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Orruk Warclans Ironjawz Guide

The document outlines the Orruk Warclans faction pack, which includes two factions: Ironjawz and Kruleboyz, each with unique battle traits, formations, heroic traits, artifacts, spells, and prayers. Ironjawz focus on brute strength and melee combat, while Kruleboyz utilize cunning tactics and deception in battle. Each faction has specific abilities that enhance their gameplay and strategy in the context of the game.

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0% found this document useful (0 votes)
159 views50 pages

Orruk Warclans Ironjawz Guide

The document outlines the Orruk Warclans faction pack, which includes two factions: Ironjawz and Kruleboyz, each with unique battle traits, formations, heroic traits, artifacts, spells, and prayers. Ironjawz focus on brute strength and melee combat, while Kruleboyz utilize cunning tactics and deception in battle. Each faction has specific abilities that enhance their gameplay and strategy in the context of the game.

Uploaded by

shiodsjunkmail
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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FACTION PACK

ORRUK
WARCLANS
ORRUK WARCLANS FACTIONS
This faction pack includes 2 distinct factions: Ironjawz and Kruleboyz. With the exception
of Regiments of Renown, Ironjawz armies can only include Ironjawz units, and Kruleboyz
armies can only include Kruleboyz units.

IRONJAWZ BATTLE TRAITS


Ironjawz armies can use the following abilities:

Once Per Turn (Army), Any Hero Phase Once Per Battle, Your Charge Phase
MIGHTY DESTROYERS: The Ironjawz IRONJAWZ WAAAGH!: With a roar that
won’t let anything get between them and a shakes the battlefield, the Ironjawz charge
good scrap. as one, eager to crack skulls.
Declare: Pick a friendly Ironjawz Declare: Pick a friendly Ironjawz Hero
unit that was not set up this turn to be to be the target. You cannot pick the same
the target. Hero to be the target of this ability more
than once per battle.
Effect: The target can move up to 3". It
can move into combat. If it was in combat Effect: For the rest of the turn, the
at the start of the move, it must end that following effects apply to friendly
move in combat. 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.
Keywords Waaagh!

December 2024
IRONJAWZ BATTLE FORMATIONS
You can pick 1 of the following battle formations for an Ironjawz army. Each battle
formation grants a different ability you can use in the battle.

IRONJAWZ BRAWL GRUNTA STAMPEDE

Passive Passive
NATURAL DISASTER: A mass of heavily ’ERE WE COME!: Once a grunta
armoured orruks and their bulky beasts stampede gets going and the hogs are all
of war, an Ironjawz Brawl hits the enemy riled up, there are few forces in the realms
line like a landslide if it gains enough with the power to halt its momentum.
momentum, leaving a trail of carnage and
blazing ruin in its wake. Effect: Add the number of enemy units
that have been destroyed this battle to
Effect: If you make an unmodified the Move characteristic of friendly Gore-
charge roll of 8+ for a friendly non- gruntas and Maw-grunta units, to a
Hero Ironjawz unit, add 1 to the maximum of +4.
Attacks characteristic of that unit’s melee
weapons for the rest of the turn.

IRONFIST WEIRDFIST

Passive Passive
SMASHIN’ AND BASHIN’: The orruks SPIRIT OF GORK: The roiling Waaagh!
of an Ironfist won’t be outdone by each energy that emanates from the Weirdfist
other – when one mob duffs up the enemy, shamans fills nearby Ironjawz with the
it inspires others to show them how to do fighting spirit and hardiness of Gork.
it properly!
Effect: Friendly Ironjawz Infantry
Effect: The first time each turn that an units have Ward (6+) while they
enemy unit is destroyed by a Fight are wholly within 12" of any friendly
ability used by a friendly Ironjawz unit, Ironjawz Wizards or Priests.
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.

December 2024
IRONJAWZ HEROIC TRAITS
BRUTAL WARLORDS (Hero only)
Any Charge Phase Reaction: You declared the ‘Redeploy’
HULKING BRUTE: Even by orruk command for a friendly Ironjawz unit
standards, this boss is huge, and he is ever wholly within 12" of this unit
eager to throw his immense weight around AN’ EYE FOR DA FIGHT: This Ironjaw is
in battle. among the most dangerous of their brutal
kind: one who instinctively understands
Declare: If this unit charged this turn, the flow of battle and knows just where the
pick an enemy unit within 1" of it to be best fights are likely to kick off.
the target.
Effect: If you roll a 1-3 when determining
Effect: Roll a D3. On a 2+, inflict an the distance that unit can move, you can
amount of mortal damage on the target use a value of 4 instead.
equal to the roll. If this unit’s unmodified
charge roll this turn was 8+, roll a D6 Passive
instead of a D3.
MEGA BOSSY: This boss’s booming voice
constantly rings out across the battlefield,
‘encouraging’ their lads 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.

IRONJAWZ ARTEFACTS OF POWER


DA BOSS’S HOARD (Hero only)

Passive Deployment Phase


TROPHY SKULLS: Festooned with the AMBERBONE WHETSTONE: This
skulls of those who crossed them, be they prized sharpening stone, laced with veins
ferocious beast or mighty warrior, there’s of realmstone, is found deep in the crags
no doubt that this orruk means business. of Ghur. It is loved by the Ironjawz for its
ability to make a weapon ‘ded sharp’.
Effect: Add 10 to this unit’s control score.
Effect: Pick 1 of this unit’s weapons.
Passive Add 1 to the Rend characteristic of that
AR MOUR OF GORK: This bashed- weapon for the rest of the battle.
together armour is thick, heavy and
possessed of its own fierce fighting spirit.
Effect: This unit has Ward (6+).

December 2024
IRONJAWZ SPELL LORE
LORE OF THE WEIRD

Your Hero Phase 6


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) for the rest of the turn.
Keywords Spell, Unlimited

Your Hero Phase 6 Your Hero Phase 7


MIGHTY ’EADBUTT: The shaman DA GREAT BIG GREEN HAND OF
headbutts the air, projecting a wave of GORK: A ghostly green hand picks up a
green energy that seeks out enemies to nut. mob of Ironjawz and plonks them back
Wizards are particularly vulnerable to this down where they are most needed.
brutal front of Waaagh! magic.
Declare: Pick a friendly Ironjawz
Declare: Pick a friendly Ironjawz Wizard to cast this spell, pick a visible
Wizard to cast this spell, pick a visible friendly unit wholly within 9" of them
enemy unit within 18" of them to be the and not in combat to be the target, then
target, then make a casting roll of 2D6. make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the Effect: Remove the target from the
target. If the target is a Wizard, inflict 3 battlefield and set it up again wholly
mortal damage on the target instead. within 24" of the caster and more than 9"
Keywords Spell from all enemy units.
Keywords Spell

December 2024
IRONJAWZ PRAYER LORE
WARBEATS

Your Hero Phase 4


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: Until the start of your next 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

Your Hero Phase 4 Your Hero Phase 4


FIXIN’ BEAT: The Warchanter KILLA BEAT: The Warchanter drums
hammers out an invigorating rhythm that a thumping beat with a furious tempo
gives the ladz a second wind. 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 Declare: Pick a friendly Ironjawz
friendly Ironjawz unit wholly within Priest to chant this prayer, pick a visible
12" of them to be the target, then make a friendly Ironjawz unit wholly within
chanting roll of D6. 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 Effect: Add 1 to the Damage
target instead. characteristic of the target’s melee
Keywords Prayer weapons for the rest of the turn. If the
chanting roll was 8+, you can pick up to 2
eligible units to be the targets instead of 1.
Keywords Prayer

December 2024
KRULEBOYZ BATTLE TRAITS
Kruleboyz armies can use the following abilities:

Passive Once Per Turn (Army), Your Hero Phase


DIRTY TRICKS: Kruleboyz will use VENOM-ENCRUSTED WEAPONS:
whatever devious means they can to gain These weapons are smeared with a lethal
the upper hand over the foe. mix of toxins extracted from poison sludge,
venomous swamp creatures and spit.
Effect: Your army can use 1 Dirty
Trick ability per phase. The effect of a Declare: Pick a friendly Kruleboyz
Dirty Trick ability is only applied if Infantry unit to be the target, then
you make a successful dirty trick roll. The make a dirty trick roll.
success of a dirty trick roll depends on the
number of Dirty Trick abilities your Effect: Until the start of your next turn,
army has already used this battle round: the target’s attacks score critical hits on
unmodified hit rolls of 5+.
Dirty Trick Dirty Trick Roll Keywords Dirty Trick
First 2+
Second 3+
Once Per Turn (Army),
Third 4+ Any Movement Phase
Fourth or subsequent 5+
SNEAKY SNEAKIN’: Cloying swamp-
mists mask the Kruleboyz’ movements.
Once Per Turn (Army), Any Charge Phase
LETHAL SURPRISE: As the enemy Declare: Pick a friendly Kruleboyz
charges into the Kruleboyz line, little do Infantry unit that has 10 or fewer
they know that they have been lured into a models and is not in combat to be the
series of cunningly concealed traps. target, then make a dirty trick roll.

