The warclans of the orruks are a big green fist that slams into the guts of the Mortal Realms with each new day. Followers of Gorkamorka, the god of destructive, primal violence, they fight purely for the savage joy of fighting. Ironjaw and Bonesplitter alike are caught up in a tidal wave of violence that smashes entire civilisations to rubble.
This page contains all of the rules you need to field your Ironjawz miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:
Battletome: Orruk Warclans
| Q: | When using the ‘Notorious Bosses’ ability, can I give a target a heroic trait that another unit already has? |
| A: | No. |
| Q: | Can each part of the Foot of Gork use the ‘Wandering Destruction’ ability each turn? |
| A: | No. This is a single manifestation with multiple parts, so it can only use that ability once in each turn. |
| Q: | In the ‘Ironjawz Bigmob’ Spearhead army, are the Brute Ragerz set up during the deployment phase? |
| A: | Yes. Only the Brutes are not set up on the battlefield during the deployment phase. The Brute Ragerz are a different unit type, so are set up normally. |
| Q: | When using the ‘Mightiest Destroyers’ ability, can I pick a second target if there is a Megaboss on Maw-Krusha on the battlefield? |
| A: | No. The ability specifies the unit name, so only a Megaboss unit is eligible. |
| Q: | Is damage inflicted on a unit that finished a move within 6" of a trampled by Gork terrain feature damage inflicted by a PRAYER ability? |
| A: | Yes. |
Ironjawz armies can use the following abilities:
MIGHTY DESTROYERS: The Ironjawz won’t let anything get between them and a good scrap.
Declare: Pick a friendly
IRONJAWZ unit that was not set up this turn to be the target.
Effect: The target can move up to 3". It can move into combat. If it was in combat at the start of the move, it must end that move in combat.
IRONJAWZ WAAAGH!: With a roar that shakes the battlefield, the Ironjawz charge as one, eager to crack skulls.
Declare: Pick a friendly
IRONJAWZ HERO to be the target. You cannot pick the same
HERO to be the target of this ability more than once per battle.
Effect: For the rest of the turn, the following effects apply to friendly
IRONJAWZ units while they are wholly within 18" of the target:
- Add 1 to charge rolls for those units.
- Add 1 to the Attacks characteristic of those units’ melee weapons.
You can pick 1 of the following battle formations for a Ironjawz army. Each battle formation grants a different ability you can use in the battle.
Ironjawz Brawl
NATURAL DISASTER: A mass of heavily armoured orruks and their bulky beasts of war, an Ironjawz Brawl hits the enemy line like a landslide if it gains enough momentum, leaving a trail of carnage and blazing ruin in its wake.
Effect: If you make an unmodified
charge roll of 8+ for a friendly
non-HERO IRONJAWZ unit, add 1 to the Attacks characteristic of that unit’s melee weapons for the rest of the turn.
Weirdfist
SPIRIT OF GORK: The roiling Waaagh! energy that emanates from the Weirdfist shamans fills nearby Ironjawz with the fighting spirit and hardiness of Gork.
Effect: Friendly
IRONJAWZ INFANTRY units have
WARD (6+) while they are wholly within 12" of any friendly
IRONJAWZ WIZARDS or
PRIESTS.
Ironfist
SMASHIN’ AND BASHIN’: The orruks of an Ironfist won’t be outdone by each other – when one mob duffs up the enemy, it inspires others to show them how to do it properly!
Effect: The first time each turn that an enemy unit is destroyed by a
FIGHT ability used by a friendly
IRONJAWZ unit, add 1 to
hit rolls for
combat attacks made by the next friendly
IRONJAWZ unit that is picked to use a
FIGHT ability for the rest of the turn.
Grunta Stampede
’ERE WE COME!: Once a grunta stampede gets going and the hogs are all riled up, there are few forces in the realms with the power to halt its momentum.
Effect: Add the number of enemy units that have been destroyed this battle to the Move characteristic of friendly
Gore-gruntas and
MAW-GRUNTA units, to a maximum of +4.
Brutefist
MIGHTIEST DESTROYERS: Wherever the Megabosses lead from the front lines, the Ironjawz surge forward as an unstoppable tide of green muscle and heavy armour plates.
Effect: If there are any friendly
Megabosses on the battlefield, for the rest of the turn, you can pick another eligible unit to be a second target when using the ‘
Mighty Destroyers’ ability.
If there are no friendly
Megabosses on the battlefield, roll a dice. On a 3+, for the rest of the turn, you can pick another eligible unit to be a second target when using the ‘Mighty Destroyers’ ability.
Bigsnikkaz
DUFF UP DA BIG THING: The ladz get ready to bash some uppity git who thinks that being bigger than an orruk gives them some kind of advantage.
Declare: Pick a friendly
IRONJAWZ unit to be the target.
Effect: For the rest of the turn, add 1 to
wound rolls for the target’s
combat attacks that target an enemy unit that has a Health characteristic greater than its own.
Brutal Warlords
HERO only
|
| AN EYE FOR DA FIGHT | 0 |
| MEGA BOSSY | 0 |
| HULKING BRUTE | 0 |
AN EYE FOR DA FIGHT: This orruk is among the most dangerous of their brutal kind: one who instinctively understands the flow of battle and knows just where the best fights are likely to kick off.
Effect: If you roll a 1-3 when determining the distance that unit can move, you can use a value of 4 instead.
MEGA BOSSY: This boss’s booming voice constantly rings out across the battlefield, ‘encouraging’ their ladz to get krumpin’.
Effect: If this unit charged this turn, for the rest of the turn, add 1 to
charge rolls for friendly
IRONJAWZ units while they are wholly within 18" of this unit.
HULKING BRUTE: Even by orruk standards, this boss is huge, and he is ever eager to throw his immense weight around in battle.
Declare: If this unit charged this turn, pick an enemy unit within 1" of it to be the target.
Effect: Roll a D3. On a 2+, inflict an amount of
mortal damage on the target equal to the roll. If this unit’s unmodified
charge roll this turn was 8+, roll a D6 instead of a D3.
Da Boss’s Hoard
HERO only
|
| TROPHY SKULLS | 0 |
| ARMOUR OF GORK | 0 |
| AMBERBONE WHETSTONE | 0 |
TROPHY SKULLS: Festooned with the skulls of those who crossed them, be they ferocious beast or mighty warrior, there’s no doubt that this orruk means business.
Effect: Add 10 to this unit’s control score.
ARMOUR OF GORK: This bashed-together armour is thick, heavy and possessed of its own fierce fighting spirit.
