move, add D3 to its momentum score. This unit’s momentum score can never exceed 6. At the end of the battle round, subtract 1 from this unit’s momentum score (to a minimum of 1).
Headlong Charger: Once a Maw-grunta begins its charge, only the strongest of blows can bring it to a halt.
While this unit has a momentum score of 4 or more, this unit can charge even if it ran earlier in the turn.
Crushed and Trampled: The ground trembles and shakes as a herd of Mawgruntas charges full pelt, rampaging through the enemy lines and sending warriors sprawling in all directions.
You can carry out the Flattened into the Mud
monstrous rampage below with this unit instead of any other monstrous rampage you can carry out with this unit.
MONSTROUS RAMPAGE | Flattened into the Mud: Only a model in a unit that has made a charge move this turn can carry out this monstrous rampage. Pick an enemy unit with a Wounds characteristic of 1 or 2 within 3" of this unit and roll a dice. If the roll is less than this unit’s momentum score, the strike-last effect applies to that enemy unit until the end of the turn. |
|
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, MONSTER, MAW-GRUNTA, MAW-GRUNTA GOUGERS, GRUNTA STAMPEDE |
With eager crews of Ardboys 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.
Gouger Choppa and Axe |
| Gouger Choppa and Axe | 1" | 4 | 3+ | 3+ | -1 | 2 |
Mighty Tusks |
| Mighty Tusks | 2" | 2 | 3+ | 3+ | -3 | |
Trampling Trotters |
| Trampling Trotters | 1" | 4 | 3+ | 3+ | -1 | D3 |
Kill-choppas |
| Kill-choppas | 2" | 2 | 3+ | 3+ | | 2 |
1 | 9" | -1 | D3 |
2-3 | 10" | -1 | D3+1 |
4-5 | 11" | -2 | D3+2 |
6 | 12" | -3 | D3+3 |
Unit Size: 1 Points: 240
Battlefield Role: Behemoth
Notes: Single
A Maw-grunta with Hakkin’ Krew is ridden by an Ardboy armed with a Gouger Choppa and Axe.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Da Bossfist •
Dakkbad’s Brawl •
Moggorz’s Rekrootin’ Krew
ELITE: Models in this unit can
issue commands to their own unit.
MOUNT: This unit’s Maw-grunta is armed with Mighty Tusks and Trampling Trotters.
CREW: This unit’s Hakkin’ Krew is armed with Kill-choppas.
Unstoppable Momentum: Once a Maw-grunta begins its charge, it can only stop by crashing into something, and as its speed increases, it becomes ever more deadly.
This unit has a momentum score that affects the values represented by a
for this unit as shown on the momentum table above. At the start of the battle, this unit has a momentum score of 1. Each time this unit finishes a
run or
charge move, add D3 to its momentum score. This unit’s momentum score can never exceed 6. At the end of the battle round, subtract 1 from this unit’s momentum score (to a minimum of 1).
Headlong Charger: Once a Maw-grunta begins its charge, only the strongest of blows can bring it to a halt.
While this unit has a momentum score of 4 or more, this unit can charge even if it ran earlier in the turn.
Hack ’n’ Charge: The job of the Hakkin Krew is to clear a path through hordes of enemies to ensure the Maw-grunta maintains its momentum.
You can carry out the Carve a Path
monstrous rampage below with this unit instead of any other monstrous rampage you can carry out with this unit.
MONSTROUS RAMPAGE | Carve a Path: Pick an enemy unit with a Wounds characteristic of 4 or less within 3" of this unit and roll a dice. If the roll is less than this unit’s momentum score, that enemy unit suffers a number of mortal wounds equal to the roll and you can immediately attempt a charge with this unit even though it is within 3" of an enemy unit. When a unit charges in this manner, it can pass across enemy units with a Wounds characteristic of 4 or less in the same manner as a unit that can fly. |
|
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, MONSTER, MAW-GRUNTA, MAW-GRUNTA WITH HAKKIN’ KREW, GRUNTA STAMPEDE |
Crudely fashioned by orruk shamans from rocks and battlefield debris, Rogue Idols are daubed with sigils and animated by Waaagh! energy. They are drawn inexorably to the biggest battles, storming out of the wilderness to clobber their foes.