Declare: Pick an enemy unit that charged Effect: Remove the target from the
this turn and is in combat with any battlefield and set it up again wholly
friendly Kruleboyz units to be the within 3" of a terrain feature and more
target, then make a dirty trick roll. than 9" from all enemy units.
Keywords Dirty Trick
Effect: Inflict D3 mortal damage on the
target. In addition, for the rest of the turn, Once Per Turn (Army), Any Combat Phase
the target’s weapons cannot be affected by
NOISY RACKET: After a sustained
the Charge (+1 Damage) weapon ability.
barrage of hurled insults and the clanging
Keywords Dirty Trick
of weapons on shields, the Kruleboyz have
driven some of their foes to distraction.
Declare: Pick an enemy unit in combat
with any friendly Kruleboyz units to be
the target, then make a dirty trick roll.
Effect: The target has Strike-last for
the rest of the turn.
Keywords Dirty Trick

December 2024
KRULEBOYZ BATTLE FORMATIONS
You can pick 1 of the following battle formations for a Kruleboyz army. Each battle
formation grants a different ability you can use in the battle.

KRULEBOYZ KLAW MIDDUL FINGA

Passive Your Shooting Phase


SWAMP SHROUD: Before the warriors FAR-KILLA BOLTS: The many
of a Kruleboyz Klaw strike, the shamans Deffspikerz of the Middul Finger often
enact a mighty ritual to smother the keep a limited supply of bolts fletched with
battlefield in a thick, stinky mist that bog-shryke feathers, which give their shots
conceals them from the enemy. that extra bit of distance when needed.
Effect: Friendly Kruleboyz units that Declare: Pick up to 3 friendly
are wholly within 3" of a terrain feature Man-skewer Boltboyz or Beast-skewer
are not visible to enemy units that are Killbow units to be the targets.
more than 12" away from them.
Effect: For the rest of the turn, add 3" to
the Range characteristic of the targets’
ranged weapons.

LIGHT FINGA TROPHY FINGA

Passive Passive
DED SNEAKY: Comprised of hobgrots MEANEST BEASTS: The warbeasts
and ‘yoofs’, the ladz of the Light Finga are ridden by the orruks of the Trophy Finga
in charge of ‘nikkin’ stuff and are skilled at are particularly foul and belligerent
sneaking up on the enemy. specimens of their kind.
Effect: You can use the ‘Sneaky Sneakin'’ Effect: Companion weapons used
Dirty Trick ability twice per turn by friendly Kruleboyz units have
instead of only once per turn. Crit (2 Hits).

December 2024
KRULEBOYZ HEROIC TRAITS
KUNNIN’ WARLORDS (Hero only)
Passive End of Any Turn
EGOMANIAK: This self-important boss BACKSTABBA: When their enemy’s back
is willing to use anyone to protect their is turned, this boss has no qualms about
own hide. sticking a dagger in it.
Effect: While this unit is within the Declare: Pick an enemy Hero in combat
combat range of a friendly non-Hero with both this unit and another friendly
Kruleboyz Infantry unit: Kruleboyz unit to be the target.
• This unit has Ward (4+). Effect: Inflict D3 mortal damage on
• Each time you make a successful the target. Add 1 to the mortal damage
ward roll for this unit, allocate 1 inflicted for each friendly Kruleboyz
damage point to a friendly non-Hero unit in combat with the target in addition
Kruleboyz Infantry unit within this to the first two Kruleboyz units.
unit’s combat range after the damage
sequence for this unit has been resolved Any Combat Phase
(ward rolls cannot be made for those SLIPPERY SKUMBAG: This wily boss
damage points). has mastered the art of the feint, breaking
away from fights that aren’t going his way
and then coming back for another go when
the odds are in his favour.
Effect: If this unit is in combat, roll a
dice. On a 3+, it can immediately use
the ‘Retreat’ ability as if it were your
movement phase without any mortal
damage being inflicted on it.

December 2024
KRULEBOYZ ARTEFACTS OF POWER
KRULE ARTEFACTS (Hero only)

Once Per Battle, Any Combat Phase Once Per Battle, Reaction: Opponent
EYE-BITER ASH: Stored in a heat- declared an Attack ability
proof pouch, this strange ash never stops MORK’S EYE PEBBLE: When rubbed,
smouldering. The bearer can cast it at this dark-grey rock produces a swirling
a foe, creating a blistering ash cloud bank of thick fog that protects the bearer
that blinds the targets and causes them and their allies from harm.
terrible pain.
Effect: For the rest of the turn, friendly
Declare: Pick an enemy unit in combat Kruleboyz units have Ward (5+) while
with this unit to be the target. they are wholly within 12" of this unit.

Effect: Subtract 1 from hit rolls and Passive


wound rolls for attacks made by the target
SWAMP STAFF: Hewn from a root of an
for the rest of the turn.
ancient bogwood, this gnarled staff grants
its bearer mastery over the swamps and
can be used to ward off enemy magics.
Effect: If this unit is not a Wizard, it
can use the ‘Unbind’ ability as if it had
Wizard (1). Otherwise, add 1 to this
unit’s power level.

December 2024
KRULEBOYZ SPELL LORE
LORE OF THE SWAMP

Your Hero Phase 5


DA BLACK PIT: The shaman taps his staff on the ground. Forking out from that spot,
and surging towards a nearby foe, the earth turns into a noisome quagmire that sucks
victims below its surface to their doom.
Declare: Pick a friendly Kruleboyz 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: Roll a dice for each model in the target unit. For each 6, inflict 1 mortal damage on
the target.
Keywords Spell, Unlimited

Your Hero Phase 7 Your Hero Phase 6


CHOKING MIST: The shaman MORK’S KUNNIN’: The shaman
summons a cloud of corrosive vapour that channels the raw power of Mork to
scorches the lungs of any caught within it, imbue their allies with uncanny cunning,
racking them with agonising coughing fits. enabling them to evade enemy blows and
missiles with supernatural slipperiness.
Declare: Pick a friendly Kruleboyz
Wizard to cast this spell, pick a visible Declare: Pick a friendly Kruleboyz
enemy unit wholly within 18" of them Wizard to cast this spell, pick a visible
to be the target, then make a casting roll friendly Kruleboyz unit wholly within
of 2D6. 12" of them, then make a casting roll
of 2D6.
Effect: Subtract 1 from the Attacks
characteristic of the target’s weapons Effect: Until the start of your next turn,
until the start of your next turn. add 1 to save rolls for attacks that target
Keywords Spell that friendly unit.
Keywords Spell

December 2024
December 2024

MOV E

10" • IRONJAWZ AND KRULEBOYZ WARSCROLL •

KRAGNOS
A LT H

18 4+
S AV E
HE

CO
15 THE END OF EMPIRES
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


The Dread Mace 6 3+ 2+ 3 4 -
Tuskbreaker 3 4+ 2+ 2 D3 Crit (2 Hits)
Hooves of Wrack and Ruin 6 3+ 2+ 1 2 -

Passive Once Per Turn (Army), Any Charge Phase


BATTLE DAMAGED RAMPAGING DESTRUCTION: Kragnos
Effect: While this unit has 10 or more rampages through the press of his foes, his
damage points, the Attacks characteristic hooves flattening all in his path.
of The Dread Mace is 4 and this unit has a
Control characteristic of 10. Effect: If this unit charged this phase, pick 1
of the following effects:
• Roll a dice for each enemy unit within 1"
Reaction: Opponent declared a of this unit. On a 2+, inflict an amount
Spell ability of mortal damage on that unit equal to
THE SHIELD INVIOLATE: Tuskbreaker the roll.
has the power to guard Kragnos against even • Pick an enemy Monster in combat with
the most potent magical force. this unit and roll 2D6. On a 7, this ability
has no effect. Otherwise, inflict an amount
Effect: If this unit was picked to be the target of mortal damage on that unit equal to
of that spell, roll a dice. On a 3+, ignore the the results on the dice used for the 2D6
effect of that spell on this unit. This unit can roll multiplied together. For example, a
use this ability more than once per phase but 2D6 roll of 2 and 6 would inflict 12 mortal
only once per Spell ability. damage (2 × 6).
Keywords Rampage
Passive
AVATAR OF DESTRUCTION: Kragnos is Your Charge Phase
the embodiment of Ghur’s relentless ferocity.
No single strike can lay him low. THE END OF EMPIRES: Where Kragnos
goes, the hordes of Destruction follow.
Effect: If this unit would be automatically
destroyed, it is not automatically destroyed. Effect: For the rest of the turn, add 1 to the
Instead, allocate 6 damage points to it number of dice rolled when making charge
(ward rolls cannot be made for those rolls for friendly Destruction units while
damage points). they are wholly within 12" of this unit, to a
maximum of 3.