Effect: This unit has
WARD (6+).
AMBERBONE WHETSTONE: This prized sharpening stone, laced with veins of realmstone, is found deep in the crags of Ghur. It is loved by the Ironjawz for its ability to make a weapon ‘ded sharp’.
Effect: Pick 1 of this unit’s weapons. Add 1 to the Rend characteristic of that weapon for the rest of the battle.
Da Boss’s Hoard
HERO only
|
| CHIMERIC MANTLE | 0 |
| HORN OF SHATTATUSK | 20 |
| WEIRD SKULLZ | 0 |
CHIMERIC MANTLE: Crudely stitched together from the pelts and hides of myriad different creatures, this orruk’s ragged cloak causes beasts to recoil in fear.
Declare: Pick an enemy unit
in combat with this unit to be the target.
Effect: For the rest of the turn, subtract D3 from the Attacks characteristic of the target’s
Companion weapons while it is in combat with this unit.
HORN OF SHATTATUSK: Purportedly crafted from one of the godbeast’s tusks, a blast from this horn imbues the Ironjawz’ charging beasts with the same bellicosity as their riders.
Effect: For the rest of the turn, add 1 to the Attacks characteristic of
Companion weapons used by friendly
IRONJAWZ units while they are wholly within 18" of this unit.
WEIRD SKULLZ: Originally belonging to Weirdnobs who died of ‘unknown causes’, these caved-in skulls exude Waaagh! energy that can give nearby foes pounding headaches, making it difficult for them to focus.
Declare: Pick a
visible enemy unit within 18" of this unit to be the target.
Effect: Roll a dice. If the target is within 12" of this unit, add 1 to the roll. On a 4+:
- Inflict 1 mortal damage on the target.
- Subtract 1 from the target’s power level until the start of your next turn.
Monstrous Traits are enhancements that can only be given to MONSTERS.
A unit can only have 1 Monstrous Trait.
|
| BIG ’UN | 0 |
| MAD ’UN | 0 |
| FAST ’UN | 0 |
BIG ’UN: This beast is noticeably more muscular and krumpier than others of its kind.
Effect: Add 1 to the Rend characteristic of this unit’s
Companion weapons.
MAD ’UN: Once this crazed beast starts its rampage, it will keep going until everything nearby has been smashed into a red paste.
Declare: If this unit
charged this turn, pick an enemy unit
in combat with it to be the target.
Effect: Roll a D3. On a 2+, inflict an amount of
mortal damage on the target equal to the roll. If any models are slain by this ability, after those models are removed from the battlefield, if this unit is still in combat, this unit can immediately use this ability again.
FAST ’UN: This beast lurches forward at a speed that would take anyone by surprise.
Effect: If this unit was not
set up this turn, it can use the ‘
Normal Move’ ability as if it were your movement phase.
Brutal Beasts
(
IRONJAWZ MONSTER only)
|
| BIG ’UN | 10 |
| FAST ’UN | 10 |
| ANGRY ’UN | 10 |
BIG ’UN: This beast is noticeably more muscular
and krumpier than others of its kind.
Effect: Add 1 to the Rend characteristic of this unit’s
Companion weapons.
FAST ’UN: The beast lurches forward at a speed
that would take anyone by surprise.
Effect: If this unit was not
set up this turn, it can use the ‘
Normal Move’ ability as if it were your movement phase.
ANGRY ’UN: Particularly irascible, this beast
takes its rage out on anything that gets in its way.
Declare: If this unit
charged this turn, pick a
visible enemy unit within 1" of it to be the target.
Effect: Roll a number of dice equal to your
fury level. For each 3+, inflict 1
mortal damage on the target.
Lore of the Weird
BASH ’EM LADZ!: Pulsing waves of Waaagh! energy radiate from the shaman, boosting the fighting prowess of nearby Ironjawz.
Declare: Pick a friendly
IRONJAWZ WIZARD to cast this spell, pick a
visible friendly
IRONJAWZ unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: The target’s melee weapons have
Crit (2 Hits) until the start of your next turn.’
MIGHTY ’EADBUTT: The shaman headbutts the air, projecting a wave of green energy that seeks out enemies, especially spell-flingas, to nut.
Declare: Pick a friendly
IRONJAWZ WIZARD to cast this spell, pick a
visible enemy unit within 18" of them to be the target, then make a
casting roll of 2D6.
Effect: Inflict D3
mortal damage on the target. If the target is a
WIZARD, inflict 3 mortal damage on the target instead.
DA GREAT BIG GREEN HAND OF GORK: A ghostly green hand picks up a mob of Ironjawz and plonks them back down where they are most needed.
Declare: Pick a friendly
IRONJAWZ WIZARD to cast this spell, pick a
visible friendly unit wholly within 12" of them and not in combat to be the target, then make a
casting roll of 2D6.
Effect: Remove the target from the battlefield and set it up again wholly within 24" of the caster and more than 9" from all enemy units.
Warbeats
GET ’EM BEAT: A pounding rhythm is played by the Warchanter, inspiring nearby Ironjawz to wreak destruction and ruin upon their enemies.
Declare: Pick a friendly
IRONJAWZ PRIEST to chant this prayer, pick a
visible friendly
IRONJAWZ unit wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: For the rest of the turn, add 1 to
charge rolls for the target. In addition, if the chanting roll was 8+, add 1 to the number of dice rolled when making charge rolls for the target, to a maximum of 3.
| KEYWORDS | PRAYER, UNLIMITED |
FIXIN’ BEAT: The Warchanter pounds a restorative rhythm that gives the ladz a second wind.
Declare: Pick a friendly
IRONJAWZ PRIEST to chant this prayer, pick a
visible friendly
IRONJAWZ unit wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Heal (D6) the target. If the chanting roll was 8+,
HEAL (D3+3) the target instead.
KILLA BEAT: The Warchanter drums a thumping beat that causes raw Waaagh! energy to course through the weapons of the orruks.
Declare: Pick a friendly
IRONJAWZ PRIEST to chant this prayer, pick a
visible friendly
IRONJAWZ unit wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: AAdd 1 to the Damage characteristic of the target’s melee weapons until the start of your next turn. If the chanting roll was 10+, you can pick another eligible unit to be a second target.
Manifestations of Gorkamorka
SUMMON FOOT OF GORK: Stamping a furiously belligerent beat, the shaman dares Gork himself to stomp the battlefield flat.