Boulder Fists |
| Boulder Fists | 3" | 2 | 3+ | | -2 | D6 |
Stompin’ Feet |
| Stompin’ Feet | 2" | | 3+ | 3+ | -2 | 2 |
0-8 | 10" | 2+ | 10 |
9-11 | 8" | 3+ | 8 |
12-13 | 6" | 3+ | 6 |
14+ | 4" | 4+ | 4 |
Unit Size: 1 Points: 430
Battlefield Role: Behemoth
Base size: 170 x 105mm
Notes: Single
This warscroll can be used in the following warscroll battalions:
•
Da Bossfist •
Dakkbad’s Brawl •
Moggorz’s Rekrootin’ Krew
A Rogue Idol is armed with Boulder Fists and Stompin’ Feet.
Avalanche!: Even in death, Rogue Idols cause widespread devastation, their stony forms collapsing in a rain of heavy boulders and rubble that has left more than one elated champion crushed flat by the remains of the very beast he just bested.
If this model is slain, before removing it from play, roll a dice for each unit within 3" of this model. On a 4+, that unit suffers D3
mortal wounds. This model is then removed from play.
Livin’ Idol: The crackling spiritual power of the Waaagh! is the lifeblood of the Rogue Idol, such that orruk shamans can tap into it when casting their magic.
Add 1 to
casting rolls for friendly
ORRUK WIZARDS while they are within 6" of any friendly models with this ability. In addition, add 1 to the Bravery characteristic of friendly
ORRUK units while they are wholly within 18" of any friendly models with this ability.
Da Big ’Un: Nothing more, in truth, than a monumental pile of rocks in motion, the Rogue Idol has few weaknesses and does not feel pain.
This model has a
ward of 5+.
Rubble and Ruin: A Rogue Idol doesn’t particularly care about where it’s treading, and chunks of stone and bits of former victims are forever falling off its thunderous bulk.
At the end of the
combat phase, roll a dice for each enemy unit within 3" of this model. On a 4+, that unit suffers 1
mortal wound.
Spirit of the Waaagh!: Rogue Idols storm relentlessly into battle, driven ever onwards by the will of Gorkamorka, smashing their enemies flat with one thunderous charge after another.
Add 1 to
hit rolls for attacks made by this model if it made a
charge move in the same turn.
DESTRUCTION, ORRUK WARCLANS, BONESPLITTERZ, IRONJAWZ, KRULEBOYZ, MONSTER, TOTEM, ROGUE IDOL |
Basilisks are creatures so inimical to life that they poison the very ground they walk on. They are a living blight that can swiftly reduce an area to ruinous wasteland, destroying crops and slaughtering livestock with venom that suffuses both body and spirit.
Acidic Spittle |
| Acidic Spittle | 10" | 1 | 5+ | | -1 | 1 |
Venomous Bite |
| Venomous Bite | 2" | 1 | 3+ | 3+ | | 3 |
Clutching Claws |
| Clutching Claws | 1" | 6 | 4+ | 4+ | -1 | 1 |
0-3 | 10" | -2 | 2+ |
4-5 | 9" | -2 | 3+ |
6-7 | 8" | -1 | 4+ |
8+ | 7" | -1 | 5+ |
Unit Size: 1 Points: 175
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
A Basilisk is armed with Acidic Spittle, a Venomous Bite and Clutching Claws.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION keyword.
Corrosive Miasma: The poisons that emanate from the Basilisk’s skin are so toxic that they leave anyone nearby choking on their own blood as they fall victim to their corrosive effects.
At the start of the
combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers 1
mortal wound.
Malignant Gaze: The Basilisk focuses its malice upon its intended victim, its eyes radiating with evil as the enemy slowly melts into a pile of steaming flesh and blistering metal.