Warmaster, Unique, Hero, Monster, Ward (5+)


KEYWORDS
Destruction, Ironjawz, Kruleboyz
December 2024

MOV E

12" • KRULEBOYZ WARSCROLL •


A LT H

14 5+ GOBSPRAKK
S AV E
HE

CO
5 THE MOUTH OF MORK
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Anti-Wizard (+1 Rend),
Daemonfinga Staff 3 4+ 3+ - D3 Crit (Mortal)
Killabeak’s Talons Anti-Wizard (+1 Rend),
7 4+ 2+ 1 2 Companion
and Beak
Killabeak’s Stinger 1 3+ 2+ 1 D6 Crit (Mortal), Companion

Passive Passive
BATTLE DAMAGED MORK SEZ NO!: As enemy wizards
Effect: While this unit has 10 or more foolishly attempt to weave their magics,
damage points, the Attacks characteristic Gobsprakk summons tapewyrm sguigs
of Killabeak’s Talons and Beak is 5. into their guts and fills their minds
with so much Waaagh! energy that they
Once Per Battle, Reaction: Opponent sometimes explode!
declared a Spell ability
Effect: Each time this unit unbinds
SCREAMIN’ MANDRAKK: The awful
a spell, inflict D3 mortal damage on
sound this plant emits wreaks havoc on the
the caster. If the unbinding roll was
concentration of enemy wizards.
10+, inflict D6 mortal damage on the
Effect: This unit uses the ‘Unbind’ ability caster instead.
but the unbinding roll is 3D6 instead
of 2D6. Your Hero Phase 6
STRANGLE HEX: Coiling tendrils of
Once Per Turn (Army), Any Combat Phase magic burst from Gobsprakk’s outstretched
CRUSH TO DEATH: Gobsprakk’s mount, hand, choking the life from the target.
Killabeak, takes wicked delight in crushing
smaller foes in its talons. Declare: Pick a visible enemy unit within
18" of this unit to be the target, then make
Declare: Pick an enemy unit in combat a casting roll of 2D6.
with this unit to be the target.
Effect: Roll a number of dice equal to
Effect: Roll a dice. If the roll exceeds the the target’s Health characteristic, to a
target’s Health characteristic, 1 model in maximum of 10. For each 4+, inflict 1
the target unit is slain. mortal damage on the target.
Keywords Rampage Keywords Spell

Warmaster, Unique, Hero, Monster, Wizard (2), Fly, Ward (6+)


Keywords
Destruction, Kruleboyz
December 2024

MOV E

12" • KRULEBOYZ WARSCROLL •


A LT H

14 4+ KILLABOSS
S AV E
HE

CO
5 ON CORPSE-RIPPA VULCHA
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Boss-stikka or Boss-hacka 5 4+ 3+ 1 2 Crit (Mortal)
Vulcha’s Talons and Beak 7 4+ 2+ 1 2 Companion
Vulcha’s Stinger 1 3+ 2+ 1 D6 Crit (Mortal), Companion

Passive Once Per Turn (Army), Any Charge Phase


BATTLE DAMAGED VULCHA DIVE: The Corpse-rippa
Effect: While this unit has 10 or more crashes down into the enemy’s ranks from
damage points, the Attacks characteristic on high, tearing into reeling warriors with
of its Vulcha’s Talons and Beak is 5. cruel relish.

Reaction: You declared the ‘Redeploy’


Declare: If this unit charged this phase,
command for a friendly Gutrippaz unit pick an enemy unit within 1" of it to be
wholly within 12" of this unit the target.
COMMANDING VIEW: From his Effect: Roll a number of dice equal to
position high above the battlefield, a the unmodified charge roll. For each 4+,
Killaboss riding a Corpse-rippa Vulcha inflict 1 mortal damage on the target.
can keep a careful eye on the battle, Keywords Rampage
guiding the movements of their ladz.
Effect: If you roll a 1-3 when determining
the distance that unit can move, you can
use a value of 4 instead.

Hero, Monster, Fly


Keywords
Destruction, Kruleboyz
December 2024

MOV E

10" • KRULEBOYZ WARSCROLL •


A LT H

10 3+ KILLABOSS
S AV E
HE

CO
2 ON GREAT GNASHTOOF
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Boss-stikka 4 3+ 3+ 1 2 Crit (Mortal)
Great Gnashtoof’s Jaws 5 4+ 3+ 1 2 Companion

Passive Your Hero Phase


THAT’S OURS, YA GITZ!: Kruleboyz are ALL PART OF DA PLAN: Kruleboyz
raiders by nature, and the Killabosses are tend to be very impressed by a Killaboss’s
expert at getting the boyz all worked up kunnin’ feats – so long as the boss has a
when they see territory or loot that they’d plan, they are willing to face down even
love to get their dirty hands on. the most unlikely odds.
Effect: While this unit is contesting an Declare: Pick another friendly
objective you do not control, add 1 to hit Kruleboyz unit wholly within 9" of this
rolls for combat attacks made by friendly unit to be the target.
Kruleboyz Infantry units wholly
within 12" of this unit. Effect: Add 3 to the target’s control score
until the start of your next turn.

Hero, Cavalry
Keywords
Destruction, Kruleboyz
December 2024

MOV E

5" • KRULEBOYZ WARSCROLL •


A LT H

6 4+ KILLABOSS
S AV E
HE

CO
2 WITH STAB-GROT
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Boss-hacka 5 4+ 3+ 1 2 Crit (Mortal)
Stab-grot’s Shiv 2 4+ 5+ - 1 Crit (Mortal), Companion

Passive Reaction: You declared the ‘All-out


STAB-GROT Attack’ command for a friendly Kruleboyz
Effect: This unit’s Stab-grot is a token. If Infantry unit
this unit’s Stab-grot has been removed, it KEEP ’EM IN LINE: With a threatening
can no longer attack with its Stab-grot’s glare and barked commands, the Killaboss
Shiv and it cannot use the ‘Unleash the keeps their boyz in formation.
Stab-grot!’ ability.
Effect: If this unit is wholly within 12"
of the unit using the ‘All-out Attack’
Once Per Battle, Any Combat Phase
command, add 1 to wound rolls for
UNLEASH THE STAB-GROT!: A combat attacks made by that unit for the
Stab-grot isn’t just good for stabbin’ – they rest of the phase.
double up as an effective living shield when
things get dicey.
Effect: Pick 1 of the following effects:
• Pick an enemy unit in combat with this
unit to be the target. Inflict D3 mortal
damage on the target.
• This unit has Ward (5+) for the rest of
the turn.
After resolving either effect, remove this
unit’s Stab-grot from the battlefield.