Declare: If there is not a friendly
Foot of Gork on the battlefield, pick a friendly
IRONJAWZ WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Foot of Gork wholly within 12" of the caster,
visible to them and more than 9" from all enemy units. A
Foot of Gork has 2 parts that must be set up within 9" of each other.
SUMMON MORKSPIT MARSH: The shaman summons a cruel, glowing swamp that channels memories of Gorkamorka’s past brawls.
Declare: If there is not a friendly
Morkspit Marsh on the battlefield, pick a friendly
IRONJAWZ WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Morkspit Marsh wholly within 18" of the caster and
visible to them.
SUMMON GORK-ROARA: The shaman summons a leering visage of Gorkamorka that spills forth Waaagh! power.
Declare: If there is not a friendly
Gork-Roara on the battlefield, pick a friendly
IRONJAWZ WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Gork-Roara wholly within 12" of the caster,
visible to them and more than 9" from all enemy units.
Army of Renown
When you pick the Ironjawz or Kruleboyz faction for your army, you can choose for it to be a Big Waaagh!
Army of Renown. If you do so, use the faction rules on these pages instead of your chosen faction rules. For each
regiment you include in a Big Waaagh! Army of Renown that is led by an
IRONJAWZ HERO, you must include a regiment that is led by a
KRULEBOYZ HERO and vice versa. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the
BIG WAAAGH! keyword.
| | |
| ROSTER OPTIONS - Any IRONJAWZ units
- Any KRULEBOYZ units
- You cannot include Regiments of Renown
- You cannot include faction terrain
KRULEBOYZ HEROES included in this Army of Renown can only include KRULEBOYZ units in their regiment, and IRONJAWZ HEROES included in this Army of Renown can only include IRONJAWZ units in their regiment. If your army includes Kragnos, the End of Empires, he can include either KRULEBOYZ units or IRONJAWZ units in his regiment (but not both), and he counts as a Hero from that faction for the purposes of needing to have one regiment led by an IRONJAWZ HERO for each regiment led by a KRULEBOYZ HERO and vice versa. | |
| | |
NOTORIOUS BOSSES: It takes orruks of propa might and kunnin’ to keep a Big Waaagh! in line.
Declare: Pick up to 1 friendly
non-UNIQUE BIG WAAAGH! IRONJAWZ HERO and up to 1 friendly non-
UNIQUE BIG WAAAGH! KRULEBOYZ HERO that do not have a heroic trait to be the targets.
Effect: Give each target 1 heroic trait from the Big Waaagh! heroic traits.
Designer’s Note: These heroic traits are given to the targets during the deployment phase, not during army composition.
THE POWER OF THE WAAAGH!: The power of Gorkamorka reaches a climax of violent energy when orruks gather as a Big Waaagh!.
Declare: Pick up to 1 friendly
BIG WAAAGH! IRONJAWZ unit and up to 1 friendly
BIG WAAAGH! KRULEBOYZ unit to be the targets.
Effect: The targets have the
POWER OF THE WAAAGH! keyword for the rest of the battle round.
POSSESSED BY THE POWER OF THE WAAAGH!: When a Waaagh! really gets going, the orruks become a terrifying force to be reckoned with.
Effect: While a friendly unit has the
POWER OF THE WAAAGH! keyword:
- If that unit has the IRONJAWZ keyword, add 1 to run rolls and charge rolls for that unit.
- If that unit has the KRULEBOYZ keyword, that unit’s attacks score critical hits on unmodified hit rolls of 5+.
RALLY THE WARCLANS: With a great bellow, the boss encourages a mob from the seemingly endless hordes to get stuck in.
Declare: If your
general is on the battlefield, pick a friendly
BIG WAAAGH! unit that started the battle with 3 or more models and that has been destroyed to be the target.
Effect: Set up a
replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of your general and more than 9" from all enemy units.
HERO only
TAKIN’ NAMES: The best way to keep your position at the head of a rowdy orruk horde is by duffing up anyone who looks like a challenge.
Effect: If an enemy
HERO is destroyed by this unit, this unit has the
POWER OF THE WAAAGH! keyword for the rest of the battle.
A PROPER SNEAK: When they get their Mork muscles flexin’, this boss can even get the Ironjawz moving with a semblance of stealth.
Declare: You can use this ability if this unit has the
POWER OF THE WAAAGH! keyword and a friendly unit has not used a
BRUTAL KUNNIN’ ability this turn.
Effect: For the rest of the battle round, friendly
BIG WAAAGH! units have
WARD (5+) while they are wholly within 12" of this unit.
DA OLD ONE-TWO: This boss and their boyz are the masters at piling on the pain.
Declare: You can use this ability if this unit has the
POWER OF THE WAAAGH! keyword and a friendly unit has not used a
BRUTAL KUNNIN’ ability this turn.
Effect: For the rest of the battle round, friendly
BIG WAAAGH! units’ melee weapons have
CRIT (2 HITS) while they are wholly within 12" of this unit.
GET KRUMPIN’!: Watching this boss go to town on an unfortunate target gets the mobs under their command well up for a brawl.
Declare: You can use this ability if this unit has the
POWER OF THE WAAAGH! keyword and a friendly unit has not used a
BRUTAL KUNNIN’ ability this turn.
Effect: For the rest of the battle round, add 1 to
wound rolls for
combat attacks made by friendly
BIG WAAAGH! units while they are wholly within 12" of this unit.
HERO only
DA SNEAKY STAB-SLAB: This simple slab of metal is bound by kunnin’ enchantments that turn the force of an enemy’s blows back against them.
Effect: Each time you make an unmodified
save roll of 6 for a combat attack that targets this unit, inflict 1
mortal damage on the attacking unit after the
FIGHT ability has been resolved.
SUMMON FOOT OF GORK: Stamping a furiously belligerent beat, the shaman dares Gork himself to stomp the battlefield flat.
Declare: If there is not a friendly
Foot of Gork on the battlefield, pick a friendly
BIG WAAAGH! WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Foot of Gork wholly within 12" of the caster,
visible to them and more than 9" from all enemy units. A
Foot of Gork has 2 parts that must be set up within 9" of each other.
UNSTOPPABLE WAAAGH!-BEATS: Warchanter’s manic percussion spreads a frenzy to their Gorkish and Morkish mates.
Declare: Pick a friendly
BIG WAAAGH! PRIEST to chant this prayer, pick a
visible friendly
non-HERO BIG WAAAGH! INFANTRY unit that is in combat and wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: The target can use 2
FIGHT abilities this turn. After the first is used, however, the target has
STRIKE-LAST for the rest of the turn. If the chanting roll was 10+, you can pick another eligible unit to be a second target.
