ORRUK WARCLANS
SPEARHEAD
IRONJAWZ BIGMOB
Bigmobs are loose but effective formations assembled when a Megaboss
This Spearhead army consists decides to leave something battered and brutalised on a whim. They may serve
of the following units: 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
GENERAL a warleader in pursuit of action. All that’s needed for a Bigmob to form is an
♦ Megaboss Ironjaw to decide they fancy a brawl and a handful of ladz to follow their lead.
UNITS The Megaboss leading a Bigmob is joined by whichever of their boyz can keep
♦ 3 Brute Ragerz up. Usually, these are Ragerz: swaggering berserkers who have discarded
♦ 5 Ardboyz much of their armour to reach the best kills first. Ardboyz often tag along as
♦ 5 Ardboyz well. These are sent to lay claim to far-flung points of the battlefield, partially
♦ 5 Brutes 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.
‘Right then, ladz. Here’s da plan. Da gargants are hangin’ out
over da hill. We’z gonna go bash ’em until they stop movin’.
Any questions?’
– Zorkazug, Megaboss of the Ironsunz
Even by the standards of the Ironjawz, Bigmobs aren’t subtle forces. Whatever the orruks slam headfirst into will likely
end up very messily killed…
SPEARHEAD
BATTLE TRAITS
Your Brutes are not set up during Once Per Turn (Army),
Any Hero Phase
the deployment phase. Instead, from
the third battle round onwards, they MIGHTY DESTROYERS:
can use the following ability: The Ironjawz won’t let anything
get between them and a
Your Movement Phase good scrap.
’ERE WE GO!: The din of
battle draws in Ironjawz from Declare: Pick a friendly unit that
leagues around. was not set up this turn to be
the target.
Effect: Set up this unit anywhere
on the battlefield more than 6" Effect: The target can move up
from all enemy units. to 3". It can move into combat.
If it was in combat at the start of
Keywords Core
the move, it must end that move
in combat.
Brute Rager
REGIMENT ABILITIES: Pick 1 of the following regiment abilities.
Passive Once Per Battle, Reaction: You declared the ‘Mighty
Destroyers’ ability
NATURAL DISASTER: A mass of heavily
armoured orruks hit an enemy line like a landslide A PROPER RUCKUS: Delighted by the scrap
if they gain enough momentum, leaving a trail of before them, the orruks barge and jostle their way into
carnage and blazing ruin in their wake. the fray.
Effect: If you make an unmodified charge roll of 8+ Effect: All friendly units on the battlefield that
for a friendly unit, add 1 to the Attacks characteristic were not set up this turn are the targets of that
of that unit’s melee weapons for the rest of the turn. ability instead.
ENHANCEMENTS: Give your general 1 of the following enhancements.
Passive Passive
AMBERBONE WHETSTONE: This prized TROPHY SKULLS: Festooned with the skulls
sharpening stone, laced with veins of realmstone, of those who crossed them, be they ferocious beast
is found deep in the crags of Ghur. It is loved by the or mighty warrior, there’s no doubt that this orruk
Ironjawz for its ability to make a weapon ‘ded sharp’. means business.
Effect: The Rend characteristic of your general’s Effect: Your general’s Control characteristic is 5.
melee weapons is 2.
Passive Passive
ARMOUR OF GORK: This bashed-together MEGA BOSSY: This boss’s booming voice rings
armour is thick, heavy and possessed of its own fierce out across the battlefield, ‘encouraging’ their ladz to
fighting spirit. get krumpin’.
Effect: Your general has Ward (6+). 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.
MOVE
• SPE A R H E A D WA R SCROLL •
4"
HEALTH
8 3+ M EGA BOSS
SAVE
2 MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL Boss-choppa 8 4+ 2+ 1 2 -
Clad in layers of thick Your Hero Phase
iron and wielding massive
weapons, Megabosses lead the GET STUCK IN, LADZ!: The roared commands
charge of the Ironjawz warclans. issued by a Megaboss encourage the Ironjawz under their
The very act of fighting command to fight all the harder.
empowers these barbarous
warlords. Once in the midst Declare: Pick this unit or a friendly Brute unit wholly
of combat, they are almost within 12" of this unit to be the target.
impossible to slay.
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.
KEY WORDS Hero, Infantry
MOVE
• SPE A R H E A D WA R SCROLL •
4"
HEALTH
2 3+ A R DBOYZ
SAVE
1 MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Anti-charge
CONTROL Choppa or Stikka 2 4+ 3+ 1 1
(+1 Rend)
Mobs of Ardboyz plough into
the fray to the sound of booming Any Combat Phase
war drums and the clatter of
heavy iron plate. Each Ardboy SHIELD BASH: The shields
is a ferocious, battle-scarred carried by Ardboyz are great slabs of
fighter that smashes their way iron festooned with spikes and metal
through the ranks of the enemy teeth, making them deadly weapons
with a variety of crude but in their own right.
deadly weapons.
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.
KEY WORDS Infantry
MOVE
• SPE A R H E A D WA R SCROLL •
4"
HEALTH
3 5+ BRUTE R AGER Z
SAVE
1 MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL Rager Weapons 3 4+ 2+ 1 2 -
Taking up huge, two-handed Passive
weapons and eschewing the
armour typically worn by UNLEASHED RAGE: Brute
Brutes, Brute Ragerz hurl Ragerz waste no time in venting their
themselves at the biggest and pent-up rage when they get within
meanest foes. Having previously striking distance of the foe.
suffered a humiliating defeat
in battle, they are determined Effect: This unit has Strike-first
to prove just how ’ard they if it charged in the same turn.
really are.
KEY WORDS Infantry, Brute
MOVE
• SPE A R H E A D WA R SCROLL •
4"
HEALTH
3 3+ BRUTES
SAVE
1 MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL Brute Weapons 3 4+ 3+ 1 2 -
Charging into battle with Passive
joyous bellows, Brutes seek out YOU MESSIN’?: Most beings with half an ounce of
the largest enemies to batter
into submission. Wearing the
common sense swiftly wither under the furious gaze of an
thickest armour and wielding orruk Brute who has marked their territory.
huge weapons, they enjoy
Effect: Enemy units with a Health characteristic of 1
nothing more than dishing out a
good and proper bashing. or 2 cannot contest objectives while they are in combat
with this unit.
KEY WORDS Infantry, Brute