Hero, Infantry
Keywords
Destruction, Kruleboyz
December 2024

MOV E

5" • KRULEBOYZ WARSCROLL •


A LT H

6 4+ MURKNOB
S AV E
HE

CO
5 WITH BELCHA-BANNA
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Murknob Cleaver 4 4+ 3+ 1 2 Crit (Mortal)

Passive Any Combat Phase


POWER OF KRAGNOS: When the BREATH OF THE MIRE-DRAKES:
energy of the Waaagh! hangs thick in the Belcha-bannas are typically built around
air, the Belcha-banna channels the mighty the severed tongue of a mire-drake,
power of Kragnos himself, emboldening creatures so vile that even after death,
the Kruleboyz around it and warding off their remains belch forth clouds of soul-
harmful sorcery. shrivelling gas.
Effect: Friendly Kruleboyz units have Declare: Pick each enemy unit in combat
Ward (6+) while they are wholly within with this unit to be the targets.
12" of this unit.
Effect: Roll a dice for each target. On a 1,
this ability has no effect. On a 2-5, inflict
1 mortal damage on the target. On a 6,
inflict D3 mortal damage on the target.

Hero, Infantry
Keywords
Destruction, Kruleboyz
December 2024

MOV E

5" • KRULEBOYZ WARSCROLL •


A LT H

6 6+ SWAMPCALLA SHAMAN
S AV E
HE

CO
2 WITH POT-GROT
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Bogbark Staff 3 4+ 3+ - D3 Crit (Mortal)

Passive Once Per Turn (Army), Your Hero Phase


POT-GROT: This little grot is given the FOUL ELIXIRS: Swampcalla Shamans
important role of ‘stirrin’ da pot’. brew up disgusting but life-saving elixirs,
which they distribute to their Kruleboyz
Effect: This unit’s Pot-grot is a token. mates to aid them in battle.
Add 1 to casting rolls for this unit while
its Pot-grot is on the battlefield. If you Declare: Pick a friendly Kruleboyz
make an unmodified casting roll of 4 Infantry unit wholly within 12" of this
or less for this unit, remove its Pot-grot unit to be the target.
from the battlefield.
Effect: Roll a dice. On a 3+, add 1 to save
rolls for the target for the rest of the turn.
On a 1-2, allocate D3 damage points to
the target (ward rolls cannot be made for
those damage points).

Hero, Wizard (1), Infantry


Keywords
Destruction, Kruleboyz
December 2024

MOV E

5" • KRULEBOYZ WARSCROLL •


A LT H

2 5+
S AV E
GUTRIPPAZ
HE

CO
1
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Stikka or Hacka 2 4+ 3+ - 1 Crit (Mortal)

Any Combat Phase


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.
Effect: Roll a dice. On a 3+, subtract 1
from hit rolls for attacks made by non-
Hero units that target this unit for the
rest of the turn.

Infantry, Champion, Musician (1/10), Standard Bearer (1/10)


Keywords
Destruction, Kruleboyz
December 2024

MOV E

5" • KRULEBOYZ WARSCROLL •

KRULEBOYZ
A LT H

2 5+
S AV E
MONSTA-KILLAZ
HE

CO
1
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Anti-Monster (+1 Rend),
Monsta-killa Weapons 3 4+ 3+ 1 1 Crit (Mortal)

Passive Once Per Turn, Reaction: Opponent


KLUTCHA-GROT declared a Rampage ability for an enemy
Effect: This unit’s Klutcha-grot is a Monster within 6" of this unit
token. If it is removed from the battlefield, A TOUGH GROT TO SWALLOW: The
this unit cannot use the ‘A Tough Grot to spiky-armoured Klutcha-grot is usually
Swallow’ ability. gobbled up by the Monsta-killaz’ prey,
causing it to choke, retch and vomit up
Any Combat Phase the little git. Of course, sometimes the
BAIT AND TRAP: The Monsta-killaz grot just gets eaten, which the orruks find
have perfected the art of baiting even equally hilarious.
the most fearsome monsters into Effect: Roll a dice. On a 2+, that
debilitating traps. Rampage ability has no effect. On a 1,
Declare: Pick an enemy Monster in remove this unit’s Klutcha-grot from
combat with this unit to be the target. the battlefield.

Effect: Roll a dice. Add 1 to the roll if the


target is damaged. On a 3+, the target has
Strike-last for the rest of the turn.

Infantry, Champion (1/7), Musician (1/7)


Keywords
Destruction, Kruleboyz
December 2024

MOV E

8" • KRULEBOYZ WARSCROLL •

SWAMPBOSS
A LT H

15 4+
S AV E
SKUMDREKK
HE

CO
5
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Snatcha-stikk 5 4+ 3+ 1 2 Crit (Mortal)
Sloppklaw’s Talons 6 4+ 2+ 1 2 Companion
Sloppklaw’s Bite 1 4+ 2+ 1 D3+3 Companion

Passive Deployment Phase


BATTLE DAMAGED BET-MASTER: Skumdrekk and his
Effect: While this unit has 10 or more hobgrot Kountin’ Krew take bets at the
damage points, the Attacks characteristic start of a battle as to which of the enemy
of Sloppklaw’s Talons is 4. will be first to die.

Deployment Phase
Declare: Pick an enemy unit on the
battlefield to be the bet.
KOUNTIN’ KREW: Swampboss
Skumdrekk keeps his hobgrot lackeys, Effect: Add 1 to wound rolls for attacks
known as his ‘Kountin’ Krew’, close to made by this unit and friendly Hobgrot
hand. So close, in fact, that it is they who Slittaz units that target the bet.
get first dibs on the toxic sludge that coats
the underbelly of his Sludgeraker. Once Per Turn (Army), End of Any Turn
Declare: Pick a friendly Hobgrot Slittaz AGGRAVATE WOUNDS: The ornery
unit within this unit’s combat range to be and near-sighted Sloppklaw has developed
the target. a keen scent for weakness, and he will
eagerly tear into wounded prey in a
Effect: For the rest of the battle, the savage frenzy.
target’s Slitta-knives have Crit (Mortal)
while they are wholly within 12" of Declare: Pick an enemy Monster in
this unit. combat with this unit to be the target.
Effect: Roll a number of dice equal to the
number of damage points the target has.
For each 5+, inflict 1 mortal damage on
the target.
Keywords Rampage

Unique, Hero, Monster


Keywords
Destruction, Kruleboyz
December 2024

MOV E

8" • KRULEBOYZ WARSCROLL •


A LT H

14 4+ SNATCHABOSS
S AV E
HE

CO
5 ON SLUDGERAKER BEAST
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Grappling Hook 3 3+ 3+ 1 3 Crit (Mortal)
Sludgeraker’s Talons 6 4+ 2+ 1 2 Companion
Sludgeraker’s Bite 1 3+ 2+ 1 D3+3 Companion

Passive Once Per Turn (Army), End of Any Turn


BATTLE DAMAGED FESTERING WOUNDS: A Sludgeraker’s
Effect: While this unit has 10 or more talons and fangs are so coated with toxins
damage points, the Attacks characteristic and grime that wounds they inflict swiftly
of its Sludgeraker’s Talons is 4. turn foul and gangrenous.

Your Hero Phase


Declare: Pick an enemy unit that had any
damage points allocated to it this turn by
SLUDGERAKER VENOM: The
this unit’s combat attacks to be the target.
underbelly of a Sludgeraker Beast is coated
in rotting detritus, encrusted marsh-slime Effect: Roll a D3. On a 2+:
and the beast’s own secretions – a highly • Inflict an amount of mortal damage on
virulent mixture that is used by nearby the target equal to the roll.
Kruleboyz to coat their weapons. • Subtract 1 from wound rolls for attacks
made by the target until the start of your
Declare: Pick a friendly non-Hero next turn.
Kruleboyz unit wholly within 12" of
Keywords Rampage
this unit to be the target.
Effect: Roll a dice. On a 2+, for the
rest of the turn, add 1 to the Damage
characteristic of the target’s weapons that
have Crit (Mortal). On a 1, inflict D3
mortal damage on the target.

Hero, Monster
Keywords
Destruction, Kruleboyz
December 2024

MOV E

6" • KRULEBOYZ WARSCROLL •

MARSHCRAWLA
A LT H

10 4+
S AV E
SLOGGOTH
HE

CO
2
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Nets and Snatcha-stikks 4 4+ 5+ - 1 -
Sloggoth’s Claws 6 4+ 2+ 1 2 Companion

Passive Start of Any Turn


ON DA MARCH: The drummer that rides REGENERATION: Troggoths are able to
with a snatcha-krew beats out a powerful regrow injured flesh almost as quickly as
rhythm upon his kettle drum that inspires it is harmed.
the Kruleboyz around them to race
headlong toward the enemy. Effect: Heal (D3) this unit.

