Orruk Warclans Ironjawz Guide
Orruk Warclans Ironjawz Guide
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.
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.
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.
December 2024
IRONJAWZ SPELL LORE
LORE OF THE WEIRD
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
December 2024
KRULEBOYZ BATTLE TRAITS
Kruleboyz armies can use the following abilities:
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.
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.
December 2024
KRULEBOYZ SPELL LORE
LORE OF THE SWAMP
December 2024
December 2024
MOV E
KRAGNOS
A LT H
18 4+
S AV E
HE
CO
15 THE END OF EMPIRES
N T ROL
MOV E
14 5+ GOBSPRAKK
S AV E
HE
CO
5 THE MOUTH OF MORK
N T ROL
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
MOV E
14 4+ KILLABOSS
S AV E
HE
CO
5 ON CORPSE-RIPPA VULCHA
N T ROL
MOV E
10 3+ KILLABOSS
S AV E
HE
CO
2 ON GREAT GNASHTOOF
N T ROL
Hero, Cavalry
Keywords
Destruction, Kruleboyz
December 2024
MOV E
6 4+ KILLABOSS
S AV E
HE
CO
2 WITH STAB-GROT
N T ROL
Hero, Infantry
Keywords
Destruction, Kruleboyz
December 2024
MOV E
6 4+ MURKNOB
S AV E
HE
CO
5 WITH BELCHA-BANNA
N T ROL
Hero, Infantry
Keywords
Destruction, Kruleboyz
December 2024
MOV E
6 6+ SWAMPCALLA SHAMAN
S AV E
HE
CO
2 WITH POT-GROT
N T ROL
MOV E
2 5+
S AV E
GUTRIPPAZ
HE
CO
1
N T ROL
MOV E
KRULEBOYZ
A LT H
2 5+
S AV E
MONSTA-KILLAZ
HE
CO
1
N T ROL
MOV E
SWAMPBOSS
A LT H
15 4+
S AV E
SKUMDREKK
HE
CO
5
N T ROL
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
MOV E
14 4+ SNATCHABOSS
S AV E
HE
CO
5 ON SLUDGERAKER BEAST
N T ROL
Hero, Monster
Keywords
Destruction, Kruleboyz
December 2024
MOV E
MARSHCRAWLA
A LT H
10 4+
S AV E
SLOGGOTH
HE
CO
2
N T ROL
War Machine
Keywords
Destruction, Kruleboyz
December 2024
MOV E
12 4+ BREAKA-BOSS
S AV E
HE
CO
2 ON MIREBRUTE TROGGOTH
N T ROL
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
1 6+ HOBGROT SLITTAZ
S AV E
HE
CO
1
N T ROL
MOV E
MAN-SKEWER
A LT H
2 5+
S AV E
BOLTBOYZ
HE
CO
1
N T ROL
Infantry, Champion
Keywords
Destruction, Kruleboyz
December 2024
MOV E
BEAST-SKEWER
A LT H
5 5+
S AV E
KILLBOW
HE
CO
2
N T ROL
War Machine
Keywords
Destruction, Kruleboyz
December 2024
MOV E
20 3+ GORDRAKK
S AV E
HE
CO
5 THE FIST OF GORK
N T ROL
MOV E
18 3+ MEGABOSS
S AV E
HE
CO
5 ON MAW-KRUSHA
N T ROL
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.
MOV E
8 3+
S AV E
MEGABOSS
HE
CO
2
N T ROL
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
6 4+
S AV E
WARCHANTER
HE
CO
2
N T ROL
MOV E
6 6+
S AV E
WEIRDNOB SHAMAN
HE
CO
2
N T ROL
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.
MOV E
3 3+ BRUTES
S AV E
HE
CO
1
N T ROL
Infantry, Champion
Keywords
Destruction, Ironjawz, Brute
December 2024
MOV E
2 3+ ARDBOYZ
S AV E
HE
CO
1
N T ROL
MOV E
5 3+
S AV E
GORE-GRUNTAS
HE
CO
2
N T ROL
Cavalry, Champion
Keywords
Destruction, Ironjawz
December 2024
MOV E
ZOGGROK
A LT H
7 3+
S AV E
ANVILSMASHA
HE
CO
2
N T ROL
MOV E
6 3+
S AV E
ARDBOY BIG BOSS
HE
CO
2
N T ROL
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
WEIRDBRUTE
A LT H
3 5+
S AV E
WREKKAZ
HE
CO
1
N T ROL
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.
MOV E
14 3+ TUSKBOSS
S AV E
HE
CO
5 ON MAW-GRUNTA
N T ROL
Hero, Monster
Keywords
Destruction, Ironjawz, Maw-grunta
December 2024
MOV E
3 5+
S AV E
BRUTE RAGERZ
HE
CO
1
N T ROL
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
12 3+ MAW-GRUNTA
S AV E
HE
CO
5 WITH HAKKIN’ KREW
N T ROL
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
MAW-GRUNTA
A LT H
12 4+
S AV E
GOUGERS
HE
CO
5
N T ROL
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.
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.
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)
MOVE
• SPEARHEAD WARSCROLL •
5"
GUTRIPPAZ
HEALTH
2 5+
SAVE
1
CONTROL KEYWORDS
2 5+
SAVE
1 MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL KEYWORDSWicked Hacka 2 4+ 3+ - 1 Crit (Mortal)
MOVE
• SPEARHEAD WARSCROLL •
5"
MAN-SKEWER BOLTBOYZ
HEALTH
2 5+
SAVE
1
CONTROL
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