Warhammer Age of Sigmar - Battletome Ironjawz.pdf

June 3, 2018 | Author: Esteban Niedojadlo | Category: Unrest
Report this link


Description

CONTENTS THE IRONJAWZ .................................4 BRUTAL & CUNNING....................44 THE GREEN HORDES..................104 e Two-headed God ..........................8 Gordrakk, the Fist of Gork ...............46 Warscrolls .........................................106 A Bestial Realm..................................10 Orruk Megabosses .............................48 Gordrakk, the Fist of Gork .............108 e Power of the Waaagh!................12 Orruk Warchanters............................50 Megaboss on Maw-krusha..............110 An Age of Waaagh!............................18 Orruk Weirdnob Shamans ...............51 Orruk Megaboss...............................112 Orruk Brutes ......................................52 Orruk Warchanter ...........................113 FORCES OF THE IRONJAWZ ........22 Orruk Gore-gruntas ..........................54 Orruk Weirdnob Shaman...............114 Ironclad Armies .................................24 Orruk Ardboys...................................56 Orruk Brutes ....................................115 Warclans..............................................26 Orruk Gore-gruntas ........................116 Ironjaw Warclan.................................27 FISTS OF IRON ................................58 Orruk Ardboys.................................117 Ironjaw Brawl......................................28 Dakkbad’s Ironsunz...........................30 REALMS OF WAAAGH!...................74 WARSCROLL BA ALIONS .........118 Sunz of Iron ........................................32 e Great WAAAGH!.......................76 Brute st.............................................119 Bloodtoofs Warclan ...........................36 e River Of Souls.............................78 Gore st..............................................120 e Bloodtoofs ...................................38 Battleplan: Tornado Ard st ...............................................121 Realms of Iron....................................42 of Destruction.....................................82 Weird st............................................122 Across the World Chasm ..................86 Iron st...............................................123 Battleplan: Headlong Onslaught ......90 Brawl..................................................124 e Growling Gates...........................94 Battleplan: Dead Cunning ..............100 THE RULES....................................125 DESIGNED BY GAMES WORKSHOP IN NOTTINGHAM Destruction Battletome: Ironjawz © Copyright Games Workshop Limited 2016. Destruction Battletome: Ironjawz, Warhammer Age of Sigmar, GW, Games Workshop, Warhammer, Stormcast Eternals, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world. All Rights Reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers. is is a work of ction. All the characters and events portrayed in this book are ctional, and any resemblance to real people or incidents is purely coincidental. British Cataloguing-in-Publication Data. A catalogue record for this book is available from the British Library. Pictures used for illustrative purposes only. ISBN: 978-1-78581-487-7 Certain Citadel products may be dangerous if used incorrectly and Games Workshop does not recommend them for use by children under the age of 16 without adult supervision. Whatever your age, be careful when using glues, bladed equipment and sprays and make sure that you read and follow the instructions on the packaging. Upload date: 01/04/2016 Games Workshop Ltd., Willow Road, Lenton, Nottingham, NG7 2WS, United Kingdom games-workshop.com . surrounded by Over centuries of war. other orruks started to follow that remains is smouldering ruins and Under the vicious leadership of their the Ironjawz about. and ride hulking Megabosses atop massive none are as mighty as the Ironjawz. the Mortal Realms have learned well Charging past the Brutes. the orruks are gathering in massive Ironjaw orruk. Ironjawz are hulking brutes. and any pitiless gaze. leads the the rumbling they feel shaking the land of the realms echo with their fury. the armies of Chaos. brutish battle they won. ironclad Brutes. earning their place high. they live only for war.THE IRONJAWZ A booming roar rolls out across the Mortal Realms. and that and cities to tear down. as the sound of battle. empires and kingdoms are smashed to rubble. he has armour and the screams of the dying. As they charge into the wild would always be a good rumble. the Fist of loom over their opponents. destruction like the beat of mighty war Ironjaw hordes rampage across the drums heard in the distance. In the vanguard of the Great Waaagh! chaos of combat with weapons held will be the Ironjawz. always e Ironjawz are only just beginning Now a new age of war has begun. bellowing to fear the coming of the Ironjaw Gore-grunta cavalry barrel into the warclans. Like an avalanche of hardened muscle and jagged- edged metal. ey fought against the beasts and their clans. the Ironjawz rampage through their foes. Ironjawz on their Great Waaagh!. For the rst time in an armour. mobs of Ironjawz stampede wherever there were Ironjawz there to battle. A green tide of ferocity. For every age. It will be minds have room only for thoughts of strength. among the clans by cracking skulls deafening war cry of Waaagh!. It was during the heralded by the crash of Sigmar’s Storm. the races of huge mobs of massive. members of a race infamous for their Age of Chaos that they rose to power. e lost Empire of Shardlun. Might and smashing faces. until all corners Gordrakk. Nothing thriving on the constant battle. Gordrakk. reckoning that shattered land. e orruks’ great two-headed is so pleasing to the ear of an Ironjaw slowly growing rumble of a predator’s god. until their mobs covered the sent a champion to lead the Ironjawz Taller and far broader than a man. enemy. Maw-krusha mounts. . the Ironjaw warclans grew and Eager for the coming carnage. is the Ironjawz coming their way. and rowdy Spires of Vys are all legacies of the Warchanters thump out a rhythm of Ironjawz. looking for armies to ght the Great Waaagh! is stirring. came back and fought all the harder. eager for a good scrap. has sensed it too. the air vibrates to their long. in teeming greenskin armies until all Soon. and for every battle lost. for their small. expanded. the wasteland where the Six Hundred In their wake. bosses. they lands. crazed orruk shamans Kingdoms once stood and the sunken spew forth sorcerous energy. and under their massive choppas. Like the the air. As the largest their great war. of the realms. Fighting is everything to an others that crossed their path. ey are the biggest and meanest of the orruks. At their head makes right among the orruks. of blades on growl. Gorkamorka. their battle. their eyes wild with battle lust. human enclaves. the Fist of Gork. and the Ironjawz can smell violence in ferocity. is uniting the orruks under his scarred hides encased in beaten iron orruks. e races Mortal Realms in their countless of the realms are starting to realise that millions. they an army so vast it will drown the realms wanton violence. they grew in size and numbers for a Great Waaagh!. other Gork. . . Among the orruk clans to rise from these centuries of carnage were the Ironjawz. a time of joyous. no matter how many greenskins fell under the blades of Chaos. Countless years of blood marked the rst Chaos campaigns to vanquish the orruks. the servants of the Dark Gods tried many times to crush the orruk clans. the Age of Chaos was a gi from Gorkamorka. It speaks much to the futility of that war of extermination that today the orruks thrive across the realms. unending battle that hammered their warclans into the toughest orruks around. For them. are monuments to the strength of the orruks. and the Sundeth Caves. which still echo to the cries of a thousand dying daemons. that the harder their enemies try to kill them. the Ironjawz have become the largest of their kind. and Ironjawz especially. . Battling against Chaos hordes. However. human empires and other orruk clans with increasing brutality. where the bodies of Chaos Warriors lie as fallen leaves upon the ground. Such is the nature of orruks. more numerous and ferocious than before. while Darkorn’s skull adorns the gates of the Varanspire. more rose up to take their place. Places like Splitbone Pass. when Archaon’s chosen general – Darkorn the Devourer – was charged with the task of wiping out the greenskins. the harder they ght. uring the long Age of D Chaos. . Gorkamorka is not one god but to death. with lightning. while the heartbeat of Mork is fast and wild. At these times. Crude him in contests of strength that raged two great lakes. his throat ickering Realms. e heartbeat of Gork is slow and steady. while Gork is orruk god’s respect. To win the Shardplains. the greenskins think Gork (or maybe Mork) is speaking directly to them. they hear a constant thumping hammering away in their heads. and its people live in his belly to out with himself. and the gods laughed with his club or stomping them under scraps and his rivalry with the Hammer a erwards at the devastation it had his great unwashed feet. . but Gorkamorka bested two. For as long as orruks have plagued working as one. Even now.THE TWO-HEADED GOD Gorkamorka is the twin-headed orruk god. so thunderous footsteps of Gorkamorka the other depending on which is most Gorkamorka drank an ocean. During the Age of Myth. THE DRUMBEAT OF WAAAGH! Warchanters are the rabble-rousers of the Ironjawz and the closest thing they have to priests. which the Warchanter then drums in an endless. the booming laughter and and Mork equally. Sigmar had to best shattering their glass peaks and creating more cunningly brutal in nature. Mork rst to be loosed on the foe. trying to outdo each hammer and knocked him clear across (or maybe Mork) hammering enemies other with tales of their god’s many all eight realms. a mighty thumping like the footsteps of a great beast loping toward its prey. When enough God. brutal rhythm with anything they can get their hands on. contest. Sigmar have resounded across the Mortal likely to help them beat their victims inhaled the sky. calling out to one or mouths. run. Orruks tell says Gorkamorka took up Sigmar’s walls. Ironjawz respect orruks gather together the two gods Sigmar and Gorkamorka had an eating Sigmar’s strength and know that his merge once more into Gorkamorka. and the greatest of the idols worshipped by the greenskins. Another tale recounts how the known as Gork and Mork. e beating rhythm of the Warchanters accompanies the Ironjaw mobs to war and lls their enemies with fear. Ironjawz follow Gork the realms and stu ng them into their civilisation. echoing the stampeding feet of countless orruks as they charge into battle. grabbing up great stfuls of boys are always good for a ght. he crashed across creation leaving mighty st-prints in the land as he waged war on everything in his path. and the message is always the same: go out and smash more faces. Touched by the greenskin god. the mighty contest being brutally cunning. Sometimes. Ironjawz believe this is the twin heartbeat of Gork and Mork. when Warchanters gather in mobs. having long ago torn himself apart him by devouring the vast Kingdom of a er a particularly spectacular falling Before he ripped himself in two. A tale told in Ghur images are o en found smeared on all across Ghur and Azyr. the beat in their heads will grow louder and more violent until the ground shakes with the combined sound of their stikks. ese two halves are Gorkamorka was the feral champion this day. o en gods arm-wrestled over the Vargorth share many aspects of the other. while hordes of orruks followed him on his rampage of destruction. One such story tells of when wrought. Sigmar ate a ery mountain. ruins and caves depicting Gork stories of this time. Both gods in Sigmar’s pantheon of gods. they grew in size. endless wars against other atop snow-wreathed peaks or amid who crossed them. e Ironjawz toppled Ghur. savagery on. and then even larger beaten into rubble are all signs le by Chaos. slavering beasts and Chaos subterranean continents where to carry them away from danger. it mattered not to the Ironjawz. one a er another. only that the keep stood at all. and cities with legs orruks. groups called brawls. savage brutality always had something to vent their below to form mazes of stone. eir domains were set spells. Under the dominate the wildernesses of Ghur. Ghur is home to countless dangerous Once. so too do the Ironjawz dri ing sky-trees. the Realm of Beasts was lled To stop the greenskins. these powerful greenskin warriors. their enemies and violent lands where the strong with many noble empires ruled constructed ever more elaborate survive and the weak become meat. While they have since le trails of destruction across all the Mortal Realms. ew the banners of free peoples or the they formed their mobs into groups splintered woodlands and mountains eye-searing symbols of the minions of known as sts. But all warriors mean their warclans have mountains reached from above and failed before the simple. Guided by the Ironjawz that they’re in charge. Just as an orruk boss stood on the backs of surging ocean imposes their dominance over their monsters and others in the boughs of As the Ironjaw armies laid waste to warclan. . Some of the Ironjawz. living moats that consumed all Ironjawz. If a skyborne keep leadership of the mighty Megabosses. the Realm of Beasts still boasts the most Ironjawz and many of the greatest Megabosses come from its savage kingdoms.A BESTIAL REALM e Ironjawz clan arose from the bestial wilds of Ghur and fought their way to dominate those lands. over by hunter kings and proud defences – walls laced with killing is predatory wilderness suits the beast lords. Teetering e gies to Gorkamorka. By contrast. e third time. e second time. ough they are not much and raised a crude idol to Gork over the are quickly knocked into line. Now. either killing it or. and Ironjaw warclans brought it down. they are Manticore Realmgate that leads to the a nomadic clan. though they do occasionally sty. though use for ghting. or to throw them into the grunta the wastes as orruk drums rumble in Ironjawz. like the savage Bonesplittas. Gore-grunta Bosses know they are the Archaon ordered the expansion of the Orruks respect only strength. One of constant call to war into a thousand their most famous acts of vandalism di erent lands. other clans sometimes forget that the the Ironjawz brought down the walls Ironjawz are in charge. Manticore Dreadhold. following Gorkamorka’s handiwork of the Ironjawz. some Ironjawz keep fallen statue of Archaon. was the defacement of the monolithic statue of Archaon which stood over the Ironjawz do not build cities. As a warclan travels the recarved into the grinning face of Gork. through scrap piles and dragging loot Manticore Dreadhold. the distance. it will assert its dominance over so Archaon sent a legion to guard over everything it meets. which is always good for a laugh. wandering from one Allpoints. peering into tribes of grots tend to steer clear of the about. a huge wooden grot head. its repair. realms. adding was taken o entirely and replaced with them to their mob. and best because they go the fastest. ree times have di erent place to another looking for battle. grots about for tasks such as sorting Lord of Chaos commands the rebuilt need constant reminding. the head in the case of other Ironjawz. .they spread out into the other Mortal ere can be no mistaking the Realms. Most clans join forces. Incensed. a new some. e pausing only long enough to loot before rst time. the Everchosen’s helm was moving on. their primeval roar Growing in power until it is as palpable line of Ironjaw Brutes charging toward building into a deafening boom as as the scent of freshly spilt blood. or the divine hand of gods or le behind but beaten dust and the bunched into quivering cords and spirits. there stirs a great green energy. e stronger an orruk army is. All orruks know that their power choppas. like the thundering prey. as they unleash a gale of noisome Waaagh! as others might think of time it fades away.THE POWEROFTHE WAAAGH! When orruks gather. Where mobs of orruks things Ironjawz excel at. Armies have with violence as killing energy lls gather. Eyes wide with battle madness. the ground shakes. it is them. violence boils over and the skies scream out in bestial rage. is is the power of the Waaagh! ready to unleash its brutal force upon the realms. the Ironjawz are brutality of a warrior’s heart in the heat of grows stronger the harder they smash wrapped in green esh. been undone by the mere sight of a the greenskins. . Orruks do not think about the blades and smashing boots. the atmosphere becomes thick under a punch. It is a force as primal as the mangled remains of the greenskins’ sts clenched tight around massive orruks themselves. When they battle or the satisfying crunch of bone stu and the louder they yell – two gather. and none are as strong as the Ironjawz. mouths opened wide revealing more voices join their rumbling war vented upon victims with chopping yellowed fangs and ropy strands of cry. By the spit. there is nothing breath and eardrum-bursting war cries. muscles magic. the mightier this energy becomes. Ironjaw Megabosses of the Age of Myth and the Age of stand in the centre of seething mobs of Chaos. drawing orruks from across and extinguishing whole races from the realms to ght for them. intent on destruction. In the Ironjaw warclans. . WEIRDNOBS AND THE WAAAGH! e power of the Waaagh! can take many forms. Like the eye of count. as Weirdnob Shamans that such events are power of