Effect: While they are wholly within


12" of this unit, friendly Kruleboyz
Infantry units can use Charge
abilities even if they used a Run ability in
the same turn.

War Machine
Keywords
Destruction, Kruleboyz
December 2024

MOV E

5" • KRULEBOYZ WARSCROLL •


A LT H

12 4+ BREAKA-BOSS
S AV E
HE

CO
2 ON MIREBRUTE TROGGOTH
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Bident-goad 5 4+ 3+ 1 2 Crit (Mortal)
Mirebrute’s Clubs 4 4+ 2+ 2 3 Companion

Any Combat Phase Once Per Turn (Army), End of Any Turn
BREAKA-HARNESS: When a Breaka- TEAR LIMB FROM LIMB: Mirebrute
boss enters combat, they yank their Troggoths take great delight plucking foes
Mirebrute Troggoth’s harness savagely to from the enemy ranks and pulling off their
get the beast good and angry! limbs one by one.
Effect: Allocate D3 damage points to this Declare: Pick an enemy Infantry unit
unit (ward rolls cannot be made for those within 1" of this unit to be the target.
damage points). For each damage point
allocated to this unit by this ability, add 2 Effect: Roll a dice. If the roll exceeds the
to the Attacks characteristic of this unit’s target’s Health characteristic, 1 model in
Mirebrute’s Clubs for the rest of the turn. the target unit is slain.
Keywords Rampage
Start of Any Turn
REGENERATION: Troggoths are able to
regrow injured flesh almost as quickly as
it is harmed.
Effect: Heal (D3) this unit.

Hero, Monster
Keywords
Destruction, Kruleboyz
December 2024

MOV E

5" • KRULEBOYZ WARSCROLL •


A LT H

1 6+ HOBGROT SLITTAZ
S AV E
HE

CO
1
N T ROL

RANGED WEAPONS Rng Atk Hit Wnd Rnd Dmg Ability


Scrap-grenades 8" 1 4+ 3+ 1 1 Shoot in Combat
MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability
Slitta-knives 2 4+ 5+ - 1 -

End of Any Turn


SCRAP-BANG: By detonating their scrap-
grenades at the feet of the foe, Hobgrot
Slittaz can scarper off to a safe distance.
Declare: Pick an enemy unit in combat
with this unit to be the target.
Effect: Roll a dice. On a 3+:
• Inflict 1 mortal damage on the target.
• This unit can immediately use the
‘Retreat’ ability as if it were your
movement phase without any mortal
damage being inflicted on it.

Infantry, Champion, Musician (1/10), Standard Bearer (1/10)


Keywords
Destruction, Kruleboyz
December 2024

MOV E

5" • KRULEBOYZ WARSCROLL •

MAN-SKEWER
A LT H

2 5+
S AV E
BOLTBOYZ
HE

CO
1
N T ROL

RANGED WEAPONS Rng Atk Hit Wnd Rnd Dmg Ability


Man-skewer Crossbow:
Hasty Shot
12" 2 4+ 3+ 1 2 Crit (Auto-wound)
Man-skewer Crossbow:
Aimed Shot
18" 1 3+ 3+ 2 2 Crit (Auto-wound)
MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability
Jaggedy Blades 1 4+ 3+ - 1 Crit (Mortal)

Passive Your Shooting Phase


MAN-SKEWER CROSSBOWS: Boltboyz PICK ’EM OFF: Boltboyz prefer to remain
either unleash quick volleys at nearby foes stationary to fire carefully aimed shots.
or take careful aim at far-off targets.
Effect: If this unit has not used a Move
Effect: Each time this unit uses a Shoot ability this turn and was not set up this
ability, pick either the Hasty Shot or turn, add 1 to hit rolls for this unit’s
Aimed Shot weapon characteristics shooting attacks for the rest of the turn.
for all the attacks it makes with its
Man-skewer Crossbows.

Infantry, Champion
Keywords
Destruction, Kruleboyz
December 2024

MOV E

5" • KRULEBOYZ WARSCROLL •

BEAST-SKEWER
A LT H

5 5+
S AV E
KILLBOW
HE

CO
2
N T ROL

RANGED WEAPONS Rng Atk Hit Wnd Rnd Dmg Ability


Anti-Monster (+1 Rend),
Beast-skewer Bolts 24" 2 4+ 2+ 2 D6 Crit (Auto-wound)
MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability
Jaggedy Blades 2 4+ 3+ - 1 Crit (Mortal)

Once Per Turn (Army), Your Shooting Phase


Your Shooting Phase PICK ’EM OFF: Once set up in position,
SKEWERING BOLTS: When sighting the Beast-skewer Killbow takes its time to
a particularly large target, the crew load line up every shot with deadly results.
vicious skewering bolts that can tear
through even the mightiest of beasts. Effect: If this unit has not used a Move
ability this turn and was not set up this
Effect: For the rest of the turn, the turn, add 1 to hit rolls for this unit’s
Damage characteristic of this unit’s shooting attacks for the rest of the turn.
Beast-skewer Bolts is 6 if the target is
a Monster.

War Machine
Keywords
Destruction, Kruleboyz
December 2024

MOV E

10" • IRONJAWZ WARSCROLL •


A LT H

20 3+ GORDRAKK
S AV E
HE

CO
5 THE FIST OF GORK
N T ROL

RANGED WEAPONS Rng Atk Hit Wnd Rnd Dmg Ability


Bigteef’s Roar 8" 6 2+ 3+ - 1 Shoot in Combat, Companion
MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability
Smasha and Kunnin’ 8 3+ 2+ 1 2 Anti-Hero (+1 Rend)
Anti-Monster (+1 Rend),
Bigteef’s Fists and Tail 8 4+ 2+ 1 3 Companion

Passive Once Per Battle, Reaction: You declared a


BATTLE DAMAGED Waaagh! ability
Effect: While this unit has 10 or more VOICE OF GORK: Gordrakk’s bellow
damage points, the Attacks characteristic carries the elemental force of his god;
of Bigteef’s Fists and Tail is 6. it inspires Ironjawz to surge toward
the enemy, hacking, bludgeoning and
Once Per Turn (Army), Any Combat Phase stomping with furious abandon.
MONSTER GRAPPLE: Gordrakk’s Effect: Until the start of your next turn,
Maw-krusha, Bigteef, is strong and mean add 1 to hit rolls for combat attacks made
enough to wrestle even the most gigantic by friendly Ironjawz units while they
rivals into the dirt. are wholly within 18" of this unit.
Declare: Pick an enemy Monster in
combat with this unit to be the target. End of Any Turn
STRENGTH FROM VICTORY: The
Effect: Roll a dice. On a 3+, pick 1 of more fights a Megaboss wins, the stronger
the target’s weapons. You must pick a they become.
Companion weapon if it has any. Halve
the Attacks characteristic of that weapon Effect: If any damage points were
(rounding up) for the rest of the turn. allocated to an enemy unit by this unit’s
Keywords Rampage combat attacks this turn and that enemy
unit has been destroyed, give this unit a
Waaagh! token, to a maximum of 3.
Until the end of the next turn, add 1 to
the Attacks characteristic of this unit’s
weapons for each Waaagh! token it has.

Warmaster, Unique, Hero, Monster, Fly


Keywords
Destruction, Ironjawz, Maw-krusha
December 2024

MOV E

10" • IRONJAWZ WARSCROLL •


A LT H

18 3+ MEGABOSS
S AV E
HE

CO
5 ON MAW-KRUSHA
N T ROL

RANGED WEAPONS Rng Atk Hit Wnd Rnd Dmg Ability


Maw-krusha’s Roar 8" 6 2+ 3+ - 1 Shoot in Combat, Companion
MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability
Boss-choppa or Boss-hacka 8 4+ 2+ 1 2 Anti-Infantry (+1 Rend)
Maw-krusha’s Anti-Infantry (+1 Rend),
8 4+ 2+ 1 3 Companion
Fists and Tail

Passive Passive
BATTLE DAMAGED SMASH THROUGH: The impact of a
Effect: While this unit has 10 or more charging Maw-krusha often leaves the
damage points, the Attacks characteristic enemy’s first line of defence trampled into
of its Maw-krusha’s Fists and Tail is 5. the dirt.