In your
hero phase, you can pick 1 enemy unit within 12" of this model and visible to it, and roll a dice. On a 1, nothing happens. On a 2-3, that unit suffers D3
mortal wounds. On a 4+, that unit suffers D3+1 mortal wounds.
DESTRUCTION, MONSTER, BASILISK |
Dread Maws are massive reptilian worms that spend most of their lives below ground, only surfacing to hunt. They use their hard rock-like coils to bind and crush their prey, and are able to tunnel through rock and soil as a fish swims through water.
Slime Spray |
| Slime Spray | 12" | 1 | 4+ | 3+ | -2 | D6 |
Cavernous Maw |
| Cavernous Maw | 3" | 3 | 3+ | 2+ | | D6 |
Writhing Coils |
| Writhing Coils | 2" | | 4+ | 4+ | -1 | 1 |
0-6 | 14" | -3 | 3D6 |
7-8 | 12" | -2 | 2D6 |
9-10 | 10" | -2 | D6 |
11+ | 8" | -1 | D3 |
Unit Size: 1 Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
A Dread Maw is armed with a Cavernous Maw, Writhing Coils and Slime Spray.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge from any part of a battlefield without hindrance, taking its prey by surprise.
During deployment, instead of setting up this model on the battlefield, you can place it to one side and say that it is tunnelling through the earth in
reserve. If you do so, at the end of your second
movement phase, you must set up this model anywhere on the battlefield more than 9" from all enemy units.
Impenetrable Hide: Long exposure to the taint left behind from the Age of Chaos has made the armoured scales of Dread Maws all but impervious to harm.
This model has a
ward of 5+.
Tunnel Worm: The Dread Maw grinds through rock and soil without resistance.
When this model makes a move, it can pass across
terrain features and other models in the same manner as a model that can
fly.
Yawning Maw: Their circular mouths studded with rows of sickle-shaped teeth, Dread Maws can swallow a fully armoured man whole.
Add 1
wound rolls for attacks made a Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.
Elementals of Beasts are gruesome fusions of meat and bone, bound together and given will by the raw magic of Ghur. Savage beyond imagining, they slash and gore their way through whole armies, reducing their enemies to mutilated heaps of flesh.
Amber Breath |
| Amber Breath | 12" | D6 | 5+ | 3+ | -2 | D3 |
Savage Talons |
| Savage Talons | 2" | | 3+ | 4+ | -2 | 1 |
Impaling Horns |
| Impaling Horns | 2" | 4 | 4+ | 3+ | -1 | D3 |
0-5 | 10" | 3+ | 12 |
6-8 | 8" | 4+ | 10 |
9-11 | 7" | 4+ | 8 |
12+ | 6" | 5+ | 6 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
An Incarnate Elemental of Beasts is armed with Savage Talons, Impaling Horns and Amber Breath.
MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the
DESTRUCTION or
ORDER keyword.
Savage Frenzy: These creatures are at their most dangerous in their final moments, lashing out at their enemies in vengeful hatred.
If this model is slain, before removing it from play, it can fight. This model is then removed from play.
Howl of the Great Beast: The howl of an Incarnate Elemental of Beasts can freeze the blood of all who hear it.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of this model.
Incarnate of Ghur: Incarnate Elementals are able to draw upon the energies from their realm to increase their strength.
Add 1 to
wound rolls for attacks made by this model if it is within 1" of any
terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (
core rules, 28.1.3).
The Lure of Spilt Blood: The potent aroma of freshly spilt blood sends these creatures into a frenzy.
You can re-roll
charge rolls for this model if it is within 12" of any enemy models that have any wounds allocated to them.