TWO HEADZ AS ONE: Shamans conveying the Twin-Headed God’s will spur the ladz to commit acts of kunnin’ brutality – or brutal kunnin’ – as necessary.
Declare: Pick a friendly
BIG WAAAGH! WIZARD to cast this spell, pick a
visible friendly
BIG WAAAGH! INFANTRY unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: If the target is an
IRONJAWZ unit, until the start of your next turn, add 3 to the target’s control score while it is wholly within 12" of any friendly
KRULEBOYZ units.
If the target is a
KRULEBOYZ unit, until the start of your next turn, add 2" to the target’s Move characteristic while it is wholly within 12" of any friendly
IRONJAWZ units.
When you pick the Ironjawz faction for your army, you can choose for it to be an Ironsunz Army of Renown. If you do so, use the faction rules on these pages instead of the Ironjawz faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the IRONSUNZ keyword.
'UP AND AT ’EM!': The Ironsunz love battle in all its forms and are always raring to get into the fight.
Effect: When making
run rolls for friendly
IRONSUNZ units, if you roll a 1-2, you can use a value of 3 instead.
'LET’S TRY DIS...': Ironsunz are willing to try all manner of otherwise un-orruky tactics, provided it gets them into the fight.
Declare: Pick a friendly
IRONSUNZ INFANTRY unit wholly within 3" of a terrain feature and not in combat to be the target.
Effect: Remove the target from the battlefield and set it up again wholly within 6" of a battlefield edge and more than 9" from all enemy units.
KEEP ON SMASHIN': Once one fight is over, it's time to get stuck into the next one.
Declare: Pick a friendly
IRONSUNZ unit that destroyed an enemy unit this turn to be the target.
Effect: The target can move 3". It can end that move
in combat. If the enemy unit that was destroyed was a
MONSTER, the target can move 6" instead of 3".
IRONSUNZ WAAAGH!: An almighty roar sweeps across the battlefield, empowering the Ironsunz to fight all the harder.
Declare: Pick a friendly
IRONSUNZ HERO to use this ability, then pick each friendly
IRONSUNZ unit wholly within 18" of them to be the targets.
Dakkbad Grotkicker must be picked to use this ability ifhe is on the battlefield.
Effect: For the rest of the turn:
- Melee weapons used by the targets have Anti-MONSTER (+1 Rend)
- The targets cannot be picked as the target of RAMPAGE abilities.
- The targets can use CHARGE abilities even if they used a RUN ability in the same turn.
Non-
OGOR IRONSUNZ HERO only
SOULKRUMPA: A relic looted from the underworld of Hallost, this mace is especially good at killing things that won't stay dead.
Declare: Pick an enemy unit that had any damage points allocated to it this turn by this unit’s
combat attacks to be the target.
Effect: For the rest of the battle:
- The target cannot be healed.
- Slain models cannot be returned to the target unit.
Non-
OGOR IRONSUNZ HERO only
SEEN DAT BEFORE: This battle-hardened boss has faced every fighting technique known in the Mortal Realms.
Declare: Pick an enemy unit
in combat with this unit to be the target.
Effect: Roll a dice. Add 1 to the roll if the target
charged this turn. On a 3+, for the rest of the turn, the target’s weapons cannot be affected by
weapon abilities other than the
Companion weapon ability.
BRUTAL TROOF: The shaman prods around the rather simple minds of a group of Ironsunz warriors, hoping to enhance their fighting prowess.
Declare: Pick a friendly
IRONSUNZ WIZARD to cast this spell, pick a
visible friendly
IRONSUNZ unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: Until the start of your next turn, add 1 to
wound rolls for the target’s attacks if it
charged in the same turn or if it is
in combat with an enemy unit that charged in the same turn.
ANIMOSITY: A familiar feeling to the orruks. Time to return it with interest to their enemies.
Declare: Pick a friendly
IRONSUNZ WIZARD to cast this spell, pick a
visible enemy unit within 18" of them to be the target, then make a
casting roll of 2D6.
Effect: Until the start of your next turn, each time the target uses an ability, roll a dice. On a 3+, inflict 1
mortal damage on the target after that ability has been resolved.
MORK’S MELEE MIRACLE: The longer the fighting continues, the more powerful this shaman’s spell becomes.
Declare: Pick a friendly
IRONSUNZ WIZARD to cast this spell, pick a
visible friendly
IRONSUNZ unit wholly within 12" of them to be the target, then make a
casting roll of 2D6, subtracting the current battle round number from the roll.
Effect: Until the start of your next turn, add the number of the current battle round to the Attacks characteristic of the target’s melee weapons.
SUMMON FOOT OF GORK: Stamping a furiously belligerent beat, the shaman dares Gork himself to stomp the battlefield flat.
Declare: If there is not a friendly
Foot of Gork on the battlefield, pick a friendly
IRONSUNZ WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Foot of Gork wholly within 12" of the caster,
visible to them and more than 9" from all enemy units. A
Foot of Gork has 2 parts that must be set up within 9" of each other.
GHURISH BEAT: The Warchanter settles into a nostalgic rhythm that reminds the Ironsunz of home.
Declare: Pick a friendly
IRONSUNZ PRIEST to chant this prayer, pick a
visible terrain feature within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Until the start of your next turn, enemy units cannot be
set up within 9" of the target terrain feature. If the chanting roll was 9+, you can pick 2 eligible
terrain features to be the targets instead of 1.
| KEYWORDS | PRAYER, UNLIMITED |
KRUMPIN’ BEAT: The furious pounding of the Warchanter’s beat painfully reverberates through the heads of their enemies.
Declare: Pick a friendly
IRONSUNZ PRIEST to chant this prayer, pick a
visible enemy unit within 18" of them to be the target, then make a
chanting roll of D6.
Effect: Inflict D3 damage on the target. In addition, if the chanting roll was 8+ inflict D3 damage on each enemy unit within 3" of the target.
IRONSUNZ BEAT: Rising to a walloping crescendo, the Ironsunz signature beat is heard in every corner of the battlefield.
Declare: Pick a friendly
IRONSUNZ PRIEST to chant this prayer, pick a
visible friendly unit wholly within 12" of them to be the target, then make a
chanting roll ofD6.
Effect: Until the start of your next turn:
- Add 1 to the Damage characteristic of the target’s melee weapons for attacks that target an enemy unit whose Health characteristic is lower than the target’s.