Once Per Turn (Army), Any Charge Phase Effect: When this unit makes a pile-in
move, if it charged in the same turn, it
DESTRUCTIVE BULK: A Maw-krusha
can move 2D6" instead of 3".
is an unstoppable avalanche of ill-
tempered muscle that turns all in its path
End of Any Turn
into pulverised meat.
STRENGTH FROM VICTORY: The
Declare: If this unit charged this phase, more fights a Megaboss wins, the stronger
pick a visible enemy unit within 1" of it to they become.
be the target.
Effect: If any damage points were
Effect: Roll a D3. On a 2+, inflict an allocated to an enemy unit by this unit’s
amount of mortal damage on the combat attacks this turn and that enemy
target equal to the roll. If the target unit has been destroyed, give this unit a
is Infantry, double the mortal Waaagh! token, to a maximum of 3.
damage inflicted.
Until the end of the next turn, add 1 to
Keywords Rampage
the Attacks characteristic of this unit’s
weapons for each Waaagh! token it has.

Hero, Monster, Fly


Keywords
Destruction, Ironjawz, Maw-krusha
December 2024

MOV E

4" • IRONJAWZ WARSCROLL •


A LT H

8 3+
S AV E
MEGABOSS
HE

CO
2
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Boss-choppa 8 4+ 2+ 1 2 -

Your Hero Phase Reaction: You declared a Fight ability


GET STUCK IN, LADZ!: The roared for this unit
commands issued by a Megaboss LEAD DA BRUTES: Megabosses stride
encourage the Brutes under their into battle flanked either side by the
command to fight all the harder. toughest and meanest Brutes.

Declare: Pick a friendly Brute unit Effect: Roll a dice. On a 3+, for the
wholly within 12" of this unit to be rest of the turn, add 1 to the Attacks
the target. characteristic of melee weapons used
by friendly Brute units while they are
Effect: Roll a dice. On a 2+, add 1 to the within this unit’s combat range.
Attacks characteristic of the target’s
melee weapons until the start of your End of Any Turn
next turn.
STRENGTH FROM VICTORY: The
more fights a Megaboss wins, the stronger
they become.
Effect: If any damage points were
allocated to an enemy unit by this unit’s
combat attacks this turn and that enemy
unit has been destroyed, give this unit a
Waaagh! token, to a maximum of 3.
Until the end of the next turn, add 1 to
the Attacks characteristic of this unit’s
weapons for each Waaagh! token it has.

Hero, Infantry
Keywords
Destruction, Ironjawz
December 2024

MOV E

4" • IRONJAWZ WARSCROLL •


A LT H

6 4+
S AV E
WARCHANTER
HE

CO
2
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Gorkstikk and Morkstikk 6 4+ 3+ - D3 -

End of Any Turn


RHYTHM OF DESTRUCTION:
With each enemy skull caved in by the
Warchanter’s Gorkstikk and Morkstikk,
the febrile energy of the Waaagh! begins
to build.
Effect: If any enemy models were slain
this turn by this unit’s combat attacks,
give this unit D3 ritual points.

Hero, Priest (1), Infantry


Keywords
Destruction, Ironjawz
December 2024

MOV E

4" • IRONJAWZ WARSCROLL •


A LT H

6 6+
S AV E
WEIRDNOB SHAMAN
HE

CO
2
N T ROL

RANGED WEAPONS Rng Atk Hit Wnd Rnd Dmg Ability


Green Puke 10" 4 2+ 4+ - D3 Shoot in Combat
MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability
Waaagh! Staff 3 4+ 3+ 1 D3 -

Passive
BRUTAL POWER: A Weirdnob Shaman
channels the Waaagh! energy emitted by
nearby orruk mobs.
Effect: Add 1 to this unit’s power level
while there are any friendly Ironjawz
units that have 10 or more models wholly
within 12" of it.

Hero, Wizard (1), Infantry


Keywords
Destruction, Ironjawz
December 2024

MOV E

4" • IRONJAWZ WARSCROLL •


A LT H

3 3+ BRUTES
S AV E
HE

CO
1
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Brute Weapons 3 4+ 3+ 1 2 Anti-Infantry (+1 Rend)
Gore-choppa 3 4+ 3+ 2 3 -

Each model in this unit is armed with Passive


Brute Weapons.
YOU MESSIN’?: Most beings with half
• 1/5 models can replace their Brute an ounce of common sense swiftly wither
Weapons with a Gore-choppa. under the furious gaze of an orruk Brute
• The champion cannot replace who has marked their territory.
their weapons.
Effect: Enemy models with a Health
characteristic of 1 or 2 cannot contest
objectives while they are in combat with
this unit.

Infantry, Champion
Keywords
Destruction, Ironjawz, Brute
December 2024

MOV E

4" • IRONJAWZ WARSCROLL •


A LT H

2 3+ ARDBOYZ
S AV E
HE

CO
1
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Choppa or Stikka 2 4+ 3+ 1 1 Anti-charge (+1 Rend)

Any Combat Phase


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 in combat
with this unit and that charged this turn
to be the target.
Effect: Make a shield bash roll of D6 for
each model in this unit. For each 6+,
inflict 1 mortal damage on the target.

Infantry, Champion, Standard Bearer (1/10)


Keywords
Destruction, Ironjawz
December 2024

MOV E

9" • IRONJAWZ WARSCROLL •


A LT H

5 3+
S AV E
GORE-GRUNTAS
HE

CO
2
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Choppa or Hacka 3 4+ 3+ 1 1 Anti- Cavalry (+1 Rend)
Charge (+1 Damage),
Grunta’s Tusks 4 4+ 2+ - 1 Companion

Any Charge Phase


GORE-GRUNTA CHARGE: Even by the
destructive standards of the Ironjawz, the
carnage caused by a Gore-grunta charge is
horrific to behold.
Declare: If this unit charged this phase,
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. Add 1 to the mortal
damage inflicted (if any) if the target
is Cavalry.

Cavalry, Champion
Keywords
Destruction, Ironjawz
December 2024

MOV E

4" • IRONJAWZ WARSCROLL •

ZOGGROK
A LT H

7 3+
S AV E
ANVILSMASHA
HE

CO
2
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Skull-crushing Basha 5 4+ 2+ 1 2 -
Ward-smashing Choppa 2 4+ 2+ 2 3 -
Grunta-tongs 4 4+ 3+ - 1 -

This unit is armed with a Skull-crushing Passive


Basha and 1 of the following options:
WARD-SMASHING CHOPPA: A strike
• Ward-smashing Choppa from this choppa shatters not only skulls
• Grunta-tongs but also arcane wards and other mystical
forms of protection.
Passive
KLONK: This rockbrow squig’s headache Effect: If an attack made with this unit’s
is only relieved by a bash on the head, Ward-smashing Choppa scores a hit, the
making it the perfect portable anvil. target has the Ward-smashed keyword
for the rest of the battle. Ward rolls cannot
Effect: Klonk is a token. You can re-roll be made for a Ward-smashed unit.
forgin’ rolls for this unit while this unit’s
Klonk is on the battlefield.
Your Hero Phase
If you make an unmodified save roll of
1 for this unit, remove this unit’s Klonk POWER OF DA GREAT GREEN GOD:
from the battlefield after the Attack Channelling the raw energies of the
ability has been resolved (the damage Waaagh! with his ‘bashin’ tools’, Zoggrok
point is still inflicted). can empower the weapons of orruks
gathered around him.
Declare: Pick a visible friendly Ironjawz
Infantry unit wholly within 12" of this
unit to be the target.
Effect: Make a forgin’ roll of D6. Add
1 to the roll if this unit is armed with
Grunta-tongs. On a 4+, the target’s melee
weapons have Crit (Mortal) until the
start of your next turn.

Unique, Hero, Infantry


Keywords
Destruction, Ironjawz
December 2024

MOV E

4" • IRONJAWZ WARSCROLL •


A LT H

6 3+
S AV E
ARDBOY BIG BOSS
HE

CO
2
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Boss-hacka and Choppa 7 4+ 3+ 1 2 -

Passive Passive
IRON-FISTED COMMANDER: No GET BASHIN’!: Shields are made for
Ardboy would dare quit the fight with the krumping in the eyes of a Big Boss, who
boss around. makes sure their boys are using them the
‘propa way’.
Effect: If a friendly Ardboyz unit wholly
within 12" of this unit uses the ‘Rally’ Effect: Add 1 to shield bash rolls for
command, you can make 3 additional friendly Ardboyz units while they are
rally rolls of D6. wholly within 12" of this unit.