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS |
An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
Fiery Bolts |
| Fiery Bolts | 18" | | 4+ | 4+ | -1 | 1 |
Tendrils of Fire |
| Tendrils of Fire | 2" | 6 | 3+ | 4+ | - | 1 |
Burning Lance |
| Burning Lance | 3" | 3 | 3+ | 2+ | -2 | 2 |
0-3 | 8" | 3+ | 10 |
4-6 | 7" | 4+ | 8 |
7-9 | 6" | 4+ | 6 |
10-12 | 5" | 5+ | 4 |
13+ | 4" | 6+ | 2 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
An Incarnate Elemental of Fire is armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.
MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the
DESTRUCTION or
ORDER keyword.
Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified
hit roll for an attack made by this model is 6, double the weapon’s Damage characteristic for that attack.
Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the
combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3
mortal wounds.
Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
Add 1 to
wound rolls for attacks made by this model if it is within 1" of any
terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (
core rules, 28.1.3).
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE |
These primordial beasts are among the most malevolent of dragon kind. Their gullet burns with the intensity of a raging volcano, and when roused to wrath they incinerate their foes with jets of flame, or else tear them to shreds with their enormous claws and fangs.
Brimstone Dragonfire |
| Brimstone Dragonfire | 18" | 1 | |
Furnace-hot Jaws |
| Furnace-hot Jaws | 3" | 4 | 3+ | 2+ | | D6 |
Crushing Claws |
| Crushing Claws | 2" | | 4+ | 3+ | -1 | 2 |
0-10 | 16" | -3 | 8 |
11-13 | 14" | -3 | 7 |
14-16 | 12" | -2 | 6 |
17+ | 10" | -2 | 5 |
Unit Size: 1 Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single
A Magma Dragon is armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Brimstone Dragonfire: Unleashing the heat within, the Magma Dragon spews gouts of whitehot fire upon its prey.
Do not use the
attack sequence for an attack made with this model’s Brimstone Dragonfire. Instead, roll a dice. On a 2+, the target unit suffers D6
mortal wounds. If the target unit has 10 or more models, it suffers 2D6 mortal wounds instead of D6.
Burning Blood: The lifeblood that flows through Magma Dragons is molten rock. To spill it is akin to standing beside a volcanic eruption.
Roll a dice each time a
wound or
mortal wound that was caused by a melee weapon is allocated to this model. On a 4+, the attacking unit suffers 1 mortal wound. On a 6, the attacking unit suffers D3 mortal wounds instead.
DRAGON, MONSTER, MAGMA DRAGON |
Merwyrms are nightmarish creatures able to traverse both land and sea. Harbouring a malice cultivated in their endless struggle for survival upon the ocean floor, they loose this hatred upon any foolish enough to go into battle against them.
Chill Breath |
| Chill Breath | 8" | 6 | 4+ | 3+ | -1 | 1 |
Hideous Jaws |
| Hideous Jaws | 1" | 3 | 3+ | 3+ | | D3 |
Powerful Tail |
| Powerful Tail | 2" | 1 | 4+ | 3+ | -1 | |
0-5 | 8" | -3 | 6 |
6-7 | 7" | -2 | D6 |
8-9 | 6" | -2 | D3 |
10+ | 5" | -1 | 2 |
Unit Size: 1 Points: 280
Battlefield Role: Behemoth
Notes: Single
A Merwyrm is armed with Chill Breath, Hideous Jaws and a Powerful Tail.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a talent for latching onto their quarry and tearing away great chunks of flesh.
If the unmodified
wound roll for an attack made with this model’s Hideous Jaws is 6, the Damage characteristic of that weapon for that attack is D6 instead of D3.
Stench of the Deep: The air around this beast is filled with an unholy stench of rotting flesh and brackish filth. This putrid smell upturns stomachs and stings eyes, weakening and blinding its enemies before they can attack.
Subtract 1 from
hit rolls for attacks made with melee weapons that target this model.
Unnatural Metabolism: The Merwyrm’s cavernous jaws are so huge that stories abound of its ability to swallow a person whole, its wounds sealing each time it devours an unfortunate victim.
At the end of the
combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can
heal up to D3 wounds allocated to this model.