- Add 1 to the Rend characteristic of the target’s melee weapons for attacks that target an enemy unit whose Health characteristic is the same as or greater than the target’s.
If the chanting roll was 10+, until the start of your next turn, add 1 to the Rend characteristic and Damage characteristic of the target’s melee weapons instead.
Army of Renown
When you pick the Ironjawz
faction for your army, you can choose for it to be a Krazogg’s Grunta Stampede
Army of Renown. If you do so, use the faction rules on this page instead of the Ironjawz faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the
GRUNTA STAMPEDE keyword.
INCESSANT DRIVE: As the Stampede moves ever faster, they accrue more and more power and momentum.
Effect: Add 1 to the momentum scores of friendly
MAW-GRUNTA units.
FAST AND FURIOUS: Riders of the Grunta Stampedes compete to be the first to slam into the enemy, urging their porcine steed on with kicks, curses and much incoherent bellowing
Declare: Pick a friendly
non-HERO GRUNTA STAMPEDE unit to be the target.
Effect: The target can immediately use the ‘
Normal Move’ ability as if it were your movement phase.
MONSTROUS MOMENTUM: The longer the Grunta Stampede goes on, the more it picks up speed…
Effect: Add the current battle round number to the Move characteristic of friendly
GRUNTA STAMPEDE units.
EATIN’ ON DA HOOF: Maw-gruntas have mastered the art of feeding on the move, snatching up unlucky victims and mashing them between their oversized teeth as they hurtle onwards.
Declare: Pick a friendly
GRUNTA STAMPEDE MONSTER that has not used a
RAMPAGE ability this turn to use this ability, then pick a
visible enemy unit in combat with it to be the target.
Effect: Roll a dice and add the momentum score of the unit using this ability to the roll. If the result exceeds the target’s Health characteristic, 1 model in the target unit is slain.
WALL OF HOGFLESH: It is no easy thing to pick your target when the ground is shaking and several dozen tonnes of ironclad meat are thundering in your direction.
Declare: Pick a friendly
GRUNTA STAMPEDE HERO to be the target.
Effect: For the rest of the battle, subtract 1 from
hit rolls for
shooting attacks that target that
HERO while it is wholly within 6" of a friendly
non-HERO GRUNTA STAMPEDE unit.
GRUNTA WAAAGH!: Just before the stampede crashes headlong into the enemy lines, the Tuskboss bellows a mighty ‘Waaagh!’, encouraging the ladz and their steeds cause as much carnage as possible with their impact.
Declare: Pick a friendly
GRUNTA STAMPEDE HERO to be the target.
Effect: For the rest of the turn, the following effects apply to friendly
GRUNTA STAMPEDE units while they are wholly within 18" of the target:
- You can re-roll charge rolls for those units.
- Add 1 to the Attacks characteristic of those units’ Maw-grunta’s Trotters.
- Roll a D6 instead of a D3 when determining the amount of mortal damage inflicted by the ‘Goregrunta Charge’ ability of those units.
HERO only
TROPHY HUNTA: This heavily scarred orruk is always on the lookout for the largest and most ferocious beasts of the realms. After all, their skulls make the flashiest trophies!
Effect: This unit’s Pig-hakka has
ANTI-MONSTER (+1 REND) and
ANTI-WAR MACHINE (+1 REND).
HERO only
DA BOOM SKULL: The Waaagh! magic imbued within this grunta skull amplifies the bearer’s voice into a thunderous roar that shakes the battlefield.
Effect: Pick an enemy unit in combat with that friendly unit to be the target and roll a D3. On a 2+, inflict an amount of
mortal damage on the target equal to the roll.
Army of Renown
When you pick the Ironjawz faction for your army, you can choose for it to be a Zoggrok’s Ironmongerz
Army of Renown. If you do so, use the faction rules on these pages instead of the Ironjawz faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the
ZOGGROK’S IRONMONGERZ keyword.
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| ROSTER OPTIONS - Zoggrok Anvilsmasha (must be included and must be your general)
- IRONJAWZ INFANTRY HEROES
- Non-HERO IRONJAWZ INFANTRY units
- You cannot include Regiments of Renown
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LEGENDARY VANDALS: Zoggrok’s Ironmongerz have inherited their boss’s taste for crushing not only their enemies but also their edifices and artifice too.
Effect: Melee weapons used by friendly
ZOGGROK’S IRONMONGERZ units have
ANTI-FACTION TERRAIN (+1 REND) and
ANTI-WAR MACHINE (+1 REND).
INTO DA BREACH!: Zoggrok’s ladz live for the moment when it’s time to storm the enemy gates with every ounce of ferocity they can muster.
Declare: Pick a friendly
ZOGGROK’S IRONMONGERZ unit that is more than 9" from any enemy units and had any damage points allocated to it this turn.
Effect: That unit can move D6". It cannot pass through the
combat ranges of enemy units. It cannot end that move in combat.
IRONCLAD SCRUMS: Ardboyz share Zoggrok’s brutally pragmatic views on war, enough to advance on a fortress wall or artillery battery in some sort of defensive formation.
Effect: Friendly
ZOGGROK’S IRONMONGERZ Ardboyz units with 3 or more models have
WARD (5+) while they are wholly within 12" of a different friendly
ZOGGROK’S IRONMONGERZ Ardboyz unit with 3 or more models.
SHIELD OF SCRAP AND MUSCLE: Zoggrok’s boyz believe it’s better to die fighting than to let anything distract their surly boss while he’s engaged in his destructive craft. After all, they’d suffer the consequences…
Effect: While a friendly
Zoggrok Anvilsmasha is within the
combat range of a friendly
Ardboyz unit:
- That Zoggrok Anvilsmasha has WARD (4+).
- Each time you make a successful ward roll for that Zoggrok Anvilsmasha, allocate 1 damage point to a friendly Ardboyz unit within its combat range after the damage sequence has been resolved (ward rolls cannot be made for those damage points).
HERO only
OI! BACK TO IT!: A harsh bark from Zoggrok or his enforcers can put steel into the spine of any orruk.
Effect: If a friendly
ZOGGROK’S IRONMONGERZ Ardboyz or
Brutes unit wholly within 12" of this unit uses the ‘
Rally’ command, you can make 3 additional rally rolls of D6.
HERO only
DA GREAT WOLLOPA: Infused with the arcane indignation of the Waaagh!, da Great Wollopa is good for krumpin’ whatever needs krumpin’.
Effect: If any damage points are allocated to an enemy unit by attacks made by this unit, that enemy unit is
krump’d until the start of your next turn.