Hero, Infantry
Keywords
Destruction, Ironjawz
December 2024

MOV E

4" • IRONJAWZ WARSCROLL •

WEIRDBRUTE
A LT H

3 5+
S AV E
WREKKAZ
HE

CO
1
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Chain-smasha 6 4+ 3+ 1 1 Anti-Infantry (+1 Rend)

Passive
BERSERKERS: These Brutes forego heavy
armour, which means they can get stuck in
to the fighting as quickly as possible.
Effect: This unit can use a Run ability
and still use Charge abilities later in
the turn.

Infantry, Ward (5+)


Keywords
Destruction, Ironjawz, Brute
December 2024

MOV E

10" • IRONJAWZ WARSCROLL •


A LT H

14 3+ TUSKBOSS
S AV E
HE

CO
5 ON MAW-GRUNTA
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Pig-hacka 7 4+ 2+ 1 2 -
Kill-choppas 4 4+ 3+ 1 1 -
Maw-grunta’s Tusks 5 4+ 2+ 2 2 Companion
Maw-grunta’s Trotters 4 5+ 2+ - D3 Companion

Passive Once Per Turn (Army), Any Charge Phase


BATTLE DAMAGED HEAD OF THE STAMPEDE: At the
Effect: While this unit has 10 or more forefront of a grunta stampede rides the
damage points, the Attacks characteristic Tuskboss, racing to be the first to the fray.
of its Maw-grunta’s Tusks is 3.
Declare: If this unit charged this phase,
Passive
pick up to 3 friendly Maw-grunta
units wholly within 12" of this unit that
UNSTOPPABLE MOMENTUM: Once
charged this turn to be the targets.
a Maw-grunta begins its charge, it can
only stop by crashing into something, Effect: Add 1 momentum point to
and it becomes ever more deadly as its each target.
speed increases. Keywords Rampage

Effect: Each time this unit has charged as


a result of using a Charge ability, it gains
1 momentum point.
Each time it uses a Run ability, it gains 2
momentum points.
It can have a maximum of 3 momentum
points at once.
Add the number of momentum points
this unit has to the Damage characteristic
of its Maw-grunta’s Tusks. At the end
of each battle round, subtract 1 from its
momentum points, to a minimum of 0.

Hero, Monster
Keywords
Destruction, Ironjawz, Maw-grunta
December 2024

MOV E

4" • IRONJAWZ WARSCROLL •


A LT H

3 5+
S AV E
BRUTE RAGERZ
HE

CO
1
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Rager Weapons 3 4+ 2+ 1 2 Anti-Monster (+1 Rend)

Passive Passive
BERSERKERS: These Brutes forego heavy UNLEASHED RAGE: Brute Ragerz waste
armour, which means they can get stuck in no time in venting their pent-up rage when
to the fighting as quickly as possible. they get within striking distance of the foe.
Effect: This unit can use a Run ability Effect: This unit has Strike-first if it
and still use Charge abilities later in charged in the same turn.
the turn.

Infantry
Keywords
Destruction, Ironjawz, Brute
December 2024

MOV E

10" • IRONJAWZ WARSCROLL •


A LT H

12 3+ MAW-GRUNTA
S AV E
HE

CO
5 WITH HAKKIN’ KREW
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Choppas 4 4+ 3+ 1 2 -
Kill-choppas 4 4+ 3+ 1 1 -
Maw-grunta’s Tusks 5 4+ 2+ 2 2 Companion
Maw-grunta’s Trotters 4 5+ 2+ - D3 Companion

Passive Once Per Turn (Army),


UNSTOPPABLE MOMENTUM: Once Your Movement Phase
a Maw-grunta begins its charge, it can CARVE A PATH: The job of the hakkin’
only stop by crashing into something, krew is to clear a path through packed
and it becomes ever more deadly as its enemies to ensure the Maw-grunta
speed increases. maintains its momentum.

Effect: Each time this unit has charged as Effect: If this unit is in combat, it
a result of using a Charge ability, it gains can move a distance up to its Move
1 momentum point. characteristic. It can pass through models
Each time it uses a Run ability, it gains 2 and the combat ranges of enemy units,
momentum points. but it cannot end that move in combat.
It can have a maximum of 3 momentum
Then, pick each enemy unit that this unit
points at once.
passed across during that move to be the
Add the number of momentum points targets. Roll a D3 for each target. On a 2+,
this unit has to the Damage characteristic inflict an amount of mortal damage on
of its Maw-grunta’s Tusks. At the end the target equal to the roll. Then, this unit
of each battle round, subtract 1 from its gains 2 momentum points.
momentum points, to a minimum of 0. Keywords Core, Move, Rampage

Monster
Keywords
Destruction, Ironjawz, Maw-grunta
December 2024

MOV E

10" • IRONJAWZ WARSCROLL •

MAW-GRUNTA
A LT H

12 4+
S AV E
GOUGERS
HE

CO
5
N T ROL

MELEE WEAPONS Atk Hit Wnd Rnd Dmg Ability


Choppas 4 4+ 3+ 1 2 -
Maw-grunta’s Tusks 5 4+ 2+ 2 2 Companion
Maw-grunta’s Trotters 4 5+ 2+ - D3 Companion

Passive Once Per Turn (Army), Any Combat Phase


UNSTOPPABLE MOMENTUM: Once FLATTENED INTO THE MUD: Should
a Maw-grunta begins its charge, it can a foe miraculously survive the impact of
only stop by crashing into something, a charging Maw-grunta, it will take some
and it becomes ever more deadly as its time for them to regather their wits!
speed increases.
Declare: If this unit charged this turn,
Effect: Each time this unit has charged as pick an enemy unit within 1" of it to be
a result of using a Charge ability, it gains the target.
1 momentum point.
Each time it uses a Run ability, it gains 2 Effect: Roll a dice and add the number of
momentum points. momentum points this unit has to the
It can have a maximum of 3 momentum roll. On a 5+, the target has Strike-last
points at once. for the rest of the turn.
Keywords Rampage
Add the number of momentum points
this unit has to the Damage characteristic
of its Maw-grunta’s Tusks. At the end
of each battle round, subtract 1 from its
momentum points, to a minimum of 0.

Monster
Keywords
Destruction, Ironjawz, Maw-grunta
ORRUK WARCLANS
SWAMPSKULKA GANG
As far as Kruleboyz are concerned, fighting fair is an idiotic concept.
This Spearhead army consists Swampskulka Gangs exemplify the cruelly underhanded approach to warfare
of the following units: so beloved of these orruks, for their entire purpose is to leave the enemy
agonised, hobbled and helpless. Under the wily guidance of a Killaboss, they
GENERAL stalk their victims through the wilds of the realms for days, waiting for the
 Killaboss on perfect moment to launch a murderous ambush.
Great Gnashtoof
The first the Kruleboyz’ chosen quarry knows of their fate is when dozens
UNITS of barbed missiles come whistling out of the murk to sink into their flesh, as
 1 Murknob chortling Boltboyz relish their victims’ shocked horror. Anything that looks
with Belcha-banna big enough to cause the orruks serious bother is dealt with by an oversized
 3 Man-skewer Boltboyz harpoon hurled by a Beast-skewer Killbow. As the enemy reels in the face
 5 Gutrippaz of this deadly hail, the Killaboss charges into their midst atop his Great
 5 Gutrippaz Gnashtoof mount, seeking gory trophies to prove his kunnin’. Following
 1 Beast-skewer Killbow closely behind come lanky orruk warriors, led by a Murknob brandishing a
foul-smelling and loudly bellowing Belcha-banna. These Gutrippaz stomp
forwards to fall upon the stricken foe, spilling intestines and poking out eyes
with their venom-dripping weapons – while keeping a few prisoners alive to
torment at their leisure, of course.

‘Unlucky, long-ears. Bet you wish you’d snuffed it along with yer
mates, don’t ya?’
– Murknob Grikstab da Peeler
BATTLE TRAITS
Once Per Battle, Any Combat Phase
KRULEBOYZ WAAAGH!: In typically Morky fashion, Kruleboyz
wait until they have the enemy surrounded before calling a Waaagh! – and
when they do, the enemy’s fate is usually sealed.

Declare: Pick your general to use this ability, then pick another friendly
unit wholly within 12" of them to be the target.