Waaagh! Grungutz literally they mercilessly pounded the warriors Gorkamorka’s gi to the races of the punched down the mile high wall of of the Gilded Legion into scrap metal. there have been many of orruks. the Waaagh! cry let loose by whose Waaagh! energy was so strong the ground as they try to join the orruk the Ironjawz during the Battle of Lone it a ected not only greenskins but charge. dangerous and unpredictable. greenskins cracking open continents. most of them violent. this can a ect not only the greenskins but the A Waaagh! sta crackles with barely lead to vast and savage armies lled very we and weave of reality itself. and rocks smash themselves Peak boomed through every valley other bestial races such as gargants. amplifying it and drawing it toward themselves. and a legacy of the rst Great corpses surrounding the Gaunthavens. Combined existence. like Gordrakk. Weirdnobs can release it with devastating. it is the Weirdnob Shamans who unleash this wild green energy in some of its most spectacular e ects. realms. During visible from the summit. Waaagh! that never really ended. screams across the land. the the bellowing sound of the orruks. all Should enough orruks gather together. to pebbles against each other. ere are legends of Megabosses obscenities. with countless howling orruk tribes. While a Megaboss is a focus for the power of the Waaagh!. contained energy. become blazing beacons of savage turning forest kingdoms into deserts energy. More than one sneering Tzeentchian Arcanite or sylvaneth Branchwraith has learned to their detriment that to enter into a magical duel with a Weirdnob is akin to sticking your face into a re and hoping for the best. e these bestial crusades. directing their warclans. that it echoes on to this day. creating a cloud of bodies and debris Beasts howl out war cries and orruk that hung in the sky for a whole year. trees rip their roots from Similarly. then orruk a time when orruks rampage across bosses are the canyons and passes the realms in numbers almost beyond that can focus its fury. the fury of the greatest Megabosses. When this rampaging with the Ironjawz’ natural dominance orruk energy ows strong.Such a crusade of violence and If the Waaagh! is a howling gale that destruction is known as a Waaagh!. the land itself can rebel in violence. results. During the long millennia a raging storm. Enemy wizards do well not to dismiss the cunning power of a Weirdnob Shaman as they stagger forward. it can over the other greenskin races. It is said by the the Shyish Splinterbone Wars. if erratic. eyes wide with mad intent. So loud was ogors and troggoths. riding twisting cords of lightning down from the sky. ey eventually saw the wisdom in avoiding the Ironjawz where possible. . the Weeping Maw and the Worldbone Peaks. Unimpressed. seeding the ground with their bodies at Mourn’s Dri . eir disciplined shield wall was smashed into the dirt as a thousand Ironjawz surged out of the badlands to fall upon the Stormcasts. U brutish roars clashed with howling prayers to the Dark Gods. Sigmar’s warriors were wrong-footed by the sudden attacks. At the Pigsnout Gate a Strike Chamber. the orruks claimed the highlands back from Stormcast and Chaos worshipper alike. a river of gore that crashed and parted around the Ironjaw warclans. made a defence against an Ironjaw charge that shook the walls of the canyon and raised great clouds of dust. nder bruised skies. With a thunderous boom the Stormcast Eternals arrived. the Ironjaw Megabosses decided to crush these newcomers. and their strength was split between their enemies. wearied from protracted battles against Blood Warriors. Archaon’s armies owed like spilt blood across the Ugg Highlands of Ghur. leaving fortresses and enemies for them to crush in a faint re ection of the alliance once shared by Sigmar and Gorkamorka. In a wave of violence. In a series of blindingly fast battles the Stormcasts tore apart the anks of the Chaos horde. . . Gordrakk and the Fang-krushas gathered by the light of Grumbi’s Furnace. ronjawz trampled the I burning ground of the Cynder Peaks as Gordrakk led his warclan. the Fang-krushas. By the time the Megaboss stood beneath the gates of the Dostev Magmahold. took note of the rise of Gordrakk. Back then. and warclans bulled their way across the realms in search of this meanest of Megabosses. only a few clans knew about the Fist of Gork. and ripped the head o Spittle nger’s Arachnarok with his bare hands were just spreading out across Ghur. felled the Everchosen’s statue beneath the Manticore Gate. that is. As the lodge’s forge- temple fell. Gordrakk destroyed the Dostev Fyreslayer lodge. the booming of their Warchanters calling forth Ironjawz from the burning wastes. and Gordrakk’s name erupted from the lips of Weirdnob Shamans across the Mortal Realms. Archaon has sent scores of champions to claim the orruk’s head. a hundred thousand orruks stood with him. out of the wilderness looking for a ght. e tales of how he cracked open the Kaverlos Doom Engine. too. though so far none have returned – in one piece. Other races. leaving naught but bones behind. . is was to be but the rst of many omens that heralded the arrival of the Fist of Gork. In a battle that lasted for six seasons of ame. a great green grin was seen up in the sky. . . . . . FORCES OF THE IRONJAWZ . they can get to ten. trampling any who get between them and their enemies. is is the foundation of all orruk battle plans. those on as any of them can remember. there’s only one rule: the big ones make the rules. and some have trouble getting even to Weird st are released as crackling bolts product of the fastest Ironjawz getting to ve. As they bull their way into battle. e organisation of Ironjaw warclans ings get more ‘precise’ when it comes and talented generals. or. Much of orruk language involves delivering backhanded blows and well-timed headbutts. but most Ironjawz brawls. To their enemies. and the Waaagh! energies created by a together. Weirdnobs are the bane how many boys are in a mob. e basic building block of before closing the ngers and thumping Warchanter or Weirdnob Shaman all their formations is the mob. It is a brutally e ective huge processions of rumbling. eir greenskin gathered into ves. don’t believe such fantastical tales. whole hands. Ironjawz and Ardboys massing While orruks are not great at counting has worked for the Ironjawz for as long behind them. but so is ve hundred. Five all involved. and o en have trouble understanding why other races follow leaders just because they know magic stu . Others are rare foolish enough to be in their path. in the past. they are great for smashing stu . much to the amusement of instead of a Megaboss. IRONJAW LEADERSHIP Armies of Ironjawz seem to respond in an almost instinctual way to the presence of foes. Ironjawz. which is them. At the centre of the Ironjaw leadership are hard-headed bosses keeping the boys in line. one for each nger they hold both their hands next to each armies are built from huge unruly a Megaboss can count on. For the Ironjawz. the underling knowing at once what is expected of them. gathered into sts and then gatherings are known as sts. like most orruks. a st will be led by a above ve. however. and can be any size. tried to make the big hat system of leadership work. count even higher. worse. own a ashy fort or wear a big hat – though some warclans have. the biggest ones take charge over anyone they can smack about and take orders from anyone who can knock them down. showing a mob boss an open hand Sometimes. personal hygiene or numbers st. ese are standards. foot and those on gruntas tend to stick Megabosses are created equal. and have discovered that if orruks themselves. don’t bother with pointless things like this is o en how a Megaboss will form a poetry. Warchanters lead led by a boss. A Megaboss can explain their entire strategy to a boss by giving them a sharp clip around the ear. but beneath the roiling greenskin ranks is a unity of purpose few armies possess.IRONCLAD ARMIES Ironjaw armies are made up of rowdy mobs of thuggish warriors who care naught for fancy banners or ordered ranks. and just of mysterious barefoot orruks that can smashed together by Megabosses into like the bunched ngers of an orruk. . ese mob other. is is more a natural by. Not all of sorcerers and magical hosts alike. In fact. Orruks accept this as a fundamental law. Rumours tell mobs. albeit with little success. method of organisation and one that orruks. chanting orruks is a mob. especially if they have lost ngers of power at any unsuspecting army the ght rst than it is about ‘taktiks’. the largest take the lead. at least by orruk is as chaotic and brutal as the Ironjaw to organising multiple mobs. the battle eld behaviour of the orruks can appear simple and blunt. Unlike scale a mound of broken enemy bodies. so Ironjawz path.sted take this kind of leadership in their are simply seen as invitations to the Megaboss for years or decades of stride. Brawls of Gore-gruntas Brawls are not created in the tend to overwhelm their prey with marshalling yards of keeps or cities. a brawl is not a permanent choppa that all the sts they can see against the Ironjawz. but are usually formed in the heat of Megaboss powerful enough to keep one although the gruntas might sometimes battle. or perhaps for a brawl to form. Brawls are used as weapons by any sudden speed and terrifying strength. they are collectively known join brawls more by proximity than general makes their presence known as a brawl. Maw-krusha says go smash up that down walls or pile over obstacles to get keep. this is all the excuse needed ve sts bashed together under the back of their Maw-krusha. Typically. Brawls made up of leadership of a single Megaboss. iron. A Megaboss will stand on the nearby. and their agendas are usually stop to feed upon fallen enemies despite would follow someone they didn’t quite simple. Ironjawz battlements and spike-riddled moats together under a single. Cloud-piercing thing. a brawl will be intent. If a fortress is barring the the roaring of their riders. No orruk worth their teeth together. . or a powerful monster or famous together. Brute sts are used as battering rams the more rigid military structures of and make it clear with a wave of their against any defence hoping to stand other races. who are always eager to rip unadulterated violence. who are they to argue? to a good ght.When a group of sts are ghting know was good in a scrap. even though it might ght are now part of their brawl. and if the boss orruk on the Ironjawz. and are more than a stronger Megaboss. ranging from a single the place where they were formed. Ironjaw warclans can come in almost Many warclans take their name from Some warclans keep the name of a any size. with them for centuries so he could massive Megaboss. Raising idols. the fangs of monsters. ese Shaman followed by a motley army Ironclawz from the Forest of Claws. moving rock. across the land destroying anyone or sharp metal fragments. the Fist of Gork. ghts. as was the case spanning Ironjaw ‘empires’ made up of of the Soot Peaks or the Brutes of the with the Grok Skullz Warclan. Most warclans’ names are bestowed whether the other warclans believe by the Megaboss that battered them them or not. or as they can. have followed a slightly grows physically larger as the Waaagh! infamy is a prime example of this. as in the case of Ironjawz are summoned by the sound Doggrok’s Choppas. a warclan’s intimidate other clans and enemies. or razor. warclans are shaped both by their brutal leaders and the lands they savage. ey have kept their leader is slain and usurped by a bigger. Warchanter or Weirdnob ese include the dun-armoured remains. orruk Brute. Ironjawz of the anything with the audacity to be in the Stoneskulls Warclan paint their iron Gore-choppas are devastating way. It is a well-known oversee the nal destruction of the fact that the more an Ironjaw warclan A powerful boss might also lend their clan’s enemies. or their Waaagh!. faces and gruntas. wipe their ght some more. and e Bloodgrins. . for instance. the black-armoured Asheater Boyz they are never defeated. their bellowed war cries echoing from the shadowy depths of Shyish to the gleaming kingdoms of Chamon. name. Gordrakk’s Fang-krushas. the bigger it gets. It is a process the number of warclans bearing his led by a Megaboss from his Megafist. good mouths in the blood of those they’ve looting and destructive vandalism are defeated and leave bloody handprints all secondary to the act of expending on their armour. dead Megaboss. alongside the many other warclans until either the Ironjawz run out of grows with each passing day.WARCLANS Ironjaw warclans can be found in almost every corner of the Mortal Realms. Zedek’s Weirdladz Gordrakk’s original warclan. there is a trail of broken dead they leave behind. and are usually something descriptive intended to impress and Regardless of their name. sole reason for existing is to ght. additional own name to a warclan. In this sense. their strength as violently and as o en Dethtoofs paint their teeth black. all the way up to continent. that continues to rampage out of control name or moniker. and unusual path. together. o en along with their Megaboss. the of battle. however. who have joined in his ever-growing enemies and turn on each other. who scores of Megabosses and many brawls. while an ascendant Megaboss or the Hooktoof Scrappas. Led by bloody- minded Megabosses. and are now typically intensi es around them. empires and shattered lands le behind. as a sort of trophy. Ironjawz like to claim that this means of boys. little smug and boastful about their association with the Fist of Gork. warclans replace them with bits of shiny black are purely catastrophic forces. Skybasha Warclan who plunder the carried the skull of Megaboss Grok all under the iron rule of a single skyways in their airborne scrap-hulks. For every great warclan that walks bone-white like the skeletons of the weapons in the hands of an the realms. FIST like the Iron st that has a mix of boys to deal with any enemy the Ironjawz might end up facing. MOB MOB MOB MOB MOB MOB A mob is a catch-all name for a group of Ironjawz. are more diverse. To make beating things up easier. but within Some are made up of identical their milling ranks distinct mobs. mobs tend to contain Ironjawz armed with the same weapons. getting charging up o all of the boss’ everyone riled up with their Waaagh! energy. B WL B WL B WL B WL B WL FIST B WL Fists are the most common Brawls are chaotic hordes ghting formation of the Ironjawz. or a boss charging into battle in the midst of their mob. Most brawls. IRONJAW WARCLAN BOSS At each level in a warclan there is a boss to keep the boys in line. and to help the Megaboss keep track of all the killing. boss about mobs. endless drumming. about like madboys. sts and sts and even brawls. like Gore sts and Brute sts. . and can be anything from a few orruks to a few hundred in number. though. but they will also of the time. SHAMANS WARCHANTERS Weirdnob Shamans sometimes Warchanters can lead mobs. sts stand out. they run follow a powerful Megaboss. gathered around a boss. of Ironjawz. each one Many. MEGABOSS is can be a Megaboss leading a bunch of brawls or sts. however. IRONJAW BOSSES Every brawl is led by a boss. IRONFIST BRUTEFIST Iron sts are versatile formations with a mix of Brutes. be it a Megaboss. From its massive Maw-krushas and Megabosses down to its mobs of brawny Brutes and regimented Ardboys. . IRONJAW B WL Like the ngers of a st curling together to beat the life out of someone. Brute st. bellowing tide of ill-tempered green esh. its Ironjawz beating. it is a clanking. A particularly strong Megaboss might have several other big bosses to push about. and to keep all the mob bosses from getting any ideas. everything in their path. Weirdnob Shaman or bawling Warchanter. and Ardboys for all the other stu . smashing and battering gruntas for charging. Gore. the orruks of an Ironjaw brawl come together to make war. Few things compare to the overwhelming force of a Gore-gruntas and Ardboys – Brutes for smashing. WEIRDFIST ARDFIST Weird sts blaze with green light as they A steady thump of drums accompanies ght. GOREFIST Gore sts are massed mobs of Gore-gruntas. . and the savage fuelling the powers of the Weirdnob. the Waaagh! energy of the boys the march of an Ard st. vIn battle they are o en part of a Megaboss’ ‘taktiks’. all thundering across the battle eld as fast as they can to slam into the enemy. beat of the Warchanter adds to the din. attacking anks and other so bits of the opposing army. and some orruks even reckon he might have an eye on Gordrakk’s position.DAKKBAD’S IRONSUNZ e Ironsunz are one of the largest warclans to ght in Gordrakk’s Waaagh!. and the Ironsunz throw their weight around making sure everyone knows that they are the best. the last thing he’ll see is the edge of Gordrakk’s axe. e previous Megaboss of the Ironsunz. because if he fails. made the mistake of keeping Dakkbad around. Mobs wearing their ashy yellow armour can be seen in almost every realm. Everyone knows that Dakkbad is cunning. and then smashed up the gate so that – he claimed – none of the Chaos Warriors could get away. Unfortunately for Gutdrukk. Dakkbad encouraged the Megaboss through a Realmgate to the heart of the Bloodspire Chaos Dreadhold. . Megaboss Dakkbad Grotkicker has risen to rule the Ironsunz over a trail of bashed-in skulls and broken bones. he hasn’t let on. If the Fist of Gork is concerned about this. Gutdrukk Four st. he had better make it count. If Dakkbad ever decides to have a go at usurping the Great Waaagh!. . so most boys know better than to mess with them. that on the yellow Ironsunz plates. All agree. Warchanters o en festoon their they can nd onto their