Artillery
The idea of an orruk that can shoot straight seems like a contradiction, but they do exist - those who operate the portable ballistas known as Beast-skewer Killbows can not only bullseye a target but also slay several smaller enemies with a single shot.
Beast-skewer Bolts: Hasty Shot |
| Beast-skewer Bolts: Hasty Shot | 12" | 1 | 4+ | 3+ | -2 | See below |
Beast-skewer Bolts: Aimed Shot |
| Beast-skewer Bolts: Aimed Shot | 24" | 1 | 2+ | 3+ | -2 | See below |
Jaggedy Blades |
| Jaggedy Blades | 1" | 3 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 80
Battlefield Role: Artillery
Base size: 90 x 52mm
Notes: Single
A Beast-skewer Killbow is armed with Beast-skewer Bolts.
COMPANION: This unit is accompanied by loading grots that are armed with Jaggedy Blades.
Pick ’Em Off: Boltboyz prefer to keep well away from the main battleline when possible, remaining stationary to fire carefully aimed shots at their enemies.
When this unit attacks with Beast-skewer Bolts, use the Aimed Shot missile weapon characteristics if it did not make a
normal move in the same turn and is more than 3" from all enemy units. Otherwise, use the Hasty Shot missile weapon characteristics.
Skewered: Beast-skewer bolts can punch straight through a monster or several ranks of enemy warriors.
To determine the Damage characteristic for an attack made with Beast-skewer Bolts, roll a number of dice equal to the Wounds characteristic of the target unit. The Damage characteristic is equal to 2, plus 1 for each roll of 5+, up to a maximum Damage characteristic of 12.
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, BEAST-SKEWER KILLBOW |
Warscroll Battalion
| | |
| This warscroll battalion can be used in the following warscroll battalions: • Da Bossfist • Dakkbad’s Brawl • Moggorz’s Rekrootin’ Krew
The Green Tide: The Ironjawz hit the enemy line like an earthquake, a tornado or some other natural disaster, leaving a trail of carnage and blazing ruin in their wake. Tew warriors are staunch enough to withstand the shock of this assault, and most buckle and break under the ferocious onslaught.
Add 1 to the Attacks characteristic of melee weapons used by units in this battalion that made a charge move in the same turn and are within 3" of another unit from this battalion. | |
| | |
| | |
| Rukk Warpaint: When the Bonesplitterz gather in Rukks at the command of their Prophets, the Waaagh! energy that surrounds them becomes even more potent, enhancing the protection granted by their warpaint.
You can re-roll ward rolls of 1 for models from this battalion. | |
| | |
| | |
| BATTALIONS: This warscroll battalion can be used in the following warscroll battalions: • Da Bossfist • Dakkbad’s Brawl • Moggorz’s Rekrootin’ Krew
The Green Tide: The Ironjawz hit the enemy line like an earthquake, a tornado or some other natural disaster, leaving a trail of carnage and blazing ruin in their wake. Tew warriors are staunch enough to withstand the shock of this assault, and most buckle and break under the ferocious onslaught.
Add 1 to the Attacks characteristic of melee weapons used by units in this battalion that made a charge move in the same turn and are within 3" of another unit from this battalion. | |
| | |
| | |
| This warscroll battalion can be used in the following warscroll battalions: • Da Bossfist • Dakkbad’s Brawl • Moggorz’s Rekrootin’ Krew
The Green Tide: The Ironjawz hit the enemy line like an earthquake, a tornado or some other natural disaster, leaving a trail of carnage and blazing ruin in their wake. Tew warriors are staunch enough to withstand the shock of this assault, and most buckle and break under the ferocious onslaught.
Add 1 to the Attacks characteristic of melee weapons used by units in this battalion that made a charge move in the same turn and are within 3" of another unit from this battalion. | |
| | |
| | |
| This warscroll battalion can be used in the following warscroll battalions: • Da Bossfist • Dakkbad’s Brawl • Moggorz’s Rekrootin’ Krew
The Green Tide: The Ironjawz hit the enemy line like an earthquake, a tornado or some other natural disaster, leaving a trail of carnage and blazing ruin in their wake. Tew warriors are staunch enough to withstand the shock of this assault, and most buckle and break under the ferocious onslaught.