Effect: Your general and the target have Strike-first this phase.

REGIMENT ABILITIES: Pick 1 of the following regiment abilities.


Passive Start of the First Battle Round
NOISY RACKET: On the eve of battle, the COVERED IN MUD: After some ‘hard finkin’, a
Kruleboyz make sure the enemy receives no respite group of orruks decides to slather themselves in muck
as their war drums and rattle-skulls ring out into so they can sneak up on the unwitting enemy.
the night.
Declare: Pick a friendly unit to use this ability.
Effect: Subtract 1 from wound rolls for attacks made
by enemy units in the first battle round. Effect: In this battle, that unit is not visible to enemy
models that are more than 12" away from it.

ENHANCEMENTS: Give your general 1 of the following enhancements.


Declare: Pick a friendly unit to use this ability.
Effect: Subtract 1 from wound rolls for attacks made
by enemy units in the first battle round. Effect: In this battle, that unit is not visible to enemy
models that are more than 12" away from it.

ENHANCEMENTS: Give your general 1 of the following enhancements.


Passive Once Per Battle, Enemy Movement Phase
EGOMANIAK: This self-important boss is willing MORK’S EYE PEBBLE: When rubbed, this dark-
to use anyone to protect his own hide. grey rock produces a swirling bank of thick fog that
protects the bearer and their allies from harm.
Effect: If any other friendly units are within your
general’s combat range, before you allocate a damage Effect: In the next shooting phase, friendly units
point to your general, roll a dice. On a 4+, you have Ward (5+) while they are wholly within 12" of
must allocate that damage point to one of those your general.
units instead.

Once Per Turn, Your Hero Phase Once Per Battle, Any Combat Phase
KUNNIN’ PLAN: This devious Killaboss likes to EYE-BITER ASH: Stored in a heat-proof pouch,
feign retreat to draw their prey into a deadly trap. this strange ash never stops smouldering. The bearer
can cast it at a foe, creating a cloud of blistering ash
Declare: Pick a friendly unit wholly within 12" of that blinds the targets and causes them terrible pain.
your general.
Declare: Pick an enemy unit in combat with your
Effect: If that unit uses a Retreat ability this turn, general and roll a dice.
no mortal damage is inflicted on it and it can still use
Shoot and/or Charge abilities later in the turn. Effect: On a 1-4, subtract 1 from hit rolls for attacks
made by that unit for the rest of the phase. On a 5+,
subtract 1 from hit rolls for attacks made by that unit
for the rest of the battle.
MOVE
• SPEARHEAD WARSCROLL •
10"
KILLABOSS
HEALTH

10 3+
SAVE
ON GREAT GNASHTOOF
2 MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL
Jagged Boss-stikka 4 3+ 3+ 1 2 Crit (Mortal)
Gnashtoof’s Bone-crushing Fangs 5 4+ 3+ 1 2 Companion
Killabosses are cunning
warlords well used to using Your Hero Phase
their ‘thinkin’ muscles’ to
guide their fellow orruks in ALL PART OF DA PLAN:
ambushes and traps. With Kruleboyz tend to be very impressed
a string of victories under by a Killaboss’s kunnin’ feats – so
their belts, they have won long as the boss has a plan, they are
something akin to trust from
willing to face down even the most
their minions, who stick to
the plan even when things get unlikely odds.
nasty. They take great pride Declare: Pick a friendly unit
in procuring the vilest and
most malicious monsters to
wholly within 9" of this unit to
serve as their war-mounts, be the target. You cannot pick
and few are as deadly as the this unit.
Great Gnashtoof. This wiry
canine killer is as swift as Effect: Add 3 to the target’s
it is foul-tempered, capable control score until the start of your
of navigating the slimy next turn.
homelands of the Kruleboyz
with ease. When it finds
its prey, it leaps upon them
with an ear-splitting howl
that seems to come from two
directions at once.
KEYWORDS Hero, Cavalry
MOVE
• SPEARHEAD WARSCROLL •
5"
BEAST-SKEWER KILLBOW
HEALTH

5 5+
SAVE
2 RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability
CONTROL Beast-skewer Bolts 24" 2 4+ 2+ 2 D6 Crit (Auto-wound)
MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Orruks are not renowned for Jaggedy Blades 2 4+ 3+ - 1 Crit (Mortal)
their ability to shoot straight,
but the Kruleboyz known as ‘Big
Shots’ understand the benefit of Passive
maiming your prey from as far
SKEWERED: Beast-skewer bolts
away as possible. Beast-skewer
Killbows are designed to take are designed to inflict horrendous
down the realms’ mightiest wounds on monstrous quarry.
monsters, and the oversized
missiles they hurl can indeed
Effect: The Damage characteristic
punch through several inches of of this unit’s Beast-skewer Bolts
armoured hide or bone plating is 6 instead of D6 if the target is
with ease. Such is the force with a Monster.
which these missiles strike home
that they can also impale several
man-sized targets at once.

KEYWORDS War Machine


MOVE
• SPEARHEAD WARSCROLL •
5"
MURKNOB
HEALTH

6 4+

SAVE
WITH BELCHA-BANNA
5 MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL
Murknob Cleaver 4 4+ 3+ 1 2 Crit (Mortal)

Murknobs are champions Any Combat Phase


amongst the Kruleboyz, and
they revel in taking the heads BREATH OF THE MIRE-DRAKES: Belcha-bannas are typically built
of their adversaries – honestly around the severed tongue of a mire-drake, creatures so vile that even after death,
or otherwise. They alone are their remains belch forth clouds of soul-shrivelling gas.
granted the honour of carrying
the Belcha-bannas into battle, Declare: Roll a dice for each enemy unit in combat with this unit.
foul relics with all manner
of strange powers. When the
Effect: On a 1, nothing happens. On a 2-5, inflict 1 mortal damage on that
enemy close in, these uncanny enemy unit. On a 6, inflict D3 mortal damage on that unit.
standards belch a revolting
miasma that can make even the
toughest foe collapse in agony. KEYWORDS Hero, Infantry

MOVE
• SPEARHEAD WARSCROLL •
5"
GUTRIPPAZ
HEALTH

2 5+
SAVE

1
CONTROL KEYWORDS

Gutrippaz form the slimy heart Any Combat Phase


of the Kruleboyz, stalking
forwards behind their leering
SCARE TAKTIKZ: Gutrippaz use all manner of means to
MOVE
• SPEARHEAD WARSCROLL •
5"
GUTRIPPAZ
HEALTH

2 5+
SAVE
1 MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL KEYWORDSWicked Hacka 2 4+ 3+ - 1 Crit (Mortal)

Gutrippaz form the slimy heart Any Combat Phase


of the Kruleboyz, stalking
forwards behind their leering
SCARE TAKTIKZ: Gutrippaz use all manner of means to
skareshields. These mobs of unnerve and intimidate their foes.
sadistic greenskins are known
Effect: Roll a dice. On a 3+, subtract 1 from hit rolls for
for their vicious kunnin’ and
the spiteful amusement they attacks that target this unit this phase. This ability has no
find in laying low the enemy effect on attacks made by Heroes.
with their wicked, venom-laced
weapons. Even their appearance
is honed to intimidate and
confuse the foe.
KEYWORDS Infantry

MOVE
• SPEARHEAD WARSCROLL •
5"
MAN-SKEWER BOLTBOYZ
HEALTH

2 5+
SAVE

1
CONTROL

Man-skewer Boltboyz wield


crossbows powerful enough to
take down a charging warhorse
MOVE
• SPEARHEAD WARSCROLL •
5"
MAN-SKEWER BOLTBOYZ
HEALTH

2 5+
SAVE
1 RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability
CONTROL
Man-skewer Crossbow 18" 2 4+ 3+ 1 2 Crit (Auto-wound)
MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Man-skewer Boltboyz wield Jaggedy Blade 1 4+ 3+ - 1 Crit (Mortal)
crossbows powerful enough to
take down a charging warhorse
with a single shot. Even minor Passive
wounds inflicted by these PICK ’EM OFF: Boltboyz prefer to remain stationary to fire carefully
weapons soon turn gangrenous
and foul thanks to the poisons
aimed shots.
that the orruks smear over Effect: Add 1 to hit rolls for this unit’s shooting attacks if has not used a Move
every projectile.
ability this turn.

KEYWORDS Infantry

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