armour. robes of their warclan’s colours. to Weirdnob Shamans wrap themselves in armour with horns and bones to make prove they are the biggest and meanest. though. e red markings on the Ironsunz’ armour represent teeth. Megabosses strap the biggest trophies Even though they don’t wear armour. ey are. themselves even more fearsome. lording their place in Gordrakk’s Great Waaagh! over the other warclans and stomping about in their ashy yellow armour. both cunning and good at giving out kickings. ames or claws depending on which orruk is telling the story. they look dead scary and especially killy.SUNZ OF IRON Ironsunz are notorious for throwing their weight around. however. . usually on their shoulders.Sometimes. others shiny. ey might deliberately leave it this way if they want to show o a shiny choppa or boss klaw. mount’s armour horizontally to make them go faster. some painted in the Grunta riders like to paint some of the red ‘teef’ on their colours of the clan. be it the skulls of enemies. broken weapons or just shiny bits of iron. . Ironjawz will loot anything on the battle eld that catches their eye. ey then strap these to their armour. Ironjawz will have mismatched bits of iron on their armour and weapons that they have not yet got around to painting in the warclan colours. Gruntas are covered in jagged bits of iron. creating icons that are unique to each orruk. rusty or stained. ese trophies are then themselves painted or cobbled together with other looted objects. iron to show how shiny they are. always a good source of iron. nd.Dakkbad Grotkicker carries with him the skull of the legendary Chaos Lord Felgraen Hex ayer. . e brass plates on this Brute were Especially lucky Ironjawz get to carry Brutes o en add extra ‘teef’ to their likely scavenged from Khornate Gore-choppas. giving them more bite. wears armour painted in similar colours to his master. which are le as raw weapons using whatever iron they can warriors. Dakkbad’s Maw-krusha. so no one will ever forget just how hard he is. Skullzcrakka. and his red and black scale colouration mean he was probably reared in the trackless wilderness somewhere deep within ery Aqshy. so too is their armour slightly di erent. Ardboys have musicians with massive iron drums bound in the same metals as their armour. . neater and with more precise red teeth than that of the Brutes. and they all go to battle symbol of the Ironhorn mob. usually armed with the biggest weapons they can lay their hands on. wearing full face helms. pretty good weapon. To maintain discipline. like this one holding up the of the Ardboys.Ardboys carry standards to identify e iron gob of Gork is a common icon e Scrapskull mob bear the symbol of themselves. ese Ardboys wear the yellow and red colours of the Ironsunz to show they are part of the warclan. and also makes for a the iron skull. However. just as they are not true Ironjawz. Also keeping order are hulking bosses. In the Penumbral Vault. e Bloodtoofs know this. and so their hordes of crimson mobs ght across the Mortal Realms looking for the legendary Gordrakk. looking for the one Gordrakk is on the other side of. depending on the angle). seeking the biggest scrap. No territory or kingdom is safe from the Bloodtoof’s violence. the Bloodtoofs hunt out Realmgates. as Zogbak leads them through one Realmgate a er another. silencing its gentle song with their choppas and giving its guardians a good stomping to boot. BLOODTOOFS WARCLAN To nd the best ghts means nding the Fist of Gork. they aim to win as many ghts as they can. Along the way. . Always on the move. Megaboss Zogbak Realmrippa knows his warclan is the best. and took time from their hunt to cut down the Singing Oak of Faeious. the Flesh-eater Court of Marrowthirst felt the Bloodtoofs’ wrath when the Ironjawz smashed into the king’s menagerie and turned his clutch of zombie dragons into a twitching idol to Gork (or Mork. and so assumes that the Great Waaagh! must be waiting for him somewhere. . and more important than contrast with the rest of his armour. Whether this is because they see red as the ghtiest colour or so they can easily see where their boys are going – and thus nd the best ghts – is unclear. In their long trek around the Mortal Realms. but there are few sights are fearsome as this tide of red iron. and argue amongst themselves about who has the arrangement that will be best for the Great Waaagh! – when they eventually find it. looting a variety of trophies from the fallen. these dark plates collection of wizard skulls that he o en possessions. the Bloodtoofs have destroyed the armies of countless races. Megaboss Zogbak gets the pick of Weirdnob Shaman Zzapdak has a good A Warchanter’s stikks are his prized the best bits of iron.THE BLOODTOOFS Eager for battle. talks to about ‘magic stu ’. . the colour of blood and war. ey hammer these onto their armour. fancy things like choppas or boots. the Bloodtoofs Warclan paint their armour red. Bloodtoof Ironjawz paint yellow wavy teeth onto their armour. sometimes representing kill markings. and iron gobs added to them. discarding bits as they seem useful or a hindrance. with a single ‘toof’ representing a big monster. have new bits of metal added to it. Bloodtoof Brute bosses always get the best trophies and have ashier bits of iron and bone. Brute skull trophies sometimes have Over time. Bloodtoof grunta riders paint teeth around the eye holes of Ironjaw Brutes cobble together their armour. a good gore-choppa will Dark iron is thought to be the best. adding or their mounts. . believing it makes them more aggressive. is used by the hardest Ironjawz. Bloodtoof Ardboys o en make metal skulls to hammer onto their armour rather than real skulls. Razok. which tend to break in battle. don’t include what they see as shoddy materials like wood or bone. causing its hide to shimmer dully as it moves.Megaboss Krugok Neckstomper has hammered brass teeth around his neck so he can headbutt and ‘bite’ at the same time. unlike those of true Ironjawz. eir weapons. . has stone and steel skin from its battles in Chamon. His Maw-krusha. Ardboys’ shoulder plates are made from layered iron, o en from di erent sources, then painted in their warclan’s colours. Like their creators, orruk designs are o en loud and to the point. e Flameskullz Ardboys ght with the Bloodtoofs under their burning skull icon, usually adorned with trophies from their most recent battles. Flameskull drummers use the skulls of their foes to beat out the march to war. Grunta riders like to add pointy bits of iron to their armour Bloodtoof Gore-gruntas o en have beast-hair topknots dyed and that of their mounts, and paint them so they stand out. in bright colours so their enemies can see them coming. REALMS OF IRON Just as Ironjawz change the lands they rampage through with violence, so too do the lands change them. Warclans o en have their own unique appearances, depending on the iron they scavenge, the enemies they have crushed, or the environments they have fought in. Asheater Boyz of the Ghyran Soot Peaks paint their armour with the incinerated remains of sylvaneth, just because they can. ey also paint some of their iron red and white to look like blood and bone, showing o just how brutal they are. Doggrok’s Choppas are led by the Weirdnob Shaman Ka-rokk, who carries about Doggrok’s skull on a stick. Ka-rokk says Doggrok told him to tell the boys to paint war-checks on their armour, and no one dares argue with Doggrok, alive or dead. Stoneskulls paint their armour a distinctive bone white so their foes know who is clobbering them. e warclan also add crimson ‘teef’ and ame designs to go with all the normal mess of killing stu that inevitably ends up on them. Zedek’s Weirdladz are led by the Weirdnob Shaman Zedek, who is well known for setting things on re, mostly on purpose. e warclan’s orange and black armour makes the few inevitable burning orruks less distracting as their mobs charge into battle. e Skybasha Warclan make their armour from shiny sky-iron. However, they still want to look like they mean business so they paint red teeth onto their armour, and red on their best weapons – like their boss klaws – so no one thinks they have gone so . . BRUTAL & CUNNING . true threat to the realms extends its surface. and crushes skulls with his twin axes. . pounding enemies to pulp. the screams of dying men as to how a belligerent beast like crushed under hobnailed orruk boots. Covered in thick calloused more charge alongside them. and even say that in Gordrakk’s good eye. one As be ts a Megaboss as mean as grots raise their tiny voices in cries of can still see the bunched knuckles of Gordrakk. Some tell of how the Maw- greenskins as they spill out across krusha was so vicious that anything the realms. day he wrung the surplus out of his sts descending from the sky to pound His twin axes. e scars even as Gordrakk hacks open bodies standing in its eye. Gordrakk engaged him During the Age of Chaos. and onto the ground. but As the Megaboss of Megabosses. Bigteef is a humongous Maw. Gordrakk has become Gordrakk broke it in two so he could do Gordrakk draws all forces that thrive known as the Fist of Gork and does more killing. Gork slammed his continent. When have claimed the heads of heroes and Bigteef on the spot. a moment before the Megaboss to war. he is an unstoppable force of destruction and herald of the next Great Waaagh!. one weapon blessed with smouldering fragment of knucklebone. Smasha and Kunnin’. Chosen by Gorkamorka. is is Gordrakk. Every orruk has heard of Gordrakk. a hulking Megaboss was ese blades were once a single great beyond the reach of his axes or mount. adding smashes their face in. on destruction to him. their hearts Gordrakk will cover all the realms with bursting before he even got his claws the hordes of his Great Waaagh!. teeth. Some even to ght in his Great Waaagh!. across the Mortal Realms. A hulking warlord of prodigious size. he rides a ferocious mount battle. a single mighty voice booms out above all the rest. brutal cunning by Mork. If the Ironjawz Even by the standards of the Ironjawz. a of broken bodies and mangled iron he came with brutality to spare. All orruks ock nothing to dispute the story. origins is true. Gargants. rather than stare Bigteef down. Whether or not this tale of his axe known as the Worldchoppa. where it grew into the fortresses into the ground. the beast wades through are a combative tornado spinning Gordrakk is a warrior of vicious combats. the Fist of Gork and undisputed boss of bosses. Gordrakk’s and as the green res seared away with the cunning brutality of Gork. it le behind a kings alike. the Fist of Gork. into them. mountaintop on them. Taking exception to these of his rampages can be seen across head to claim him. the other As powerful as Bigteef is. His name is the war ere are many tales told by wild-eyed cry upon the lips of a billion charging Weirdnobs and babbling Warchanters Ironjawz. a er which Dreadholds throughout the wild Gordrakk put a hood over Bigteef’s kingdoms. Cunningly. Other orruks say edi ces. troggoths and Gork. In battle. scales. ogors. e noise of the Dark Gods tried to enslave the Smasha and Kunnin’ are Gordrakk’s caused an avalanche to drop a nearby Ironjawz of Ghur. the Mortal Realms in desolate elds that Gordrakk is so much like Gork that sized st into the Wildheart. Bigteef came to submit to the yoke of and the thunderous chant of marching Gordrakk. Gordrakk is cunning and bestial ferocity. their power to the destructive violence krusha with beady eyes and yellowed Gordrakk unleashes.GORD KK. THE FISTOFGORK Amid the bellowing and bawling of the Ironjawz. the minions in a yelling contest instead. revealed. Gork’s st vanished. he looked at died of fright. and one monolithic green storm of energy stretching out as far as the eye can see. building countless twin axes of destruction. . . following the of broken weapons or symbols ripped moments of a battle. some Megabosses managed to ‘tame’ a Maw-krusha. giving headbutting contests. MAW-KRUSHAS Tiny-minded and short-sighted. Fortunately. and wins. looked important. trying to get out. inevitably. Maw-krushas were a chance for brave Ironjawz to prove their mettle – o en with fatal results. as only an down mountains or stomping on Megabosses hammer on trophies – the exceptional Megaboss can keep track of fortresses. and can be distracted by a good ght. particularly contentious. In or kill tallies. and. e latter practice is themselves and go around punching addition to layers of the shiniest iron. when I found it’. It is well known among the Ironjawz Ironjaw Megabosses are surpassingly e power of a Megaboss rests in that the more ghts an orruk brutal warriors. Maw-krushas never truly accept their riders and need constant reminding of who is in charge. . Some Ironjawz heaviest armour and have the biggest bad as the event itself. they will become one of the gods his armour its own suit of armour.ORRUK MEGABOSSES Smashing and stomping everything in reach. the bigger they become. ey are the biggest of the Ironjawz. orruk hurling day. though it has been suggested that this is more the result of gravity not wanting to mess with them. e best bits of iron taken the biggest is because Gork (or maybe from the battle eld will o en nd Competition between Megabosses Mork) is inside them. Others say Megabosses have skulls of tough-looking creatures. the monsters enjoy smashing stu just as much as Ironjawz do. their along on foot. en. they batter have a bestial charisma that draws getting longer as their body grows. either by yelling right back into their face or clambering up on their back where they couldn’t reach them and battering them about the head until they submitted. or bawling from the as focal points for the Waaagh! they muscles thickening and their teeth back of a Maw-krusha. where he is frequent. At rst. down enemies like a landslide of sts. eir bellow is loud enough to rupture organs. Megabosses are Given their size and peerless combat directions. Whether clanking more than just muscle and iron. Most creatures have the good sense to steer well clear of Maw- krushas. bits the numbers involved a er the opening always been the biggest. Megabosses get to wear the a gathering Waaagh! is o en almost as the mightiest opponents. if they get big enough one will beat them onto his body. reckon that the reason Megabosses are choppas. but not the Ironjawz. e destruction wreaked by massive. settlements or screaming people. the orruk Megabosses lead the Ironjaw warclans with ready violence and brutish cunning. their bodies growing large with muscle until they become icons of destruction at the head of great greenskin crusades. be it trees. other Ironjawz towards them from all Understandably. e contest trusted orruk logic of ‘it was like that from the banners of enemies that generally devolves into a lot of yelling. then. their way to the Megaboss. ey are even capable of a semblance of ight with their stubby wings. the thuggish Maw-krushas barrel across the landscape pulverising anything in their way. so huge they overshadow even skills. and o en includes Supposedly. pop eyeballs and pulverise bones. ghting. the Fist to sense the thumping from leagues to smash out the beat. or the Warchanter is choppas on their armour to the time of minds of the Ironjawz and resonates attracted by the thrumming Waaagh! the beat. Driven energy of a big boss is unclear. a undeniably e ective. Warclans are able Warchanter will use anything they can Megabosses like Gordrakk. before they hurtle screaming with the energy of the Waaagh!. enemy moving amongst their Waaagh!. have scores of Warchanters away. though into battle. they hammer out the Whether this is because Megabosses hordes of already belligerent orruks echoing drumbeat of war with their are drawn to the thumping beat of stamp their feet and bash their stikks.ORRUK WARCHANTERS e Warchanter’s drumming call to war rings out like the constant thunder of ironclad orruks marching across the land. their warclans. Truly impressive even beyond earshot. For skulls or even their sts thumping the ensuring that a constant stream of this reason. Warchanters are extremely faces of their victims. It is a message from the gods summoning the Ironjawz to where the ghting is. or vibrating through the ground. bits of mangled iron. and ready for war. Crazed followers or two somewhere in their warclan. valuable tools for Megabosses who are realise that their screams are adding to and every greenskin warrior is riled up trying to replace casualties and grow the Warchanter’s beat. Warchanters are the rabble-rousers of Every good Megaboss has a Warchanter e e ects of a Warchanter upon the the Ironjaw warclans. as if it were carried on the wind stikks. Enemies seldom Ironjawz are piling into the boss’ force. and reminding them that Gorkamorka is right there with them every time they start a ght. as of Gorkamorka. be it their hitting of Gork. . Such is the mystical nature by the violent rhythm constantly the e ects of this savage union are of the beat that its in uence reaches pounding between their ears. Ironjawz are terrifying to behold. e beat calls out to the brutal the Warchanter. this can be a shower of green e ects. as vomit forth a green river of searing be completely in control of their bodies. the more its sty. but that attens part of the battle eld like with getting hit really hard on the head they are also devastating in a ght. gi ed by Gorkamorka mess with Weirdnobs. Crackling with the brutal energies spilling o their orruk kin. Lending weight along a Weirdnob. Ironjawz consider it worth the or conjure a foot the size of a mountain the air. Many are the Waaagh! spells are almost always with the power to shape this roiling accounts of bored Brutes poking the o ensive in nature. risk to see a Weirdnob ‘go o ’. fortress walls and sweeps away towns. Being too close so lled with energy they might to this theory. Should enough orruks gather of changing an orruk’s mind or giving impressive the results of dragging together. At their most green energy into calamitous magical brawl shaman with a stick just to see limited. Not even the Ironjawz know what would happen. . and stare about with wild eyes or talk to However. only to have their sts that pummels enemies into the why some orruks become shamans. All ground or a wave of crushing force though it might have something to do orruks know Weirdnobs are crazy. the shamans shape the Waaagh! into spells. orruk heads have a tendency to explode ectoplasmic energy that brings down and they twist and twitch as they gibber when a Weirdnob unleashes his power.ORRUK WEIRDNOBSHAMANS Waaagh! magic is violent and wildly unpredictable. for the Waaagh!. to kick an entire army in the face. a giant world-grunta has rolled over in – this being the tried and true method and the bigger the scrap. a Weirdnob can become them a really good idea. Weirdnob Shamans are living conduits Other Ironjawz don’t normally Much like the smell of a Weirdnob. Weirdnobs never seem to to one in battle can be dangerous. pounding their victims to bloody paste or tearing the battle eld apart like paper. much like the Weirdnobs that harness it. heads violently turned inside out. ‘Oi. which is to say Ironjawz and the most numerous Weirdnobs do all the green magic stu . as mobs of hardy creatures like ogors. kicking. Brutes seek out these ‘big warriors to ght under the clenched and Gore-gruntas think they are the ’uns’. With a and gave it a grinding snap. be it a towering statue of Sigmar. ere is also something small of their brethren.’ thought now. In response. all the pointing and choppa-waving. troggoths or to like enemies that hide behind high Brutes will pile on such lo y warriors gargants are not safe from the orruks. en the fact one of his eyes didn’t see so good. all the time. Wrapped in iron armour crudely Ironjaw Brutes know they are the best and spiteful in the mind of Brute that beaten over massive green muscles. much to the horror boyz to smash it with’. With a crunch of iron.’ ‘Ere. he grinned through the gore and charged. its lthy claws raking down Gutrok’s face and side in a shower of blood and sparks. aming Magmadroth or a particularly Brutes are the foot soldiers of the the Warchanters make some noise. Roaring out a battle cry. massive gates or in deep caves. Inevitably. the Crypt Horror attacked G its head and into the face of the one behind it. as one Brute spots sts of the Megabosses. Turning back towards the fray. Gutrok brought up his boss klaw and grabbed the beast around its neck. walls. low animal hiss through rows of needle-sharp teeth. Even he calls up his Brute sts. Gutrok spotted a hulking rot-skinned monster. While the Megaboss might do are. orruks because they get to do the most doesn’t like anything bigger than they Brutes are bigger and meaner than ghting. Brutes tend learned this the hard way. they Gutrok. What the best because they get to go faster. their mind lled only with violence. not wanting to miss beat with numbers. ‘Here comes the good bit. utrok punched the ghoul’s face out the back of Towering over the boss. more will join in. hacking down When a Megaboss wants to make sure out on the chance to bring it down. a most other warriors of the realms. giving o a spattering his armour. Gutrok raised his boss klaw horrors ripping their way through his lads. but swi ly. as the pale creatures spilled from the shadows. boss! I nk you need to see dis. the beast down on the horror’s head. get more the Ironjawz show up to give them a vanishes from sight. their opponents in seemingly endless something is smashed ‘good and proper’ More than one beast-riding lord has waves of small-minded aggression. Filling out the guts of most Ironjaw warclans. oblivious to the blood running down his side or were met by grinning orruks with ready choppas. these hulking orruks form a mighty greenskin sledgehammer ready to shatter enemy formations and fortresses to screams of ‘Waaagh!’. they Brutes are the ones that get things done. in a heaving mountain of green muscle and as the ancient Brute saying goes. because they don’t run away when and bad breath until their victim ‘if smashing it ain’t working. the something worth clobbering a dozen Brutes can’t beat with violence. Gutrok brought his brute smasha charged toward the newcomer. he gruesome squelch.ORRUK BRUTES A thickset brow and heavy iron armour frame the angry stare of an orruk Brute. a shower of putrid blood turned glowing red eyes in his direction. dis one’s mine! Any git that gets in my way is going to get himself snipped!’ Gutrok muttered a particularly foul obscenity under his breath as he turned to see a dozen more of the massive To drive home his point. He chuckled darkly to himself even as the ruined head tried to chew on his arm. Gutrok and his boys had stumbled into the nest of ghouls by chance. arrogant tree. In battle. . . . not to mention and beady. the hardest Gore-grunta Boss (or so he claims) is Gutgrak Ironteef. His grunta will also be the meanest one about.lled eyes. Gore-grunta Bosses make a name for themselves in a warclan fairly quickly. Once they have for any Ironjawz orruk with the mettle especially fond of the Khornate ones cornered the beasts. is layer of grunta armour is usually made of the toughest or shiniest bits the boss can nd. Notoriously to unobservant orruks. the shock troops of the Ironjawz. not to mention make a entire units vanish under a roaring. On their backs. An orruk never really tames a grunta. because they are usually the rst to give the enemy a good kicking. Gruntas are massive boar-like beasts Gruntas will eat practically anything. Amongst the Ironsunz. undigested metal is then harvested by the gruntas and. muscled orruks throw warriors into the orruks for weapons and armour and slowing the beasts down just enough to the air. lthy hides from the mangled remains of enemies wildlife and landscape. more importantly. GORE-GRUNTA BOSSES A Gore-grunta Boss is particularly belligerent even for an Ironjaw. He even eats like a grunta. When Ironjaw warclans pass enemy army. catching and gobbling down the bits of gristle. orruks hammer to ride them into battle.ORRUK GORE-GRUNTAS In a tidal wave of porcine esh. e crazed orruk virtually lives on his grunta’s back. the devastation wrought on the local with razor-sharp teeth. all the while grinning madly like Gork himself. Gruntas also eat bits of iron onto the gruntas. wild-eyed Ironjawz scream out elated war cries. what’s le of the enemy line with their stomping hooves and piercing tusks. and even their copious leavings – some Ironjawz foul-tempered. Rusty choppas swung by slab. known to roam – easily identi able by snorting monsters pulverise their foes. through an area where gruntas are really satisfying noise as hundreds of grunting mass. hate. It of any other orruks to get at the foe things it is attached to. a Gore-grunta charge belligerent ever to accept a rider without well-timed charge can smash apart an is horri c to behold. Together they are Gore-gruntas. and know that a the Ironjawz. and all the other gruntas are careful not to look it in the eye lest it bite their faces o . Megabosses prize the Gore-gruntas’ Even by the destructive standards of because the creatures are far too ferocity in battle. content to let it carry him from one scrap to another. they are prized mounts the foundations of buildings (they’re go out on a grunt hunt. Mobs and sts made out of skulls). especially when a ght. meat and bone thrown up by his mount’s feeding frenzies. usually as a the rivets in with their bare sts. make them possible to ride. while the gruntas tear through is called pig-iron. driving of Gore-gruntas are the shock troops copious amounts of iron. is also has the joint bene t of armouring rst. gruntas charge across the battle eld. is of the Ironjawz. like people. more to prove he is in charge than for any kind of protection. trampling their victims into the dust and greedily devouring anything they can get their tusks into. thundering out ahead result of consuming the more edible shows they belong to the Ironjawz. His beast is usually covered in more iron than his boys’. smashing together massive scrap walls or felling entire forests. Digging out yawning pits. Big rocks. at their peril. crashing through are all basically the same: get a bunch of anything in its path. ese seething Cunning bosses have come up with seas of bristly.In countless battles throughout the ages. from one battle to the next. F stirred up by Gorkamorka’s war-making. each scrambling and grabbing until Snout Spear. huge grunta migrations thunder across the realms. responsible for the most spectacular Ironjaw victories. that they of snorting violence that tears across the landscape. what is unleashed is a stampede orruks point out. the hurled into the mass until the gruntas are good and angry. the Gore-gruntas have been rom time to time. grunta herds are of such magnitude that Gore-gruntas together and charge them there are enough beasts to carry an entire warclan across the Mortal Realms into the enemy as fast as they will go. Sometimes. and the destruction of some of the greatest armies ever to stand against the greenskins. . while other When the corral gate is nally ung open. the orruks build sprawling corrals and drive the grunta herds into them. At these auspicious times. lice-ridden hide are then whipped into a frenzy by the their own vaunted Gore-grunta Ironjawz. or so the Ironjawz believe. like the Tusks of Gork. Grunta riders argue they manage to mount a grunta. warclans send out their bravest or most reckless boys to create a war-sty. bits of iron and the odd screaming grot are all strategies. e orruks Hoof Puncher or the fearsome Snorting themselves then leap into the mess. endlessly over which tactics are the best for smashing up the enemy. . Deathrattle legions hacked at him and his boys. ey fray. Many times the brutal enthusiasm and the natural discipline of the Ardboys has turned the tide of war. enough to also give their sts fearsome names in sight. If there is a tough Ironjawz themselves. lords or braving deadly terrain. Most sts of Gorkamorka pounding the face with their hands like the Ironjawz. ARDBOY BOSSES Ardboys have their own bosses. Ardboys are the only ones that are tolerated in Ardboys form their own mobs and sts Eager to impress the Ironjawz. During the battle for the Headsman’s Bridge in the Gallowsway. or to depict and sts of Ardboys thunder into the in imitation of the Ironjawz. smashing and bashing everything their prodigious strength. Should a chance present itself. Rivalry harder still. Ardboys mobs are o en the can ght in ranks or march about in rst to charge forward to do it. what’s marching to a drum this thundering tempo of violence and iron. Ironjawz think Ardboys are a bit funny of the Mortal Realms. To orruks. Ardboys the Ironjaw warclans. Blazoned across the Ardboys’ fortress walls. lines. they forge it from salvaged – a er all. distinctive appearance. Among the strongest of the other orruks. displaying surprising skill for got to do with smashing skulls – but abandon their tribes to ght at the their race. Of all the other orruks. plastering themselves in jawed orruks. Ardboys ock to the brawls of the hulking Ironjawz. like the Facesmashas or the Gutrippas. perhaps representing how between Ardboys mobs is also common.ORRUK ARDBOYS Strength calls to strength. and giving their mobs a admit that they know their stu when side of these mightiest of greenskins. it comes to war. for they are within the Ironjaw warclans. . the Ironjawz are like the they cannot beat iron into shape to make them seem even harder. For days. each mob eager to prove they break the spine of a man one-handed. Despite the Ironjawz they follow to war. In the siege of the Gorehaunt Bastion. telling the standard bearer to hold up their mob colours. armour and toting massive choppas the Ardboys see themselves. and have banners and drums so they job to do. His constant bellowing ensured his boys never faltered as they dragged their battering ram up the castle’s causeway. the boss will let out a deafening yell and lead their boys into the fray. scaling Already great warriors themselves. and these bloody-minded orruks love to show just how ‘ ghty’ they are. Drawn in by the brutal might of the Ironjawz are countless Ardboy mobs. hunting down enemy the Ardboys seek to make themselves banners are images of horned and iron. Strangely ght all the harder when there is a the hardest boys about – next to the for orruks. they believe in discipline Megaboss about. but also their pride at getting to ght beside the awe-inspiring Ironjawz. eager to prove themselves to a Megaboss with acts of bone-crunching violence. ese bosses embody not just the brashness of the Ardboys. Ardboys hear Instead. it was Boss Krug and his Kneecracker Boys that felled its skull gates. until at last the undead ranks thinned and he ordered his Ardboys to stomp forward and vanquish their enemies. it was Boss Burug of the Bonehammas that held the narrow span over the Vargale Deeps. are the best. . FISTS OF IRON . . . . e ground shudders under the thundering hooves of an Ironjaw Gore-grunta mob. .e power of Gorkamorka courses through both Weirdnob Shamans and Warchanters. . . .Gore-gruntas crush and trample anything in their way in their eagerness to get to the ght. Weirdnob Shamans channel and unleash the destructive Waaagh! energy generated by frenzied orruks. . . Orruk Brutes are hulking ghters who live solely to smash. stomp and kill. Warchanters pound the rhythm of war on anything in reach – including the enemy. . Orruk Megaboss Orruk Weirdnob Shaman Orruk Warchanter Orruk Brute Orruk Brute Boss Orruk Brute . Orruk Gore-grunta Orruk Gore-grunta Orruk Gore-grunta Boss Orruk Gore-grunta . Orruk Brute Orruk Brute Boss Orruk Brute Megaboss on Maw-krusha . Gordrakk. the Fist of Gork . . REALMS OF WAAAGH! . Aberleth. a powerful Megaboss. but they all met plenty of iron to loot. A lord would declare they ghting gave rise to some of the greatest for longer. As war spread Ghur. only for an Ironjaw warclan to In this time. It was a everything in its path. Many legendary Chaos lords found themselves caught between the many a great Waaagh! wrought a path like Jarrak Voidheart and the Razored insidious domain of Chaos and the of destruction under the leadership of Queen. many races and kingdoms up trouble. e cave peoples of Ascandia had conquered a kingdom and subdued Megabosses ever to stomp their way and the dreg-kings of the Murmarsh its creatures in the name of the Dark across the realms. wars conducted by Ironjaw bosses Impregnable fortresses. Realms. From the Realm of Beasts kicking. and all the orruks around and keep them together with failure. By their nature.THE GREAT WAAAGH! e thunderous tumult of war is calling to the Ironjawz. the Ironjawz were at fought endless wars against the thunder out of the wilds and destroy their strongest in the kingdoms of minions of the Dark Gods. ere was always Megabosses able to muster the biggest against the Ironjawz. the ironclad spells of extermination were all set made them strong. the Ironjawz Gods. As battle spreads across the Mortal Realms. their warclans gather in numbers not seen in an age. daemon armies Most importantly for the Ironjaw were more destructive than those that blanketed the land and horri c warclans. ironclad orruk warclans in this time. this age of war without end led by other greenskins. still whisper legends of the Iron Orruks . During the Age of Chaos. though their warclans could be glorious time for the greenskins. sought to destroy the wanton destruction of the Ironjawz. one like a contagion across the Mortal found throughout the realms stirring of continuous bloodshed and face. roused into a stampede of destruction that seeks only to knock down and stomp into the dust everything in its path. mountains only to be greeted by an ear-splitting that rumble and belch out orruk war ‘Waaagh!’ and the sight of thousands While Slann Starmasters. too have garrisons. and blow by blow the where there are enemies to pound into of Gork. and battle. Across the battlements. Realmgate Wars. . and the image of Gorkamorka of savage Ironjawz thundering out Celestants and the nest commanders grinning at them from the storm toward them. As the Age that there will be ample foes to ght looking down at them from their own of Sigmar dawns across the Mortal through the mystical gates. Great march. orruks’ indiscriminate actions. they seek out Realmgates. Bloodbound Warhordes.as they huddle in the ruins of their As the Great Waaagh! builds. general has sought refuge from their like the Ironjawz’ thirst for destruction. allied kingdom. the greenskins Shamans. Like the ebb and Ironjawz have been wreaking havoc in the eld have su ered under the ow of a green tide. More than one across the ages like an avalanche. one of the ve mystical countless other armies have all met give it altogether less thought. this cycle is set to repeat itself. and already come to pass: the rise of the Fist in this way. many commanders have looked the heap of rubble that was once an Already the Ironjawz can see the signs – to Realmgates for their reinforcements. keeps and cities warclans until it crashed down upon Ironjaw warclans ambush armies on the been wiped away by the storm of the realms with punishing force. so grew from the violence of a handful of Spoiling the strategies of all sides. ready to do the pounding. Lord- cries. the Megaboss that will lead the orruks have changed the face of the the ground there will be a Megaboss clans to war. to grace the realms might ponder at the clouds. According to the Weirdnob Stormcast Eternal Stormhosts and tactics of the Ironjawz. Perhaps most dangerous of all. strike against remote garrisons violence to leave only smoking ruins Waaagh! a er Great Waaagh! rolled and attack forces already locked in and corpses behind. realms. Where portents of the Great Waaagh! has their end at the hands of the Ironjawz there is war the brawls gather. each Waaagh! throughout the Mortal Realms. or standing proudly over Realms. knowing foes only to discover leering greenskins they were never-ending. the Just as the plans of many commanders once-great empires. suns that rise burning green. With while rusting weapons thrust back to river that ickered and danced in the a teeth-shaking Waaagh!. thousands of beasts’ mouths stu ed with bones. the ghosts. Narrowing his On the edge of the River of Souls leaving a great furrow of destruction eyes. At Ironsunz. Dakkbad and his Brokeknuckle Boyz had gone once. and the vampire surveyed the lands she ruled. legions of Deathrattle warriors Grotkicker. eir Megaboss. the Megaboss looked out across sprawled the decaying city of behind him. . is was the way his Weirdnob hurtled into the city. a shower of splintered bone and orruk the air. Dakkbad pierce green hides. was the rst to bull his way – and Dakkbad had some un nished shambled to defend their town. the Megaboss led his warclan into the blood the two armies crashed together. and crumbling cities toward a glowing toiling mindlessly at their tasks. On the anks Gore- darkness with thousands of writhing and his Maw-krusha Skullzcrakka gruntas rolled through the enemy. cursing mobs of Brutes Nightlands looking for a scrap. With a grunt. where the ghting was. Dakkbad ploughed through all looking to Dakkbad to tell them enemies and buildings with disdain. Out of the Arch of Secrets spilled the Shaman had said Megaboss Grugek Ironjawz charging in behind them.THE RIVER OF SOULS Queen Aylessa’s barge-keep carved a path through the Nightlands as it dri ed along a river of spirits. and in into the Nightlands of Shyish. and ten thousand roaring Ironjaw voices carried on the wind. all bellowing for Aylessa’s head. At the fore. Snu ing business with Grugek. then clanking. en came the sound of drumming. its skeletal inhabitants smasha blows down on skeletal bodies. mobs of Gore-gruntas followed. Brutes rained choppa and the rolling landscape of haunted ruins Crookback. deal with the savage invaders. Most recently. the remains of the city’s through the orruks. winged Morghasts hacked orruks apart remnants of Aylessa’s army. with from out of the dark skies. the Dakkbad he ed his choppa to hack with blinding speed. orruks’ way. with their terrifying undead. and eshless broken bones beneath Skullzcrakka’s swing. A wave of uncertainty passed archers lined the tops of skull-studded sts. they poured into the ruins. trying to prove he is the best orruk to stand at Gordrakk’s side. but now he picked up the screams of tortured wood and stone. Flying however. Borguz had been hammering with foundations and supports until. plans. Either way. brawl like a punishing spear thrust. she loosed her Morghast ago washed away by the impending into the monstrous Morghasts. are always at the forefront of Gordrakk’s growing Waaagh! where the ghting is toughest. scattering their winged formation. ranks of undead appeared. attendants and murderous spirits to violence. while the death- Deathrattle forces moved to blunt the apart another dead thing only to cursed scythes of the Cairn Wraiths Ironjawz’ charge. Part of Gordrakk’s Megafist. First came tempo. feeding the green digits to his Maw- krusha Skullzcrakka. At least. he is one of the Fist of Gork’s Megabosses. Many generals might have with Ardboys. However. it might not have naught but dust and rubble. en the drumbeat began. towers as pale-faced Deathmages skeletal defenders were still ghting. Massive city but ash. Warchanter simply throwing their weight at lying in tangled. His favoured tactic is to collect their ngers when he takes their boys. During his rise. Most of the city was now All through the battle. Dakkbad’s own warclan.With plodding determination. his frenzy infecting the nearby the buildings crashed down to become the Morghasts. the Ironjawz were now being his army answering the undead’s fury and oating on an ethereal wind above forced back. balance. he has maimed dozens of other bosses. Even then. he plans to have some ‘words’ with Grugek and get back that choppa – or carve a new one out of Grugek’s armour. Dakkbad slammed of her hand. each strongpoint gruntas were stomping on them from was brought down in turn. where only seconds before tenfold until nothing remained of the a causeway of roiling spirits. Dakkbad has earned the name Grotkicker for his underhanded. Dakkbad has been looking for the Megaboss Grugek. and for a moment. but Dakkbad’s face split with a toothy from the orruk tribes of the Nightlands showing alabaster fangs. With a wave grin. had not the haunted From the upper decks of her mighty grinning skulls and witch re. DAKKBAD GROTKICKER Dakkbad Grotkicker is as cunning as a double-edged choppa. splinters and the retreating forces advanced on the besieged city. Creaking siege-gates discover that there was nothing but turned esh to dust with each chilling were hauled into place. the fate of the battle hung in the summoned up fresh corpses to bar the but howling Brutes and snorting Gore. Nearby. Dakkbad thinks it was one of his – boss choppas have a habit of looking quite similar. coming of Crookback to pieces and snarled. striking the Ironjaw orruks. even sneaky. . a er Grugek made o with his favourite boss choppa. been enough to turn the tide against the Second came the wraiths.lled lands surrounding the city come alive barge-keep. Despite the Megaboss’ joy. Aylessa’s they had owned the eld. the Ironsunz. his disappointment of a moment to join the Ironjawz. broken ruins. e Megaboss has been exerting his dominance over the other bosses in the Megafist. the Ironjawz all sides. Ironjawz smashing the grand city been wrong-footed by these newcomers. wailing his stikks. Heeding Borguz’s call. Aylessa watched the eye sockets. en. As were still idly stomping on things. that glowy stu don’t look right. ‘I’m the boss. Dakkbad noticed that no one as this destruction was for Dakkbad. a towering statue ‘Boss. it was listening – his boys were still wrecking the city and chasing the last of was just part of the Megaboss’ cunning the dead things about. and the cities crumbled under ‘Right ladz. and the edi ce plunged into the river before Aylessa’s keep. the monolithic Deathlord’s Gate loomed up above it. the Gore-gruntas Dakkbad gave a broken-toothed grin. To his satisfaction. plan. river. that’s where Grugek’s boyz must ’ave gone. A number of Gore-gruntas had ranged out ahead of nearby Brutes were staggered by the deafening blast. you leave that to me. Giving Skullzcrakka a kick. Dakkbad the barge-keep rounded a twist in the started o in the direction of the ship-thing. driving it to the bank. Yet. but her spectral hosts fell as before. e vampire set desperate ambushes in the dead cities they passed in an e ort to slow the horde. the akkbad brought his st down onto the massive skull of the last Ironjawz followed Aylessa’s vessel D Morghast. e creature took two or three more good thumps before it stopped moving about. he spotted what looked like a giant oating castle sailing down the river of glowy stu . when one of his boys ran up. the the brawl to something the Nightlands rest of the brawl were now looking in his direction. While Aylessa’s eyes were xed on the Ironsunz’ rampage. how are we going to get across it?’ of Nagash that stood astride the river.’ battered at the legs of the statue. as satisfying round here worth smashing. even if a few of the boys Ardboys had told the boss about. it’s the only ng jagged-edged choppas. . At Dakkbad’s signal. Looking up at where the undead had come from. down the River of Souls.’ With a grunt. For days of ceaseless twilight. Dakkbad’s ‘OI! YOU GITS!’ Dakkbad bellowed at the top of his lungs. the two sides smashing shattering headbutt from Dakkbad. CONSORT OF THE BLOOD QUEEN Aylessa is the blood sister of Cyssandra and Yessanna. Opening her mouth Brutes. Her ashing blade carved a deep ship was already sliding back. For centuries of blood and terror beyond count. the tide of undead Turning Skullzcrakka from the ght. from out of to the ground. Descending from impossibly wide. she ruled over the Nightlands and the River of Souls that runs through it. Aylessa tromped toward the Coven rone. e bone through Aylessa’s brood. Using her sorcery. ranks. Now she hunts her hated prey across Shyish and beyond. beneath they grew even more unruly. holding back a dozen grounded barge-keep. A pale was too late. Plunging into the river. Dakkbad’s invasion of the Nightlands caught her ill-prepared. her thrall over that domain was absolute. of the waters toward them. from the Coven rone. pale as the life was stolen from them. however. scores of sinister Morghasts emerged Over the corpses. the way through mobs of Ardboys to face Maw-krusha’s side was met by a face. Aylessa leapt clear. but Dakkbad had an idea. Spirit Hosts. In that instant. into the Nightlands. shaking statue dust from their was thrown to the ground. e Megaboss looked over the had plans of her own. and was making full speed for the river’s end where Neferata’s palace stood in the centre of its own ghostly empire. and the only she saw Dakkbad upon the shore leering monsters turned from scything their hissing vampire to clamber up the at her from the back of his beast. However. decimating swooped over the undead host toward Dakkbad’s Brutes. splinters orruks to try to save her ship. By the time the vampire the Morghasts. Screaming out in rage. continued its charge. she spread dark magics and despair among the mortal tribes of the Nightlands. snorting furrow down Dakkbad’s armour. their esh turning e fearsome Morghasts had been the boiling ethereal waters of the river. AYLESSA. in the side of his army. Aylessa was a whirlwind across the bridge of rubble and into the midst of the Morghasts emerged a of murder. a member of one of Neferata’s darkmaiden broods. en. as more spirits rode in the midst of a torrent of wailing dozens of orruks and gruntas crashed emerged from the river to join them. Nagash. orruk’s brutish laughter booming out the Gore sts. Dakkbad was ready. death. he and swept into the orruks’ ranks. the Banshee let out a melee and saw the Morghasts caving the vessel. Aylessa. willowy gure. But she fur. but he the ghostly waters. and set the vampire on an altogether di erent path. she constantly spied upon its populace. causing the spectral army to e Megaboss and Maw-krusha hit the Maw-krusha punched a hole in its part around his Maw-krusha as he the vampire’s throne like a cannonball. Spirits scattered and Aylessa’s coven turned her army from slaughtering the Nearby. Meanwhile. As the last darkly furiously as Spirit Hosts reached out barely noticed. all grace and had fought her way onto the deck. From her sailing castle. Skullzcrakka stamped graceful spire vanished into the river. hull. when the Ironjawz invaded her kingdom she was already responding to a call for help from her queen. unexpected. the side of the vessel that lay beneath Dakkbad plunged into the undead the waterline. amid the ruins of her his Brute sts formed up to strike spine-chilling howls. the drew close to the edge of the river. However. the vampire’s Coven rone heart-stopping scream. following the beast’s trail of destruction while she dreams of the bitter taste of his blood. as the beasts blur.Upon the shore. together to a riot of wild snorts and On the ground. Gore-gruntas swept around to face showering in all directions. . sending undead armies to punish any that de ed the wishes of Neferata or her mistress’ master. BA LEPLAN TORNADO OF DESTRUCTION . You will either for a good ght for ages and have. they seem BA LEPLANS than a good ght is to in ict total. What is more. and in you with glee. unthinkable to you that they in ict the same sort of carnage upon your IRONJAWZ’ kingdom. Each of the force them to do battle anyway. and leave nothing but battleplans includes a map re ecting leaves the defenders no choice but to burning ruins behind you. In addition. With luck. but until then. is trying to protect. ese battles should Attempting to ee will only result in the bit of mindless destruction has lled be fought using all of the rules on destruction of all they hold dear. you can add 1 to all hit and save . right at You and your boys have been looking the border to your lands. You will wreck sheet unless the battleplan speci cally track them to their hiding place and all of the stupid landmarks they are indicates otherwise. at annihilate the greenskin destroyers. wanton destruction. COMMAND ABILITY until then. these maps usually show a penetrated too far into their homeland. e general and these units cannot move until the next hero phase. and the other commands the their progress. determined to protect some of their is book contains three battleplans. Any foe faced puny buildings and idols from you each of which enables you to ght a by a rampaging Ironjaw horde has and your lads. IRONJAWZ units cannot e protector’s general has the move to within 6" of any units in following command ability. found an opponent willing to put die in the attempt! PROTECTOR’S rolls for those units. fought. in the living bulwark unless they are addition to any others that they have. and so you have determined OBJECTIVES that you must stop them here. or last. everything to a blasted wilderness. and you can hardly the Warhammer Age of Sigmar rules any case. units from their army within 15" form a protective barrier.HOW TO USE e only thing that Ironjawz love more up a ght. Judging by One player commands an Ironjawz the clouds of smoke that have marked army. the Ironjawz will eventually wait to get stuck in. punch-up and the chance to in ict a that leads up to it. e Ironjaw horde that confronts you has already rampaged across several THE ARMIES neighbouring territories. It is Ironjawz have invaded. they are leaving nothing protectors of the territory that the standing when they move on. then they and all retreat or charge. and any that are between 3" and 6" from A Living Bulwark: If the general any units in the bulwark can only uses this ability. they will drive the greenskins PROTECTOR’S but you can use a smaller or larger area back before the Ironjawz can reduce OBJECTIVES if you wish. With a loud the landscape on which the battle was defeat the Ironjawz before they have ‘Waaagh!’ you lead the boys into battle. battle eld that is 6 feet by 4 feet in size. making a charge or pile in move. e prospect of a good battle based upon the exciting narrative little option but to stand and ght. THE BA LEFIELD SET-UP SPECIAL e battle takes place on the border of e Ironjawz set up rst. units from the Ironjawz army can vandalise terrain features in the protector’s territory. To the Ironjaw horde. models within 12" of one of the narrow A number of special rules apply to edges of the battle eld. IRONJAWZ’ TERRITORY PROTECTOR’S TERRITORY 12" 18" . apart all of the terrain features that that the protectors are defending from the protectors are trying to defend. Set them up so that at least half are VANDALISM within the area of the battle eld in FIRST TURN e Ironjawz are determined both to which the protectors will deploy. with all TER IN RULES the protector’s kingdom. represent this. ese e Ironjawz take the rst turn in the destroy the protectors and also smash pieces of terrain represent the locations rst round of the battle. anywhere that is more protector’s territory: features in order to use this battleplan. e protectors the terrain features located in the You will need at least six terrain set up second. than 18" from the Ironjawz’ territory. in addition deployment area before the end of the depending on the size of each to any other spells that they know. then the on the Warhammer Age of Sigmar rules advantage. If they fail to do so player’s army. pick a hide inside it! terrain feature within 12" of the caster. but or on the feature to the dice roll. Instead. then it is treated as HINTS & TIPS models in or on the feature in their having been vandalised (see le ). Finally. Both players roll a dice and if the Ironjawz army slightly add the number of models they have in VICTORY outnumbers the protectors. We also recommend feature has been vandalised! sheet. defend the scenery. If the Do not use any of the victory conditions doesn’t have an overwhelming Ironjawz player rolls higher. and roll two dice. rather than value of 7. If the total rolled on the dice is equal to or greater than . Gorkamorka Stomp! spell. the player commanding that you set up an odd number of the Ironjawz wins a major victory if terrain features in the protector’s In addition. you should e Ironjawz player should say which then the protector wins a major victory. is battleplan works best hero phase. If successfully cast. h battle round. e Ironjawz can attempt to vandalise a the distance between the caster and terrain feature if there are any Ironjawz the terrain feature. one Weirdnob Shaman they can vandalise more than half of territory. only use forti cations if the Weirdnob Shaman knows the spell protector is heavily outnumbered when they are set up. either side wins a major by the Ironjawz and needs a victory if the opposing army is little bit of help. the intent of this THE GORKAMORKA STOMP! destroyed and there are no enemy battleplan is that the protectors e Gorkamorka Stomp! has a casting models le on the eld of battle. In addition. we have found that in the Ironjawz army knows the the terrain features in the protector’s either 3 or 5 pieces is ideal. ’ the Megaboss charged toward the defenders before they had any chance to ‘But Boss. to form a bridge across the gulf. Zogbak didn’t even hesitate – with a mighty bellow. ‘let’s cross this ng!’ even as Saurus Warriors tried to block their way. Megaboss Zogbak frayed the fates and made all futures had proven his predictions wrong. sending it spinning o the Brute sts.. It did not take a great mind to the Silverglade Oak. as their destructive existence however. ‘Not now. where two impossibly vast continents almost touched. the slann above the Jade Realm. a river of worlds’ wrought by the Ironjawz. and the green light suddenly erupted. e Ironjawz were attacking the roots of Behind him. It didn’t seem ghostly spears stabbing toward the sky. hulking reptilian beasts. thinking they were hardly worth the trouble. a wall of roaring celestial warriors and ‘Ere boss. the vast barrier having halted their rampage across sylvaneth lands. his back to the burning tree city. a new land awaited. tangled branches. Zogbak stalked out onto the Z edge of the cli in a shower of splinters. urgently pointing behind him. e clambered up onto the huge fallen tree. I’ve gured it out. right that Gork should give them all these kingdoms to du up only to put a Zectoka’s seraphon army materialised stonking great hole between him and more scrapping. yer git. its surface covered with a forest of huge.’ One of his boys ran up. they touched unpredictable. promising a swi end to any that fell the slann. tearing themselves apart blood glowed like a ribbon of ame. and his army charged a er him. the Bloodtoofs Warclan paused. out of the loamy ruin. Snorting. as clouds rose from burning arboreal fortresses. I’z tryin’ to gure out how to get across this hole. Zogbak’s over a river. Even to look on each other. ‘Dat’s a grottin’ shame. e Megaboss spat over the edge a er it. He saw. that once again the orruks into the chasm. Yelling out to his ogbak slammed into the last tree-thing. upon the wild orruks was painful for in their unending lust for battle.’ through the branches like a tsunami bellowed Zogbak.. At the edge of the World Chasm. narrowly missing Gore sts broke into the lead. cutting down the rest of the Living Plains would remain understand their crude plan.’ ready their lines. across the chasm. e slann’s expectation Stepping out of the ether. Up ahead. crashing the Megaboss.ACROSSTHE WORLD CHASM Smoke from the Salishwyrd Cities blotted out the sky. cerulean ground on which he stood. e time few remaining Branchwraiths to crawl safe. spurred on by the chance for Zogbak was about to remind the orruk why he was the boss when there a fresh scrap so soon a er smashing was a mighty roar of ripping wood. Looking up. would turn crossing. ‘Right. his ancient was that the ever-fractious Ironjawz. Zectoka gazed down from the stars World Chasm. Like an Aleguzzler trying to step up the sylvaneth. materialised upon the creaking oaken eyes following the path of destruction denied any other opponents. rays like lands on the far side. as they were protected by the had come to act. Zogbak rubbed his toothy jaw in anticipation of the ghting to come. his Bloodtoofs were still slann had watched while the Yewood the tree city of Silverglade with wild smashing apart the castle-sized roots of Kingdoms had fallen. across the surface of the tree bridge. Zogbak considered the huge gulf that separated the scorched bridge. . Far below.’ he muttered. the mile-high oak came crashing down. From between the boughs. believing that the abandon. sorcerous energy. but the orruk charge could not and ame. Zogbak could see the overwhelmed the Starmaster. and bawling Ironjawz. e a spider’s web. swarms of skinks rained arrival of thousands of Brutes was like wading through a writhing pit celestial missiles down onto the orruk certainly not helping matters. On as holes appeared in its length. each the abyss. hurling rocks into the the seraphon lines. each swing into the chasm below. ringed by his Saurus Guard. however. Weirdnob esh. plummeting o of green. unleashing be denied.Without breaking stride. Zectoka his massive boss choppa. Zogbak in pain as they and their riders were the power of the Waaagh! in a wave arrived. and plunged slann had to redouble his e orts. As they passed. However. while from the sky Terradons they were now hewing their way into was undisciplined. enemies swarmed around him. Meteors fell from the sky. . he once. Amid the carnage. and the pebbles at a charging troggoth. laying about himself with thrown into the air. e tree began reached out with his mind and tried felling ranks of hissing foes. towards him through the press of Gore-gruntas barrelled into the saurus did not inch as his army parted like slashing blades and snapping fangs. called out to the stars. At lines to the thunderous roar of hooves esh before an iron blade. What should seraphon moved swi ly to contain the creaking and cracking alarmingly have been as easy as sweeping away breakthrough by the Gore-gruntas. Scaled muscle one hurtling down to punch through tried to hold back rampaging beast. to unravel the spell. slann casting his sorceries. was more the anks. Beyond the rain of the Weirdnob was wielding almost fray. Instead. Although his opponent riders. Burning gruntas squealed Zzapdak stumbled forward. weaving magics and it was all he could do just to stop seraphon were hurled into the air or both ancient and terrible into a deadly the seraphon from heaving him into ung into the void that stretched to spell. the sheer power swooped low. it was akin to throwing blazing comets. e to buckle under the celestial onslaught. hundreds of Zectoka. the oak in a shower of splintered wood Seeing his boss’ predicament. even if of worms. either side of the bridge. and the others brushed from the Weirdnob’s mouth. as dozens of Zogbak from all sides. and tree. Zzapdak bridge had been one side of a vast fallen e Megaboss didn’t even slow down. the slann turned a part of also nished o the bridge. Unfortunately it lurched as it sank another few feet combat. Recently. Every moment. the span broke. Guard were destroyed. e slann Battle lines had vanished. so too have the Ironjawz ripped their way from one arboreal kingdom to the next. Blinding nal crack. SLANN STARMASTER ZECTO e Slann Starmaster Zectoka has waged war against the minions of Khorne for years beyond counting. Upon his throne. his concentration broken. In answer to the yell. hurling the white lightning leapt from Zectoka’s combatants in all directions. most sparking released. In the foetid swamps and infected vales of the realm. Polearms reached out for dam. another aside by sweeps of his choppa. eager to claim a the onslaught. For Zogbak lunged for the ground on the through stubborn Saurus Warriors as a moment. their bodies to nd some trouble. . Zectoka favours skink cohorts. With the deliberate determination of the moving heavens. but Ironjaw warriors continued to and redoubled their assault. With a dismissive grunt. For these tactics. now it was celestial light. the Megaboss reached the punched apart or stomped into the over the power of the Waaagh!. However. A huge green st erupted yawning holes cracked open in the bark o his armour. obliterating tumbled out of sight. Zogbak’s armour danced far side. Zectoka is realising that his war against the followers of Khorne will be all the harder if he cannot nd a way to blunt the brutal advance of the Ironjawz. this sprawling con ict has led the slann into the rotting kingdoms and plague-riddled continents of Ghyran. handful of boys and gruntas on one Stegadons and Bastiladons held their those Brutes still standing let out a side. Zectoka pressed forward through the mess of of Zectoka’s Saurus Guard. sometimes summoning thousands of the nimble warriors to lay complex and deadly ambushes for the crazed followers of the Blood God. dozens of Saurus lands ahead. combat. As the two sections of the oak skinks moved like shadows through with blue and silver sparks. while and Gore sts bulling their way into the Megaboss and his boys. Here and there massive Zogbak roared. a wall of was rudely slapped back into reality. Smoke sagged and nally fell into the chasm. the Megaboss found himself with a javelin and dart. his armies excel at sudden. the bolts of energy arching ed into the ether with a ash. arcing underfoot. Brute sts palanquin. the power of the Waaagh! was a splintered wasteland. blazing strikes. the other side. Before Zogbak turned toward the unspoilt converge on the beasts. the coming of the Ironjawz has torn apart the slann’s carefully laid war plans. its branches a forest through smashing seraphon bodies into bursts of like a river bursting through a shattered which the battle raged.While slann and Weirdnob struggled At last. and the bridge ough he was locked in sorcerous hundreds of seraphon. suddenly found all resistance gone. with the rest of his army stuck on own against vicious greenskin charges. As a re spreads without concern for what it burns. and with a toward breaking. Where moments before the celestite blades raised to bar his way. vanquishing the enemy before vanishing like dew. skull-bursting bellow of their own. where Khorne’s forces are striving to prevent Nurgle’s ascendence. his mind to the Megaboss. over the fray to come plunging down rank of saurus or a mob of Brutes in the middle of the battle. the branch-wood to deal death with coiling from his mouth and eyes. Zogbak far end of the bridge and the ranks ground. and set o with his boys great trophy. . BA LEPLAN HEADLONG ONSLAUGHT . Ironjaw horde that is heading towards the boys at the back can catch up and you. However. some other git might get to them is far more easily said than done. the greenskins shown below. this quick. eir best path. and the other commands a You have been ordered by your lord they come across. You have deployed your army steal some of their fun. you were formulating a plan of battle. the orruk warriors at defending army that the Ironjawz have and master to stop the rampaging the front keen to beat up the foe before just encountered. . QUICK LADZ. add 2 to the charge rolls of all other units from their army for the rest of that charge phase. Barging the scouts to one side. You quickly start to to this savage onslaught. they must be the rst model for the unit if it is within 18" of the you roll for. if you aren’t destroy the green horde. you can add 2 to their charge roll. Until a few moments ago. and before you do! Behind you. A er all. when you do defender’s army general when the roll so. but the or turn around and smash through leading your boys on a march into sound of thundering feet and hooves them again! enemy territory. you can hear more o en the survivors of a defending the cheerful shouts of ‘Waaagh!’ and army will nd themselves standing ‘’Ere we go!’ as your army follows you dumbfounded as the Ironjawz rampage into battle. and through your battle line! reinforcements from either ank to then you were o in a headlong charge rst contain and then surround and towards the foe. FOLLOW ME! REDEPLOY! If the Ironjawz army general is going If a unit from the defender’s army to make a charge in your charge runs. smash straight through the enemy line and be on your way again before they know what’s hit them. e greenskins must not break and – if their line can hold – draw in your choppa in the right direction. In addition. redeploy your army to block the Ironjaw option is to weather the initial storm. and then either carry on IRONJAWZ’ OBJECTIVES opponent would spend some time rampaging away into the distance. as along their line of march.Ironjawz are not noted for either their THE ARMIES DEFENDER’S subtlety or restraint. you can double the run rolls phase. is made. One player commands an Ironjawz OBJECTIVES they will charge straight at any enemy army. their outriders as they crested a nearby will cleave through the centre of the rise. you paused only long enough to wave attack. if they make a successful charge. As o en as not. You had expected that your enemy line. and spotted the startled enemy. With luck you will be able to o into the distance. However. Crashing into Each army has a unique rule. en some of the lads just beyond the horizon indicates that you had sent ahead returned to say that the greenskins are going to attack e enemy will have little time to react there was an enemy army blocking your immediately. Roll a dice described on the Warhammer Age of before moving a defending unit on the Sigmar rules sheet. No more than half of battle in the rst round – the Ironjawz Ironjawz wish to reach. DEFENDER’S 24" TERRITORY 48" DEFENDER’S OBJECTIVE 24" IRONJAWZ’ TERRITORY TERRITORY AREA (CENTRAL AREA) 12" DEFENDER’S TERRITORY . rst turn. orruks to attack so suddenly.THE BA LEFIELD SET-UP FIRST TURN e battle takes place where a narrow e Ironjawz set up rst. and be set up in the central 2' by 2' area of the defenders were not expecting the Generate the scenery for the battle as their territory (see the map). e in their territory that is more than 12" rst battle round. and the defenders on the plain just in FIRST TURN CONFUSION front of them. anywhere e Ironjawz take the rst turn in the pathway meets an open plain. On a roll of 1 or 2 the unit cannot move in that movement phase. anywhere e defenders are not quite ready for lies an area of open ground that the in their territory. Just beyond the defenders e defenders set up second. the models in the defending army can have just le a column of march. Ironjawz start deployed on the pathway from the defender’s territory. warlord worthy of the name would even consider doing such a thing! . e bonus move is made start of the battle are in the objective anks can move to block their in the same manner as a move in the area shown on the deployment map.OVERRUN VICTORY e Ironjawz are eager to smash Do not use any of the victory conditions HINTS & TIPS through the enemy line and move on. Instead. the Ironjawz on whether the Ironjawz can make a bonus move a er they attack in immediately win a major victory if smash through the centre of the combat phase. and because if the Ironjawz fail to claim a victory of that. a minor victory at any time that of the Ironjawz army is not able their general is in the objective area. we are sure no Ironjaw before the end of the h turn. e defender wins a major victory inglorious thing. Winning in such a shallow way would be a hollow. You will nd the battle movement phase. or if they can. to y. Ironjawz units can rules sheet. except that the unit e Ironjawz player can instead claim is more enjoyable if the general cannot run. on the Warhammer Age of Sigmar is battle will be usually decided To represent this. refrains Note that claiming a minor victory from doing so in order to bypass is optional – the Ironjawz player can the defending army and claim a refrain from doing so to have a chance minor victory by reaching the of winning gloriously! objective area. advance. but only if there are at least a quarter of the models that the defenders’ line before the no enemy models le within 3" of the they deployed on the battle eld at the defending units from the two Ironjawz unit. It was battlements. whose tallest spire shimmered to the Chaos defenders lining the sigmarite. and from this city they sought to expand the domain of Sigmar. spread out. to attack. e Growling Gates sprawled across the Pergus’ warriors stepped from the hit. warclan. His Weirdnobs had lightning bolts were even turned back been right about where the lightning into the sky. and it was these portals that were the focus of their assault on the Chaos-held Beastfens. green energy. e last of the Chaos of Azyr. In moments. reduced to a small age. the Hammers of Sigmar had Gorelight Gatefort’s outer defences. Gordrakk’s call. Connecting Celestrium to Ghur were the Growling Gates. and choppas rained down with an ancient Realmgate. his Strike Chamber the midst of the falling lightning bolts attacking each of the portals at once. Heeding hundreds of feet above the battle eld. the Stormcast Eternals fared no better Stormcast Eternals expected to face as than their lord. Some were caught by they rode the lightning down toward surprise as Ironjawz ran directly into the Growling Gates. and both the Gorelight Gatefort and the outlying With their formation dangerously Perched on a broken rampart of the portals now belonged to the Ironjawz. stomping the Chaos defenders Stormcasts fought back like true heroes into the dust. Iron slammed against Gatefort. his Mega st had led For all the tricks. who vomited death over the invaders. they spread out around a central itself. Under the crackling Gordrakk had been pleased to see the torrent some were blown to bits and rst storm clouds gathering over the others turned to vapour. while others were assailed by Little did the Stormcasts know. the the gates. lightning onto the Gorelight Gatefort clanged together into a shield wall. the Lord- six portals to the fortress. but whose the ground as Pergus led his warriors in Celestant and his men were enveloped original destination lay in Hysh. however. of Realmgates to rule the surrounding discover the fortress’ defenders were no lands with an iron st. Six interconnected portals. the Liberators nearest to Pergus Beastfens. disgorging their warriors warriors would strike. is Eternals before and knew just how ‘Waaagh!’ assailed their eardrums. Gordrakk had faced Sigmar’s Stormcast only a moment to react as a deafening Gordrakk watched and waited. and du ng tough they could be. ese were the more than corpses crudely propped up Around the Growling Gates. by the Fang-krushas. For a moment. Just before the orruks of his grand plan. hammers on golden helms as hammers thudded this central gate that connected all crashed into steel and bodies tumbled to into green esh. Bolts sang out. Chaos tyrants had used the web he thought his enemy broken. . and battle had only just begun. the rest of enemies Pergus Brightshield and his to appear alive. and so he had out of the keep charged a huge mob up the Stormcast Eternals was only part prepared some surprises for them. his Judicators and Liberators but dozens more vanished under the stronghold known as the Gorelight spreading out and reacting quickly green stampede. while some Growling Gates. the Fang-krushas. they Weirdnob Shamans.THE GROWLING GATES e Stormcast Eternals had raised the stronghold of Celestrium in shining Hysh. traps and sheer tens of thousands of Ironjawz against brutality of the Ironjawz. of Ironjawz. For an a charge toward the foe. only to golden island in a roiling sea of green. drunk on glowing were about to spring a trap. not willing to give an inch forces had been nished o by his before the ambushing greenskins. . e Lord-Celestant warns his brothers that a great enemy is rising in the beastlands. but none were foolish to save the last Liberators gathered ashed back into the sky. as they have earned a reputation as worthy opponents. much to the enough to cross the Fist of Gork. Decimators that had cleared the Mirrored Path. While Lord-Celestant Pergus tried to however.Across the Beastfens battle raged. however. the Ironjawz have confounded the Hammers of Sigmar in numerous engagements. striking where they are least expected. the belligerent orruks now seek the Stormcasts out. and his Strike Chamber is now embarking on a long war across the Carcass Kingdoms of Ghur against the Ironjaw warclans. connecting him to of Echoes broke free into the battles hurled Stormcasts o the edge. and his chamber and allowing a bloodied around Desolation’s Door. and reinforcements from a handful of Liberators fought valiantly even the huge Gorelight Gatefort to its Celestrium could nally be called to at his side. Lord-Celestant Brightshield’s Strike Chamber enjoyed great victories in Aqshy and Chamon. breaking up a charging chagrin of the orruks who weren’t done Brute st with a rain of crackling pounding them. turn the tide. Brightshield has learnt much in his battles with the Ironjawz. things have changed. as gruntas snorted Relictor. everything in sight. smashing them down into the from the Gorelight Gatefort. and his best boys. To make matters worse. Brute sts forced shrinking tracks. e warclans waited for their chance to get stuck from the Fang-krushas. rice now has Brightshield faced the Ironjawz. were but grazing blows upon Dakkbad Grotkicker and his Ironsunz wrest control of the Gorelight Gatefort the hide of a great beast. to their deaths. Gordrakk was keeping the bulk swooped through the island portal of knots of Stormcasts against the magical of his force. e successes of the Stormcasts. In the con nes of the Gleamgloom Passage with a dozen Lord-Relictor Dedrac himself fought Bloodhaunt Woods. back Hornwillow Arch to emerge from the gateways. e burly orruks central Realmgate. skull-lined foundations. Unpredictable and savage. Gore sts trampled Liberators. Outside the walls of the Chaos bastion. e piles of Chaos dead that still littered the of suppressed rage passed through the winged warriors arrived just in time ground. one that may well eclipse the Dark Gods’ dominion. Sigmar’s warriors mass of Ironjawz. cleansing the slave pits of Yar Deep. the arcane mechanisms on calling down arcing bolts from the and bit. the Fang-krushas. On the cli s before Atop the massive Chaos keep. Pergus hammers. With the arrival of the Lord- to reclaim the Gleamgloom Passage. driving just as o en were borne with them but de ant Dedrac to emerge via the back Ard sts with iron-cleaving blows. around the gate. Ironjawz grappled had cleared the ground around the out the orruks infesting the Eyrie with the invaders. . As they fell. Over it all was the thundering the gate could be realigned to open the storm to blast apart mobs of Ironjawz as beat of the Warchanters. A squad of Prosecutors invaders. A look from dozens of other warclans to link up with greenskins rampaging against the Gordrakk stopped the Megaboss in his their brethren. LORD-CELESTANT PERGUS BRIGHTSHIELD In the opening engagements of the Realmgate Wars. and each time it has been a costly encounter. A rumble mountainous Clawstone Deepway. breaking open the Bloodbrass Gates. Some of the Ironjawz were already Eternals at the outer gates fought dozens. and casting down the Balefeyr Lighthouse that stood above the Goresoul shores. Ironsunz trying to barge their way through furiously against greenskins from and Zogboy’s Choppas among the the warriors in front. the Stormcast under Gordrakk numbered in the in. Recently. which shook way to Hysh. Spells woven at the beginning of with its relentless tempo. sts. shaking with the down. he swooped toward sts. Pergus was driven cogs spun to life. scorched by lightning as Stormcasts a good kicking – but that could wait. Gordrakk grinned as allowed a path into Celestrium. . a ood of greenskins was the other. With his with a whisper of movement. bellowing lines been only a steady. and Pergus and Dedrac shared the same prolonged his life by seconds. Brutes. Atop his Maw-krusha ruined his plans. At his back. With a look. Kunnin’. his boss choppa He considered giving the Megaboss had created around the gate to Hysh. All the while. to summon lightning and strike him from Celestrium. Incensed that Dakkbad had that remained in a tide of choppas and unleashed. taking o the and bestial screams of the Ironjawz. Dakkbad punched a hole the battle on his Maw-krusha. But it only the Age of Chaos began to unwind. and over the hammering clash of arms power of the Waaagh!. ring up the Ironjawz from Gordrakk’s axe a second before wards. Bigteef. Soon all that was le of the Strike Skullzcrakka. but stymied. magical seals crackled back into place. Dedrac raised his sta the gate and call forth fresh warriors the courtyard around the Realmgate. the Growling Gates were Where a moment before there had Gordrakk bellowed loud enough to retaken by the Ironjawz. Dedrac cut his chant short. it would have gutted him. his own blade catching a blow incantations to manipulate the gate’s over the battle. bolts into the fray. invisible thought: the orruks could not be back against the gate. tired of waiting. Pergus vowed nally let loose his Ironsunz. but the orruk’s axe. ough to the ground under the Maw-krusha’s the gate began to shudder – then roared he knew it would mean his death. vengeance with his last breath. A moment before Gordrakk’s twin in anger as Dakkbad. loosed green cut right through it. e Lord-Celestant knew their only fell under its blade. ow be heard from one end of the battle to of Brutes downing the few Stormcasts of orruks. Chamber was the thin cordon Pergus in the Liberator lines. Pergus leapt Lord-Relictor Dedrac began the drumming of the Warchanters carried forward. while Weirdnobs.One by one. and the axes fell upon his skull. the Lord-Relictor’s head. He gave the signal. As Gordrakk crashed down among hope of reinforcement was to realign Gore-gruntas and Ardboys poured into the Stormcasts. . . BA LEPLAN DEAD CUNNING . take part in a dice game to determine Sucker!’ out loud. you are sure you can protect ambush at the Growling Gates is an which you can use to reinforce your the objective from any orruk attack. and if the mark’s guess was wrong. cunning. the mark’s guess was right. this doesn’t to dupe. Gordrakk’s You’ve even held back a small reserve. when they are heavily your boys to sneak up on the enemy and of attack the orruks decide to throw outnumbered or need to capture a attack them suddenly from all sides. others can be found in the bloody You are certain that this sneaky plan histories of the Mortal Realms. If is needed to play the game is a six. you have decided to approaches to the objective. enough. e game e mark must rst look away. and must say ‘Odd’ or by the Ironjawz’ sneaky plan.Although the Ironjawz may appear THE ARMIES THE MARK’S to be the epitome of simple-minded One player commands an Ironjawz OBJECTIVES brutality and aggression. As long as you react quickly well-protected objective. circumstances. and you are now worried that the heavily protected by the enemy. and Ironjawz player then places the dice the Ironjawz player is allowed to pick on the table with a number of their one Cunnin’ Trick from the those choice face-up. and Ironjawz are up to something. but every now you head-on as they have always done and then an Ironjaw Megaboss will IRONJAWZ’ in the past. the Ironjawz player wins. Admittedly. the players Ironjawz player then says ‘Hey. You had expected the orruks to attack happen all that o en. e is played a total of three times. and the other commands the You have been ordered to defend a times when they can be surprisingly marks that the Ironjawz are hoping vital objective from an Ironjaw attack. things have been unnaturally before they du them over. and then warrants it. a right good laugh to trick an opponent Your boss has ordered you to capture In fact. to deploy your army to cover all of the cunning battle plan when the situation Because of this. . but many lads wherever you think help is needed. All that ‘Even’ – the dice is then revealed. will ensure you can both capture the objective and du over the enemy army – it is a scheme worthy of Mork himself! HEY. SUCKER! see which number was chosen. and then hides it listed on the following pages for each with their hand so the mark cannot time they win. they win. sided dice. example of just such a battle. there are army. and so have ordered be ready to respond to whatever sort – for example. rather than on a whim be dead cunning. at you. e Before the battle starts. Unfortunately it is quiet. but for some reason the take it into their head that it would be OBJECTIVES expected assault has not taken place. you have little choice but warlords will even go as far as to use a on assault you usually prefer will work. In the Some especially intelligent Ironjaw you are not sure that the kind of head. a vital objective. e mark can now how e ectively the mark was tricked look back. THE BA LEFIELD SET-UP FIRST TURN e battle takes place on a plain, at the e mark sets up rst, anywhere in the e Ironjawz take the rst turn in the centre of which stands the objective central area of the battle eld, as shown rst battle round. of the Ironjawz’ attack. Around the on the deployment map. plain are four regions from which the CUNNIN’ TRICKS Ironjawz can attack. e objective e Ironjawz set up second in the four As noted on the previous page, the must be represented by a scenery outer regions, more than 6" from any Ironjawz player is allowed to pick up to model – we recommend using a enemy units. No more than a quarter of three Cunnin’ Tricks to use during the Baleful Realmgate, Dragonfate Dais or the units from the Ironjawz army can battle, depending on how well they did Numinous Occulum. Place the objective be set up in each area. In addition, up in the ‘Hey, Sucker!’ dice game. at the centre of the battle eld, and then to a quarter of the units in the Ironjawz generate additional scenery for the army can be set up in reserve, entering WEIRDNOB APOCALYPSE battle as described on the Warhammer the battle later as reinforcements All the wizards in the Ironjawz army Age of Sigmar rules sheet. (see the next page). have been lled to the brim with IRONJAWZ’ IRONJAWZ’ TERRITORY TERRITORY MARK’S TERRITORY OBJECTIVE 24" IRONJAWZ’ TERRITORY IRONJAWZ’ TERRITORY 24" 24" magical energy before the battle starts. Complete all of the attacks in the rst impatient), and the mark can choose Because of this, each wizard can combat phase before starting the second where it is set up! attempt to cast up to three spells in the one. Note that this means that the rst Ironjawz hero phase, instead of mark will get to ght twice during the Reserves can be set up in any of the the number of spells they are normally Ironjawz turn as well! Ironjawz’ territories. All models in the allowed to cast. reserve unit must be set up in the same SURPRISE A ACK area, more than 6" from the enemy, UNLEASH THE e enemy are completely unprepared but di erent units can be set up in FLOODGATES for the attack. Subtract 1 from the hit di erent areas. e Ironjawz surge towards the enemy rolls of all attacks made by any of the at the start of the battle. Roll three dice mark’s units in the rst battle round. VICTORY rather than two when determining e side that controls the objective at charge moves in the rst Ironjawz REINFORCEMENTS the end of the fourth turn wins a major charge phase. In addition, units in the e Ironjawz player can set up a victory. A side controls the objective Ironjawz army can attempt to charge if quarter of their army in reserve. e if they have models within 3" of it and they are within 18" of the enemy, rather Ironjawz player must roll a dice for each there are no enemy models within 3". If than only 12". reserve unit at the end of each Ironjawz neither side controls the objective, the movement phase, subtracting 2 from battle is a draw. ON THE MPAGE the roll if they failed to win any games e Ironjawz unleash a frenzy of of ‘Hey, Sucker!’. On a roll of 2 or more, destruction at the start of the battle. the Ironjawz player can set up the unit ere are two combat phases, one a er or keep it in reserve. On a roll of 1 or the other, in the rst Ironjawz turn. less, the unit must be deployed (they got THE GREEN HORDES . 6 3 4. Warscrolls for all of the Warhammer Age of Sigmar rules sheet of the information needed to use that other models in the Warhammer Age explains how this information is used model in a game of Warhammer Age of Sigmar range are available from in a game. Keywords: All models have a list of keywords. 5. powerful and brave the model is. weapons and abilities that apply to the model. and how e ective its weapons are. . Look up the 5 number of wounds the model has su ered to nd the value of the characteristic in question. every model has a warscroll that lists the characteristics. 3.Characteristics: is set of characteristics tells you how fast. 2. and the warscroll. or as part of a unit. models and how they ght. Just visit our website picture of a unit of the models that the use any Citadel Miniatures in your at games-workshop. you can still eld one unit with as many models as you have available). To represent this. e description will also tell you if the model is elded on its own as a single model. e warscroll also includes a of Sigmar. If the model is elded as part of a unit. Every Citadel Miniature in the When ghting a battle.com for more warscroll describes. which provides you with all are using. Sometimes a rule 4 will say that it only applies to models that have a speci c keyword. text explaining the background for the you have the right warscrolls. and a short piece of collection as part of an army as long as information on how to obtain them.WARSCROLLS e warriors and creatures that battle in the Mortal Realms are incredibly diverse. then the description will say how many models the unit 2 should have (if you don’t have enough models to eld a unit. Description: e description tells you what weapons the model 1 can be armed with. is means that you can Games Workshop. Damage Table: Some models have a damage table that is used to determine one or more of the model’s characteristics.Abilities: Abilities are things that the model can do during a game that are not covered by the standard game rules. simply refer e key below explains what you Warhammer range has its own to the warscrolls for the models you will nd on a warscroll. 1. Title: e name of the model that the warscroll describes. 6. each one ghting with their own unique weapons and combat abilities. and what upgrades (if any) it can be given. just use models that for a model might be 2D6 (two dice the end of the phase are carried out have the Ironjawz keyword. model attacks with these weapons. For example. you can decide in which unit that is within the minimum range. to ‘all –’. generate a value for each to models that have the IRONJAWZ Modi ers are cumulative. For example 6"-48". e total of the dice player whose turn is taking place uses with two identical weapons. . When the rolled is the Move characteristic for all their abilities rst. do models in the unit for the duration of not double the number of attacks that that movement phase. usually.HINTS & TIPS Modi ers: Many warscrolls include chosen as the weapon for an attack. abilities used at an Ironjawz army. the model ‘-’. once and apply the result to all such linked to (or tagged) by a rule. roll the indicated carry out abilities at the same time. keyword on their warscroll. is means that it would apply subtract 1 from the result of a hit roll. rolls added together). Roll Keywords: Keywords are sometimes modi ers that can a ect characteristics. carried out before any other actions. For For example. If you can use several abilities at the e weapon cannot shoot at an enemy When a unit with a random Move same time. weapon that in icts damage. if you want to eld For example. the When to Use Abilities: Abilities that Keywords can also be a useful way to Move or weapon characteristics on are used at the start of a phase must be decide which models to include in an a warscroll will have random values. Save of ‘-’: Some models have a Save of the weapons make. a rule might say that it applies the Move characteristic of a model. a rule might add 1 to weapons being used in the attack. is means that they automatically gets an additional ability instead. the Weapons: Some models can be armed number of dice. If both players can the movement phase. army. weapon (except Damage) each time it is even if modi ers apply). Minimum Range: Some weapons have might be D6. a minimum range. characteristic is selected to move in order they are used. whereas the a er all normal activities for the phase Attacks characteristic of a weapon are complete. Generate any random values for a fail all save rolls (do not make the roll. For Damage. e example. Random Values: Sometimes. or result applies for the rest of that phase. the Move characteristic By the same token. WARSCROLL . If the unit you chose is Smasha: Smasha is lled with the brutal On the Rampage: If the wounds part of a warscroll battalion. the Megaboss’ huge Maw-krusha. while beneath his iron-shod boots. THE FIST OF GORK Gordrakk is the biggest and the baddest Ironjaw boss about. making it especially in icted by Bigteef’s Destructive Bulk bene ts also apply to all other units lethal to enemy champions. Once per Bigteef. In the following with his Bladed Tail. the enemy unit su ers 1 mortal the unit makes 2 extra attacks with each wound for each roll of 4 or more. Even his Innard. then wounds if the target is a HERO instead he can immediately make another of their normal damage. he lops o heads and cracks open skulls. rolls of 6 or more in ict D3 mortal models le within 3" of him. HERO. and he claims all greenskins for his Great Waaagh!. Smasha and Kunnin’. 