Add 1 to the Attacks characteristic of melee weapons used by units in this battalion that made a charge move in the same turn and are within 3" of another unit from this battalion. | |
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| Kunnin’ Gitz: Kruleboyz don’t believe in fighting fair. While the enemy is preoccupied with a bunch of the boys, others will sneak up on the enemy unseen to drive deep a killing blow.
At the start of the combat phase, you can pick 1 unit from this battalion that is within 3" of any enemy units: that unit can only be picked to fight at the end of that phase. If you do so, you can pick 1 other unit from this battalion that is within 3" of any enemy units: that unit fights at the start of that phase. | |
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| Rukk Warpaint: When the Bonesplitterz gather in Rukks at the command of their Prophets, the Waaagh! energy that surrounds them becomes even more potent, enhancing the protection granted by their warpaint.
You can re-roll ward rolls of 1 for models from this battalion. | |
| | |
| | |
| Rukk Warpaint: When the Bonesplitterz gather in Rukks at the command of their Prophets, the Waaagh! energy that surrounds them becomes even more potent, enhancing the protection granted by their warpaint.
You can re-roll ward rolls of 1 for models from this battalion. | |
| | |
| | |
| Kunnin’ Gitz: Kruleboyz don’t believe in fighting fair. While the enemy is preoccupied with a bunch of the boys, others will sneak up on the enemy unseen to drive deep a killing blow.
At the start of the combat phase, you can pick 1 unit from this battalion that is within 3" of any enemy units: that unit can only be picked to fight at the end of that phase. If you do so, you can pick 1 other unit from this battalion that is within 3" of any enemy units: that unit fights at the start of that phase. | |
| | |
| | |
| Kunnin’ Gitz: Kruleboyz don’t believe in fighting fair. While the enemy is preoccupied with a bunch of the boys, others will sneak up on the enemy unseen to drive deep a killing blow.
At the start of the combat phase, you can pick 1 unit from this battalion that is within 3" of any enemy units: that unit can only be picked to fight at the end of that phase. If you do so, you can pick 1 other unit from this battalion that is within 3" of any enemy units: that unit fights at the start of that phase. | |
| | |
| | |
| Rukk Warpaint: When the Bonesplitterz gather in Rukks at the command of their Prophets, the Waaagh! energy that surrounds them becomes even more potent, enhancing the protection granted by their warpaint.
You can re-roll ward rolls of 1 for models from this battalion. | |
| | |
| | |
| Rukk Warpaint: When the Bonesplitterz gather in Rukks at the command of their Prophets, the Waaagh! energy that surrounds them becomes even more potent, enhancing the protection granted by their warpaint.
You can re-roll ward rolls of 1 for models from this battalion. | |
| | |
| | |
| Kunnin’ Gitz: Kruleboyz don’t believe in fighting fair. While the enemy is preoccupied with a bunch of the boys, others will sneak up on the enemy unseen to drive deep a killing blow.
At the start of the combat phase, you can pick 1 unit from this battalion that is within 3" of any enemy units: that unit can only be picked to fight at the end of that phase. If you do so, you can pick 1 other unit from this battalion that is within 3" of any enemy units: that unit fights at the start of that phase. | |
| | |
| | |
| Kunnin’ Gitz: Kruleboyz don’t believe in fighting fair. While the enemy is preoccupied with a bunch of the boys, others will sneak up on the enemy unseen to drive deep a killing blow.