While a unit is
krump’d:
- Subtract 1 from save rolls for that unit.
- Ignore positive modifiers to save rolls for that unit.
THE GREEN GOD’S HAMMER: At the urging of the Weirdnobs, Waaagh! energy surrounding the Ironmongerz pounds like a hammer on an anvil.
Declare: Pick a friendly
ZOGGROK’S IRONMONGERZ WIZARD to cast this spell, pick a
visible friendly
ZOGGROK’S IRONMONGERZ INFANTRY unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: Until the start of your next turn, add 1 to the number of dice rolled when making
charge rolls for the target, to a maximum of 3.
GET ’EM, GORK!: The bellowing and pounding of an Ironmongerz Warchanter can see Gork’s divine belligerence unleashed upon enemy battlements.
Declare: Pick a friendly
ZOGGROK’S IRONMONGERZ PRIEST to chant this prayer, then make a
chanting roll of D6.
Effect: If the chanting roll was 5-9, pick a
visible terrain feature wholly within 12" of the chanter. If the chanting roll was 10+, pick a visible terrain feature wholly within 18" of the chanter instead. That terrain feature is
trampled by Gork for the rest of the battle.
Roll a D3 each time an enemy unit ends a move within 6" of a terrain feature that is
trampled by Gork. On a 2+, inflict an amount of
mortal damage on that enemy unit equal to the roll.
| KEYWORDS | PRAYER, UNLIMITED |
SUMMON GORK-ROARA: The shaman summons a leering visage of Gorkamorka that spills forth Waaagh! power.
Declare: If there is not a friendly
Gork-Roara on the battlefield, pick a friendly
ZOGGROK’S IRONMONGERZ WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Gork-Roara wholly within 12" of the caster,
visible to them and more than 9" from all enemy units.
Here, you will find additional rules to use with an Orruk Warclans army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into the following sections: the Anvil of Apotheosis, Paths for lronjawz units and Paths for Kruleboyz units.
The Anvil of Apotheosis
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| Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | |
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| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.
After the Anvil of Apotheosis, you will find 2 Paths each for Ironjawz and Kruleboyz units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Ascension). | |
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Step 1 - Pick a Destiny Point Limit
The Anvil of Apotheosis uses a currency called
destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be.
| HERO TYPE | DESTINY POINT LIMIT | BATTLE PROFILE POINTS COST | | Yoof | 10 | 150 | | Boss | 30 | 250 | | Megaboss | 50 | 350 |
|
Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.
To begin with, your hero has the following warscroll:
| HERO, INFANTRY |
| DESTRUCTION, IRONJAWZ |
Step 3 - Choose a Warclan
You must pick 1 of the following Warclans for your
IRONJAWZ hero to belong to:
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| Your hero has the following ability and regiment option:
ALRIGHT, GET 'EM!: At a bellowed command, the lronsunz launch themselves at their foes with a terrifying burst of speed.
Effect: If a friendly IRONJAWZ unit uses the ’ Counter-charge’ command while it is wholly within 12" of this unit, spend 1 command point to use that command instead of 2.
| Regiment Options | Any IRONJAWZ units |
|
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| Your hero has the following ability and regiment option:
HUNT AND CRUSH: Bloodtoofs eagerly smash their way through anyone foolish enough to stand before them.
Effect: Friendly IRONJAWZ units can pile in 2D6" instead of 3" while they are wholly within 12" of this unit.
| Regiment Options | Any IRONJAWZ units |
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| Your hero has PRIEST (1) and the following ability and regiment option:
ROUSING RUCKUS: Da Choppas are old hands at whipping the ladz into a frenzy.
Effect: Each time you make a chanting roll for this unit, add 1 to the roll for each other friendly IRONJAWZ unit within this unit’s combat range.
| Regiment Options | Any IRONJAWZ units |
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Step 4 - Pick Your Hero's Origin And/Or Flaw
You can pick up to 1
origin and up to 1
flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing destiny points, flaws give you extra destiny points to spend elsewhere.
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| OriginsMONSTA-KILLA: This warrior is trained in the ways of the notorious Monsta-killaz and thinks fighting the biggest beasts is a ‘propa lark’.
Declare: Pick an enemy MONSTER in combat with this unit to be the target. Effect: Roll a dice. On a 1, nothing happens. On a 2-5, inflict D6 mortal damage on the target. On a 6, inflict 2D6 mortal damage on the target.
EXTREMELY LOUD: This orruk never speaks at anything less than deafening, spittle-spraying volume. It makes enemy commanders that bit harder to hear.
Effect: Enemy HEROES cannot use commands while they are in combat with this unit.
A KNACK FOR KILLIN’: Some orruks claim that this boss is blessed by the Twin-Headed God and has the power to kill literally anything. Others say that they're just lucky.
Effect: Ward rolls cannot be made for damage points inflicted by this unit’s combat attacks.
OBSESSED WITH VIOLENCE: It is said that this orruk has fought every day of their life and only ever thinks of finding the next brawl.
Effect: Add 1 to hit rolls for this unit’s attacks while it is in combat. Add 1 to this unit’s Move characteristic while it is not in combat.
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| FlawsCLUMSY RIDER: With their constant yelling and flailing, this orruk has a bad habit of annoying the beast they ride to battle.
Effect: Subtract 1 from the Attacks characteristic of this unit’s Companion melee weapons.
ROARING BULLY: This orruk prefers to pick his fights with those smaller or less shouty than he is, largely because they tend to make an amusing squishing noise when hacked to bits.
Effect: This unit cannot contest objectives that are being contested by enemy UNIQUE HEROES.
PIG-HEADED: This boss is as stubborn as a grunta. They smell like a grunta, too.
Effect: This unit cannot use RETREAT abilities.
FAR TOO EAGER: While no one can fault their enthusiasm, this boss throws themselves at the first fight they can.
Effect: In your charge phase, if this unit is not in combat and there are any enemy units within 12" of this unit, this unit must use the ' Charge' ability.
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Step 5 - Choose a Battle Mount
You can pick up to 1 eligible
Battle Mount for your hero.
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| Battle MountsMAW·GRUNTA: This stubbornly violent boss rides to battle on a Maw-grunta that matches their unpleasant disposition.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Maw-grunta's Tusks Companion | 5 | 4+ | 2+ | 2 | 2 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Maw-grunta's Tusks Companion | | 5 | 4+ | 2+ | 2 | 2 |
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In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 10".
- Change the Health characteristic to 14.
- Change the Control characteristic to 5.
- Replace the INFANTRY keyword with the MONSTER keyword.
MAW-KRUSHA: It takes a tough orruk to ride a Maw-krusha into battle and more determination still to keep it under control.Add the following weapon and ability to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Maw-krusha's Fists and Tail Companion | 8 | 4+ | 2+ | 1 | 3 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Maw-krusha's Fists and Tail Companion | | 8 | 4+ | 2+ | 1 | 3 |
|
In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 10".
- Change the Health characteristic to 18.
- Change the Control characteristic to 5.
- Replace the INFANTRY keyword with the following keywords: MONSTER, FLY.
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Step 6 - Pick any Battle Mount Upgrades
If your hero has a Battle Mount, you can pick any number of eligible Battle Mount Upgrades for them.
The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Scarred 'Un +2DP | MONSTER only. Add the following ability to your hero’s warscroll.
BATTLE DAMAGEDEffect: While this unil has 10 or more damage points: - The Attacks characteristic of its Maw-grunta’s Tusks is 4.
- The Attacks characteristic of its Maw-krusha’s Fists and Tail is 5.
- The Attacks characteristic of its Sludgeraker Talons is 4.
- The Attacks characteristic of its Vulcha’s Talons and Beak is 5.
| | Fast 'Un -3DP | MONSTER only. Add 3" to your hero’s Move characteristic. | | Mean 'Un -4DP | MONSTER only. Add the following ability to your hero’s warscroll. You cannot pick this upgrade if your hero has another RAMPAGE ability.
MEAN 'UN: This savage monster loves nothing more than to tear its victims into bloody chunks.
Declare: If this unit charged this phase, pick an enemy INFANTRY unit within 1" of it to be the target. Effect: Roll a dice. On a 3+, inflict an amount of mortal damage on the target equal to the roll.
| | Loud 'Un -4DP | MONSTER only. Add the following ability to your hero’s warscroll:
LOUD 'UN: The blood-curdling roars of this beast leave even the mightiest enemies sllmned and disorientated .
Effect: Roll a dice. On a 4+, unless your opponent spends 1 additional command point to use that command, the command has no effect, it still counts as having been used and the command points spent to use the command are still lost.
| | Weird 'Un -5DP | MONSTER only. Add the following ability to your hero’s warscroll:
WEIRD 'UN: This strange beast has an innate resistance to even the most powerful magic.
Effect: If this unit was picked to be the target of that spell, roll a dice. On a 4+, ignore the effect of that spell on this unit. This unit can use this ability more than once per phase but only once per SPELL ability.
| | Smelly 'Un -5DP | MONSTER only. Add the following ability to your hero’s warscroll:
SMELLY 'UN: A horrible stench emanates from this creature, and no one wants to be caught uppwind when it lingers for long enough.
Effect: Subtract 1 from hit rolls for combat attacks that target this unit if it has not charged this turn.
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Step 7 - Pick any Other Upgrades
Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Towering Ego -1DP | Add 1 to your hero's Control characleristic. | | Eager to Fight -1DP | Add 1'' lo your hero's Move characteristic. | | Gnarled Flesh -2DP | Add 1 to your hero's Health characteristic. | | Mork's Own Luck -2DP | Your hero has WARD (6+). | | Gork's Strength -3DP | The Damage characteristic of your hero’s Choppa or Hacka is 3. | | Warlike Grudge -3DP | Your hero’s Choppa or Hacka has Anti-X (+1 Rend), where X is 1 of the following keywords: INFANTRY, CAVALRY, MONSTER, WAR MACHLNE, WIZARD or PRIEST. | | Rider-boss -4DP | Your hero’s Choppa or Hacka has Charge (+1 Damage). | | Underhanded -4DP | Your hero’s Choppa or Hacka has Crit (Mortal). | | Extra Stabby Bitz -5DP | Add 2 to the Attacks characteristic of your hero’s Choppa or Hacka. | | Touched by da Waaagh! -6DP | Non-PRIEST only. Your hero has WIZARD (1). If This unit is already a WIZARD, add 1 to casting rolls for this unit. | | Prophet of Gorkamorka -6DP | Non-WIZARD only. Your hero has PRIEST (1). If this unit is already a PRIEST, add 1 to chanting rolls for this unit. |
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| Path of Da Most Brutal(IRONJAWZ HERO only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
EATIN' HIS GREENZ: Rumours persist that this tough boss eats any would-be rivals and takes on some of their vitality.
Effect: Add 1 to this unit’s Health characteristic.
TIRELESS WARMAKER: No matter how long they fight, this boss is always up for leading one more charge.
Effect: Add 1 to charge rolls for this unit.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
SHIELD OF CONVICTION: It is said that this boss's sheer force of personality sees projectiles fired their way stop in mid-air.
Effect: Por the rest of the turn, subtract 1 from hit rolls for ranged attacks that target friendly units wholly within 12" of this unit.
SCALE-SPLITTER: This boss is infamous for carving apart even the most ferocious monsters.
Effect: This unit’s melee weapons have Anti-MONSTER (+1 Rend).
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
UNSTOPPABLE: 'You're gonna need a bigger choppa than dat, humie...'
Effect: You can re-roll save rolls of 1, 2 or 3 for this unit.
A PROPER BOSS: This boss knows that there's one tried and tested method to whipig a mob into shape: exhorting them to get stuck in.
Declare: Pick up to 3 friendly units wholly wilhin 12" of this unit to be the targets. Effect: Add 1 to the Attacks characteristic of the targets’ melee weapons for the rest of the turn.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
GODLY BELLOW: The power of Gork reverberates in this boss's voice, staggering and immobilising the foe.
Declare: Pick an enemy unit in combat with this unit to be the target. Effect: Roll a dice. On a 4+, the target has STRIKE-LAST for the rest of the turn.
METEOR OF GREEN DESTRUCTION: The speed and ferocity of this fighter means they can slaughter enemies long before they can retaliate.
Effect: This unit has STRIKE-FIRST if it charged this turn.
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| Path of Da Smasha(non-HERO IRONJAWZ unit only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
NEVER AT REST: These boyzare never entirely still - not when there's krumpin' to be done.
Effect: When this unit uses the ’ Redeploy’ command, when determining the distance this unit can move, you can roll 2 dice instead of 1 and pick either result.
HOME TURF: These orks are especially territorial and won't hesitate to duff up anyone who, by their reckoning, ought not to be there.
Effect: While this unit is wholly within friendly territory, add 1 to hit rolls for this unit’s combat attacks.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
I DON'T FINK SO!: One glower from this surly bunch can rob an enemy of their confidence.