At the start of the combat phase, you can pick 1 unit from this battalion that is within 3" of any enemy units: that unit can only be picked to fight at the end of that phase. If you do so, you can pick 1 other unit from this battalion that is within 3" of any enemy units: that unit fights at the start of that phase. | |
| | |
| | |
| This warscroll battalion can be used in the following warscroll battalions: • Da Bossfist • Dakkbad’s Brawl • Moggorz’s Rekrootin’ Krew
The Green Tide: The Ironjawz hit the enemy line like an earthquake, a tornado or some other natural disaster, leaving a trail of carnage and blazing ruin in their wake. Tew warriors are staunch enough to withstand the shock of this assault, and most buckle and break under the ferocious onslaught.
Add 1 to the Attacks characteristic of melee weapons used by units in this battalion that made a charge move in the same turn and are within 3" of another unit from this battalion. | |
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| At the head of the Ironsunz hordes comes Dakkbad Grotkicker, the grand overboss himself. Around him are assembled the ’ardest orruks he can muster, their prowess further enhanced by his formidable kunnin’. Unit Size: - Points: 220 Battlefield Role: Warscroll Battalion
This warscroll battalion can be used in the following warscroll battalions: • Dakkbad’s Brawl
Da Boss ’Imself: Dakkbad Grotkicker is arguably the greatest, and certainly the most kunnin’, Megaboss ever to rule the Ironsunz warclan.
Dakkbad must have the Right Fist of Dakkbad command trait. In addition, if Dakkbad is on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.
Battlescarred Veterans: The orruks that make up Dakkbad’s Bossfist are amongst the most deadly fighters of their brutal green-skinned race.
Add 1 to the Attacks characteristic of melee weapons used by models in this battalion (including those used by their mounts). | |
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| The Wurrgog Prophet known as Da Snorter has become infamous across the wastes of central Thondia. This connection to the beast-spirits runs deep, as does the spiritual power bound into his warpaint. When Da Snorter leads the boyz of his Kop Rukk on a rampage, enemies are wise to take cover. Rukk Warpaint: When the Bonesplitterz gather in Rukks, the Waaagh! energy that surrounds them becomes even more potent, enhancing the protection granted by their warpaint.
You can re-roll ward rolls of 1 for models in this battalion.
Da Snorter’s Glyphs: Da Snorter is covered head to toe in potent tattoos charged with bestial energies.
Once per battle, at the start of your hero phase, you can pick 1 spell from the Lore of the Savage Beast that Da Snorter does not know and has not attempted to cast during the battle. He can attempt to cast that spell in that hero phase in addition to any other spells that he can attempt to cast. | |
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| The seething hordes of the Ironsunz have fully embraced the kunnin’ brutality of Gorkamorka. They seek nothing less than to become the greatest orruks that ever were. If they are not stopped, they just might succeed. Unit Size: - Points: 120 Battlefield Role: Warscroll Battalion
Boss Waaagh!: Dakkbad is able to channel and direct the Waaagh! energy generated by the Ironsunz under his command through his subordinate bosses and hangers-on.
Once per battle, if Dakkbad is on the battlefield, another ORRUK HERO from this battalion can use the Ironjawz Waaagh! command ability. This does not stop Dakkbad from using the Ironjawz Waaagh! command ability, but you cannot use the command ability more than once in the same combat phase. | |
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| Under the steely gaze of Moggorz and his Rekrootin’ Krew, mobs of orruks from across the realms fight for the chance of becoming true-blue Ironsunz. Though not as kunnin’ as the warclan’s own, their desire to impress lends them a deadly courage in battle. |
• | 1 Megaboss (Moggorz) | • | 1 Brute unit (Da Rekrootin’ Krew) | • | 1-5 Orruk Brutes or Orruk Ardboys units in any combination (Aspirants) | This battalion can only be taken as part of an Ironjawz army that is from the IRONSUNZ warclan. You cannot include more than 1 Moggorz’s Rekrootin’ Krew warscroll battalion in your army. |
|
Unit Size: - Points: 150 Battlefield Role: Warscroll Battalion
This warscroll battalion can be used in the following warscroll battalions: • Dakkbad’s Brawl
Out To Impress: Though not yet Ironsunz themselves, the boyz that fight alongside the Rekrootin’ Krew will face down truly insane odds without fear to earn Moggorz’s approval.