Effect: Roll a dice. On a 2+, add 3 to this unit’s control score for the rest of the turn.
FAR-ROAMING: 'Oi, see dat over there? Let's go bash it!'
Effect: You can re-roll charge rolls for this unit while it is wholly within enemy territory.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
DAT DIDN'T HURT!: Who cares if half of your skull is missing? That's no excuse to stop fighting!
Effect: This unit has WARD (5+).
HERE COMES DA PAIN: These orruks are particularly dangerous when there's a bit of momentum behind their swings.
Effect: If this unit charged this turn, for the rest of the turn, add 1 to wound rolls for this unit’s combat attacks.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
WAAAGH!-INFUSED CHOPPAS: Snapping trails of furious green lightning flickers around the weapons of these orruks.
Effect: This unit’s melee weapons have Crit (Mortal).
JUGGERNAUTS: Clad in layers upon layers of dented pig-iron, these boyz are nearly impervious to harm.
Effect: Subtract 1 from the Rend characteristic of melee weapons used for attacks that target this unit.
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Bigmobs are loose but effective formations assembled when a Megaboss decides to leave something battered and brutalised on a whim. They may serve as the start of a burgeoning Waaagh! or form from the remnants of one, or else they may simply be a group of orruks that have wandered into the orbit of a warleader in pursuit of action. All that’s needed for a Bigmob to form is an Ironjaw to decide they fancy a brawl and a handful of ladz to follow their lead.
The Megaboss leading a Bigmob is joined by whichever of their boyz can keep up. Usually, these are Ragerz: swaggering berserkers who have discarded much of their armour to reach the best kills first. Ardboyz often tag along as well. These are sent to lay claim to far-flung points of the battlefield, partially because they fight well on the defence but also because it stops the boss from having to hear their militaristic grumbling. An awful, flesh-mangling din rings out whenever a Bigmob gets stuck in, one that carries far and sees Brute mobs get drawn to the clamour. Infuriated at missing the start of the fun, these orruks are in a hurry to get stuck in. The force of their glowering can see smaller enemies who’d otherwise try and waylay them shrink away in dread.
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| This Spearhead army consists of the following units:
GENERAL UNITS - 3 Brute Ragerz
- 5 Ardboyz
- 5 Ardboyz
- 5 Brutes
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Your
Brutes are not set up during the deployment phase. Instead, from the third battle round onwards, they can use the following ability:
'ERE WE GO!: The din of battle draws in Ironjawz from leagues around.
Effect: Set up this unit anywhere on the battlefield more than 6" from all enemy units.
MIGHTY DESTROYERS: The Ironjawz won’t let anything get between them and a good scrap.
Declare: Pick a friendly unit that was not
set up this turn to be the target.
Effect: The target can move up to 3". It can move
into combat. If it was in combat at the start of the move, it must end that move in combat.
Pick 1 of the following regiment abilities.
NATURAL DISASTER: A mass of heavily armoured orruks hit an enemy line like a landslide if they gain enough momentum, leaving a trail of carnage and blazing ruin in their wake.
Effect: If you make an unmodified
charge roll of 8+ for a friendly unit, add 1 to the Attacks characteristic of that unit’s melee weapons for the rest of the turn.
A PROPER RUCKUS: Delighted by the scrap before them, the orruks barge and jostle their way into the fray.
Effect: All friendly units on the battlefield that were not
set up this turn are the targets of that ability instead.
Give your general 1 of the following enhancements.
AMBERSTONE WHETSTONE: This prized sharpening stone, laced with veins of realmstone, is found deep in the crags of Ghur. It is loved by the Ironjawz for its ability to make a weapon ‘ded sharp’.
Effect: The Rend characteristic of your general’s melee weapons is 2.
ARMOUR OF GORK: This bashed-together armour is thick, heavy and possessed of its own fierce fighting spirit.
Effect: Your general has
WARD (6+).
TROPHY SKULLS: Festooned with the skulls of those who crossed them, be they ferocious beast or mighty warrior, there’s no doubt that this orruk means business.
Effect: Your general’s Control characteristic is 5.
MEGA BOSSY: This boss’s booming voice rings out across the battlefield, ‘encouraging’ their ladz to get krumpin’.
Effect: If this unit
charged this turn, for the rest of the turn, add 1 to
charge rolls for friendly units while they are wholly within 12" of this unit.
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| Clad in layers of thick iron and wielding massive weapons, Megabosses lead the charge of the Ironjawz warclans. The very act of fighting empowers these barbarous warlords. Once in the midst of combat, they are almost impossible to slay. | |
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| Boss-choppa |
| | Boss-choppa | 8 | 4+ | 2+ | 1 | 2 |
GET STUCK IN, LADZ: The roared commands issued by a Megaboss encourage the Ironjawz under their command to fight all the harder.
Declare: Pick a friendly unit wholly within 12" of this unit to be the target.
Effect: Roll a dice. On a 2+, add 1 to the Attacks characteristic of the target’s melee weapons until the start of your next turn.
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| 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. | |
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| Brute Weapons |
| | Brute Weapons | 3 | 4+ | 3+ | 1 | 2 |
YOU MESSIN'?: Most beings with half an ounce of common sense swiftly wither under the furious gaze of an orruk Brute who has marked their territory.
Effect: Enemy models with a Health characteristic of 1 or 2 cannot
contest objectives while they are
in combat with this unit.
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| 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. | |
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| Rager Weapons |
| | Rager Weapons | 3 | 4+ | 2+ | 1 | 2 |
UNLEASHED RAGE: Brute Ragerz waste no time in venting their pent-up rage when they get within striking distance of the foe.
Effect: This unit has
STRIKE-FIRST if it
charged in the same turn.
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| Mobs of Ardboyz plough into the fray to the sound of booming war drums and the clatter of heavy iron plate. Each Ardboy is a ferocious, battle-scarred fighter, smashing their way through the ranks of the enemy with a variety of crude but deadly weapons. | |
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| Choppa or Stikka [Anti-charge (+1 Rend)] |
| | Choppa or Stikka Anti-charge (+1 Rend) | 2 | 4+ | 3+ | 1 | 1 |
SHIELD BASH: The shields carried by Ardboyz are great slabs of iron festooned with spikes and metal teeth, making them deadly weapons in their own right.
Declare: Pick an enemy unit within 1" of this unit to be the target.
Effect: Make a shield bash roll of D6 for each model in this unit that is within 3" of the target. For each 6, inflict 1
mortal damage on the target.