The Ironsunz Kunnin’ ability does not apply to Aspirant units from this battalion. Instead, do not take battleshock tests for Aspirant units from this battalion while they are wholly within 18" of Moggorz or Da Rekrootin’ Krew. | |
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| After the battle at Amberstone Watch, the Weeping Fangz were scattered into several splinter warbands. But a Kruleboy is most dangerous when backed into a corner - especially when that Kruleboy is the Killaboss Brokkagok. Killaboss Brokkagok: Brokkagok is renowned for the ingenuity of his ambush manoeuvres.
If Brokkagok is on the battlefield at the start of the first battle round, before determining who has the first turn, you can pick 1 friendly KRULEBOYZ unit and set it up again anywhere on the battlefield that is more than 9" from all enemy units.
Kunnin’ Gitz: Kruleboyz don’t believe in fighting fair. While the enemy is preoccupied with a bunch of the boys, others will sneak up to finish the job.
At the start of the combat phase, you can pick 1 unit in this battalion that is within 3" of any enemy units: the strike-last effect applies to that unit in that phase. If you do so, you can pick 1 other unit in this battalion that is within 3" of any enemy units: the strike-first effect applies to that unit in that phase. | |
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Regiment of Renown
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| Grikk swears that the massive, jagged bolt that buried itself in the back of his boss’s Corpse-rippa Vulcha had nothing to do with him. Few believed the treacherous Big Shot, so Grikk quickly took leave of his clan, taking with him a handful of crossbow-toting lackeys and some grots to drag his beloved killbow across the realms. Unit Size: - Points: 290 Battlefield Role: Warscroll Battalion Notes: Unique, Single. These units must be taken as a set referred to as Big Grikk’s Kruleshots. Although taken as a set, each is a separate unit.
This warscroll battalion can be used in the following warscroll battalions: • Da Bossfist • Dakkbad’s Brawl • Moggorz’s Rekrootin’ Krew
Back-stabbin’ Big Shot: Big Grikk has a reputation among his lads as ‘a right sneaky ’un’ – a high accolade in Kruleboyz society.
The BEAST-SKEWER KILLBOW in this regiment of renown has the HERO keyword.
Toxin-laden Skewers: Big Grikk’s Kruleshots habitually smear highly toxic secretions over the tips of their jagged bolts.
If the unmodified hit roll for an attack made by a model in this regiment of renown 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).
Skewer It Again!: There’s no need for him to point; Grikk simply uses his bolts to indicate which beastie he wants his boyz to bring down.
If any wounds and/or mortal wounds caused by a shooting attack made by this regiment of renown’s BEAST-SKEWER KILLBOW are allocated to an enemy MONSTER and not negated, you can pick any number of other models in this regiment of renown and say that they are focusing fire. If you do so, until the end of the phase, add 1 to the Attacks characteristic of missile weapons used by those models but all of their attacks must target that enemy MONSTER. | |
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| Unit Size: - Points: 500 Battlefield Role: Warscroll Battalion Notes: Unique, Single. These units must be taken as a set referred to as Braggit’s Bottle-snatchaz. Although taken as a set, each is a separate unit.
Major Irritant: Braggit is a dab hand at riling up the beasts of the Deep and Dark - from a safe distance.
If a unit in this regiment of renown receives the Redeploy command, any other friendly units in this regiment of renown within 6" of that unit can immediately make a D6" move but they must finish that move more than 3" from all enemy units and cannot shoot later in the turn.
Secret Tunnels: Rabble-Rowzas have a knack for locating hidden passages through the depths.
Instead of setting up the units in this regiment of renown on the battlefield, you can place them to one side and say that they are navigating secret tunnels. If you do so, at the start of your first hero phase, you can set up all of these units wholly within 6" of the edge of the battlefield and more than 9" from all enemy units. The units you set up cannot move in the following movement phase. | |
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