1 8 Bigteef’s Mighty Fists 1" 5 3+ -2 3 Bigteef’s Bladed Tail 1" 3 4+ 3+ -1 1 DAMAGE TABLE Wounds Su ered Move Mighty Fists Destructive Bulk 0-3 12" 2+ 8 dice 4-6 10" 3+ 7 dice 7-9 8" 4+ 6 dice 10-12 6" 5+ 5 dice 13+ 4" 6+ 4 dice DESCRIPTION Strength from Victory: e more COMMAND ABILITY Gordrakk. With his twin axes. Bigteef can y. If Gordrakk makes an carries the elemental force of his brutal axes. bludgeoning back of a huge Maw-krusha called Wounds characteristic and to the and stomping with abandon. power of Mork. one called Smasha and the other attack with Smasha or Kunnin’ that god. the Fist of Gork. a DESTRUCTION unit that is within Destructive Bulk. above. GORDRAKK . ORRUK. of its melee weapons in the following ABILITIES combat phase. Gordrakk is armed with two they become. IRONJAWZ. hacking. so long in ict D3 mortal wounds if the target is a as each one results in all enemy models WIZARD instead of their normal damage. MAW-KRUSHA. MEGABOSS. MISSILE WEAPONS Range A acks To Hit To Wound Rend Damage Innard-bursting Bellow 8" 1 2+ 3+ -1 D6 MELEE WEAPONS Range A acks To Hit To Wound Rend Damage 15 3+ Smasha 1" 5 2+ 3+ -1 2 Kunnin’ 1" 5 2+ 3+ . crushes enemies to pulp. 1" and roll the number of dice shown for and you can roll three dice to determine FLY his Destructive Bulk on the damage table the distance it can charge. the stronger Voice of Gork: Gordrakk’s bellow model. who batters opponents with Attacks characteristic of the weapon battle. Bigteef. is a single ghts a Megaboss wins. charge move (and can make another Destructive Bulk attack a er the move Kunnin’: Kunnin’ is lled with the kunnin’ if the charge is successfully carried out). and it seeks out enemy Bigteef can make any number of charge wizards to slay. In addition. and smashes them 20" of Gordrakk. and inspires his forces to surge Kunnin’. WARSCROLL GORD KK. Destructive Bulk: A er Bigteef completes charge phase. then these power of Gork. pick an enemy unit within charge if it is within 18" of the enemy. in your hero phase. within 3" being slain. or bursts their innards with a deafening bellow. add 1 to his into the enemy. MONSTER. He rides into battle on the slays an enemy HERO. Wound attack mean that there are no enemy from the battalion. you can pick his Mighty Fists. Wound rolls of 4 or more moves like this in a single turn. KEYWORDS DESTRUCTION. attens them with his that in icted the killing wound. that unit can declare a bursting Bellow can kill foes! a charge move. WARSCROLL . e Destructive Bulk: A er a Maw-krusha COMMAND ABILITY Maw-krusha can batter opponents completes a charge move. MISSILE WEAPONS Range A acks To Hit To Wound Rend Damage Innard-bursting Bellow 8" 1 2+ 3+ -1 D6 MELEE WEAPONS Range A acks To Hit To Wound Rend Damage Boss Gore-hacka 2" 3 3+ 3+ -1 2 14 3+ Scrap-tooth 1" 4 3+ 3+ . then there are at least 6 IRONJAWZ units ghts a Megaboss wins. ORRUK. roll is less than or equal to the number FLY of units. HERO. and Strength from Victory: e more enemy models le within 3" of it. If the roll is a 6. while his boys ght all the harder as their boss lets out his ‘Waaagh!’. pick an enemy Mighty Waaagh!: If a Megaboss on with its Mighty Fists. For each hero that falls under the Megaboss’ massive weapons. attack with their Boss Gore-hacka. the enemy unit su ers 1 mortal phase of the turn. If the wound for each roll of 4 or more. On the Rampage: If the wounds in those units make 1 extra attack with in icted by a Maw-krusha’s Destructive each of their melee weapons in that ABILITIES Bulk attack mean that there are no combat phase. e Megaboss rides on the Attacks characteristic of the weapon turn. the orruk swells with savage pride. MAW-KRUSHA. and roll a dice. MONSTER. Destructive Bulk on the damage table 15" of them at the start of the combat bursting Bellow can kill foes from afar. above. WARSCROLL MEGABOSS ON MAW-KRUSHA An Ironjaw Megaboss on a Maw-krusha barrels across the battle eld in a unstoppable avalanche of ill- tempered muscle that turns everything in its path into pulverised meat. Destructive Bulk attack a er the move Scrap-tooth. 1 8 Choppa 1" 4 3+ 3+ -1 2 Rip-tooth Fist 1" 1 4+ 3+ -2 D3 Maw-krusha’s Mighty Fists 1" 4 3+ -2 3 Maw-krusha’s Bladed Tail 1" D3 4+ 3+ -1 1 DAMAGE TABLE Wounds Su ered Move Mighty Fists Destructive Bulk 0-3 12" 2+ 8 dice 4-6 10" 3+ 7 dice 7-9 8" 4+ 6 dice 10-12 6" 5+ 5 dice 13+ 4" 6+ 4 dice DESCRIPTION that slays an enemy HERO. KEYWORDS DESTRUCTION. MEGABOSS . or smash them of dice shown for the Maw-krusha’s the number of IRONJAWZ units within with its Bladed Tail. and is armed with that in icted the killing wound. a Boss Gore-hacka and a Scrap-tooth or a Choppa and a Rip-tooth Fist. count up its Destructive Bulk. then make 2 they become. then this model and all models A Maw-krusha can y. IRONJAWZ. enemy models within 3" being slain. while its Innard. Choppa or Rip-tooth Fist if the charge is successfully carried out). the stronger it can immediately make another within 15" of this model. so long as each one results in all Maw-krusha’s back. add 1 to A Maw-krusha can make any number A Megaboss on Maw-krusha is a single their Wounds characteristic and to the of charge moves like this in a single model. atten them with unit within 1" and roll the number Maw-krusha uses this ability. If a Megaboss makes an charge move (and can make another extra attacks rather than 1. ey enter battle armed with a huge units of BRUTES that are within 5" count up the number of IRONJAWZ Boss Choppa in one hand. then make 2 command to ght that little bit harder. the combat phase of the turn. Hordes of orruks follow the hulking warlord into the heart of battle where the best ghting is found. Clad in layers of iron and wielding massive weapons. Megabosses take great pleasure in besting enemy champions. IRONJAWZ. If the roll is 6 or more. Boss Choppa. ORRUK. MEGABOSS . If the roll is less than or equal to Strength from Victory: e more the number of units. while their of this model when they make their units within 10" of them at the start of other hand is sheathed in a Rip-tooth attacks in the combat phase. KEYWORDS DESTRUCTION. add combat phase. then this model and ghts a Megaboss wins. HERO. Get Stuck In!: An Orruk attack that slays an enemy HERO. WARSCROLL ORRUK MEGABOSS A Megaboss is the undisputed leader of his Ironjawz. 4" MELEE WEAPONS Range A acks To Hit To Wound Rend Damage 7 3+ Boss Choppa 1" 6 3+ 3+ -1 2 Rip-tooth Fist 1" 2 5+ 3+ -2 D3 8 DESCRIPTION COMMAND ABILITY An Orruk Megaboss is a single model. the stronger all models in those units make 1 extra ABILITIES they become. Megaboss can use a well-placed kick or 1 to their Wounds characteristic and and there are at least 6 IRONJAWZ units thump to inspire the boys under their to the Attacks characteristic of their within 10" of this model. If a Megaboss makes an attack with their melee weapons in that Go on Ladz. extra attacks rather than 1. while their barely contained Waaagh! energy drives their boys into a frenzy. and roll Fist made of heavy iron. You can re-roll hit rolls of 1 for friendly Waaagh!: If a Megaboss uses this ability. a dice. hitting them with a Warchanter’s Gorkstikk and the Warchanter in your hero phase. additional attack with the weapon. HERO. their concussive tempo increases as battle is joined. ey smash out rhythms on the you make a hit roll of 6 for a IRONJAWZ unit that is within 10" of skulls of their foes. 4" MELEE WEAPONS Range A acks To Hit To Wound Rend Damage 6 4+ Gorkstikk and Morkstikk 1" 4 3+ 4+ . you can make one can add 1 to all hit rolls made for that in the other. TOTEM. ORRUK. the booming rhythm calling all orruks to war. 1 7 DESCRIPTION ABILITIES An Orruk Warchanter is a single Warchanter’s Beat: Each time Frenzy of Violence: Pick one model. WARSCROLL ORRUK WARCHANTER Warchanters hammer out the drumbeat of the Waaagh! with their stikks. unit in the following combat phase. Wild-eyed rabble-rousers. driving them into a frenzy of violence. IRONJAWZ. WARCHANTER . the Warchanter thumping anything within reach. You Gorkstikk in one hand and a Morkstikk Morkstikk. e resultant surge of Waaagh! energy courses through the Ironjawz. KEYWORDS DESTRUCTION. Waaagh! Sta . then the closest ORRUK unit Green Puke: Green Puke has a casting An Orruk Weirdnob Shaman is a within 10" su ers D3 mortal wounds. Add 2 to Green Puke and Foot of Gork spells. Glowing green sts. ey are armed with a long from the mouth of the Shaman. Gork keeps on if the casting or unbinding roll was a stamping until you fail to roll a 4 or more. If successfully cast. ey value of 10. ABILITIES can attempt to cast one spell in each of Power of the Waaagh!: Add 1 to your hero phases. Mystic Shield. wounds on an eligible unit. HERO. in ict unbinding rolls if there are 10 or more know the Arcane Bolt. en roll a dice – on a 4 or more Gork the roll instead if there are 20 or more stomps again: resolve another D6 mortal ORRUK models within 10". and attempt to unbind Foot of Gork: Foot of Gork has a casting a Weirdnob Shaman’s casting or one spell in each enemy hero phase. 4" MELEE WEAPONS Range A acks To Hit To Wound Rend Damage 6 5+ Waaagh! Sta 1" D3 4+ 3+ -1 D3 6 DESCRIPTION double. IRONJAWZ. WIZARD. KEYWORDS DESTRUCTION. ORRUK. rivers of lethal force and gargantuan stomping feet all assail the enemy as the shaman channels the savage impulses of hordes of bellowing. MAGIC Each enemy unit crossed by the line A Weirdnob Shaman is a wizard. WEIRDNOB SHAMAN . D6 mortal wounds on a unit within 18". value of 8. However. ey su ers D3 mortal wounds. WARSCROLL ORRUK WEIRDNOB SHAMAN Vomiting gouts of crackling green energy. Weirdnob Shamans stagger about the battle eld loosing the power of the Waaagh! upon the foes of the Ironjawz. ORRUK models within 10". bashing orruks. Draw a straight line 2D6" single model. Da Grab an’ Bash: When you make models. and with a massive Gore-choppa. IRONJAWZ. then a model from the target every 5 models may instead be armed Du Up da Big ing: You can re-roll unit has been grabbed by the Klaw. failed hit rolls for an Orruk Brute if the the Brute Smasha hits automatically target has a Wounds characteristic of 4 as long as it is used to attack the same or more. MELEE WEAPONS Range A acks To Hit To Wound Rend Damage Two Brute Choppas 1" 4 3+ 3+ -1 1 4" Jagged Gore-hacka 2" 3 3+ 3+ -1 1 3 4+ Gore-choppa 2" 3 4+ 3+ -1 D3 Boss Choppa 1" 3 3+ 3+ -1 2 6 Boss Klaw 1" 1 4+ 3+ -1 2 Brute Smasha 1" 2 4+ 3+ -2 D3 DESCRIPTION BRUTE BOSS A unit of Orruk Brutes has ve or more e leader of this unit is a Brute Boss. ORRUK. Leading the way are their grinning bosses. BRUTES . If it scores Jagged Gore-hackas. while Klaw and a Brute Smasha. savage warriors that like nothing more than to wrap their meaty ngers around their victim’s neck and give them a good and proper bashing. target unit. KEYWORDS DESTRUCTION. 1 in ABILITIES any hits. In either case. roll to others prefer to use double-handed hit with the Boss Klaw rst. Some units of Orruk Brutes are armed with a Boss Choppa or a Boss attacks for a Brute Boss armed with a armed with two Brute Choppas. Boss Klaw and Brute Smasha. WARSCROLL ORRUK BRUTES Brutes lumber into battle seeking out the biggest monsters and the most violent enemies to batter into submission. eir mounts tear Gore-grunta Charge: Even by the the nearest enemy unit. Gruntas rip up the ground and orruk riders bellow out war cries as the Gore-gruntas pull ahead of the Ironjaw charge. a 8" or more and the charge is successful. a grunta needs or more models. Leaving their foot-bound brothers behind. WARSCROLL ORRUK GORE-GRUNTAS Gore-gruntas storm across the battle eld in a cacophony of hoo eats and wild snorting. ORRUK. However. 9" MELEE WEAPONS Range A acks To Hit To Wound Rend Damage Pig-iron Choppa 1" 3 3+ 3+ -1 1 5 4+ Jagged Gore-hacka 2" 3 4+ 3+ -1 1 7 Fanged Maw and Hooves 1" 4 4+ 4+ . GORE-GRUNTAS . e riders of some Boss. they are the rst to crash with teeth-loosening force into the ranks of the opposing army. Gore-grunta charge is horri c to behold. attacks in ict D3 Damage rather than 1. 1 DESCRIPTION GORE-GRUNTA BOSS A unit of Orruk Gore-gruntas has three e leader of this unit is a Gore-grunta grunting mass. while others carry ABILITIES of Gore-gruntas. IRONJAWZ. KEYWORDS DESTRUCTION. ey make 4 attacks rather than 3. If the distance is at the enemy with their Fanged Maws destructive standards of the Ironjawz. measure the distance to Jagged Gore-hackas. and Hooves. a bit of a run-up to really get going! units of Gore-gruntas are armed with When you declare a charge with a unit Pig-iron Choppas. the gruntas’ Fanged Maw and Hooves enemy units vanishing under a roaring. their violence focussed by the roaring orders of their boss and their eagerness to impress the mighty Ironjawz. Some of the boys Models in this unit may be Standard Orruk-forged Shields: Roll a dice may instead carry a single Orruk. with an Orruk-forged Shield. of 6 the wound is ignored. IRONJAWZ. ABILITIES ARDBOY BOSS Orruk Banner: You can add 2 to the e leader of this unit is an Ardboy Bravery of all models in a unit that Boss. while others wield Orruk. includes any Orruk Banners. MELEE WEAPONS Range A acks To Hit To Wound Rend Damage 4" Orruk-forged Choppa or Smasha 1" 2 4+ 3+ . Smashas. 1 6 Orruk-forged Big Choppa 1" 2 4+ 3+ -1 1 DESCRIPTION WAAAGH! DRUMMER Icon of Gork: If a model ees from a A unit of Ardboys has 10 or more Models in this unit may be Waaagh! unit that includes any of these Icons. the orruks ght ferociously. Add 1 to all of their hit rolls. KEYWORDS DESTRUCTION. ARDBOYS . Bearers. 1 2 4+ Orruk-forged Choppas and Smashas 1" 3 4+ 3+ . models. WARSCROLL ORRUK ARDBOYS Tightly packed ranks of Ardboys plough into the fray to the sound of booming war drums and snapping banners. Standard Bearers can carry either before allocating a wound to a model forged Choppa or Smasha and an an Orruk Banner or an Icon of Gork. as long as the enemy are within 3" of the unit. Add 2 to charge rolls for a unit roll a dice. STANDARD BEARER forged Big Choppas. Each unit is armed with an Drummers. Shoulder plate to shoulder plate. thumps the cowardly orruk – they carry Orruk-forged Choppas and return to the ght and don’t ee. On a roll Orruk-forged Shield. some of the boys that includes any Waaagh! Drummers. ORRUK. on a 6 the Standard Bearer array of weapons. e units in warscroll battalions can employ special tactics on the battle eld. Abilities: Every warscroll battalion includes one or more abilities that some or all of the units from the battalion can use. and so can only bene t be used by the units in the battalion. battle where each player takes it in turns to bene t from the abilities of two Each warscroll battalion sheet lists the to set up one unit. the units from a warscroll battalion. Each of these deadly ghting formations consists of several units that are organised and trained to ght alongside each other. Doing so will give you instead of setting up a single unit. some very large battalions powerful formations can be found on later on. and the warscroll battalion sheets that we units individually. . and the rules for some or all of the units belonging to a any additional abilities that units from warscroll battalion in your army. 1. Title: e name of the warscroll battalion and a short overview of the background for it and how it ghts.Organisation: is section lists the units that make up the warscroll battalion and any restrictions that may apply to the models that you can include. battalion. the warscroll battalion can use. For example. in a in this case it is possible for a unit publish for Warhammer Age of Sigmar. you can set up On the following pages you will nd units in your army into a warscroll all of the units in a warscroll battalion a selection of warscroll battalions. 3.WARSCROLL BA ALIONS e warriors of the Mortal Realms o en ght in battalions. and from a single set of battalion abilities. smaller battalions. Usually. di erent battalions at the same time. e abilities listed for a warscroll battalion only apply to the units that make it up (even if there are other units of the same type in your army). If you wish. ese abilities are in addition to the abilities listed on the units’ warscrolls. e information needed to use these set up any remaining units individually However. or you can set up all of the include other. you could set up one. you can organise the When you are setting up. making them truly deadly foes. 2. a unit can only belong to access to additional abilities that can Alternatively. you can set up some of one battalion. units that make it up. • 3-5 units of Orruk Brutes Green-skinned Battering Ram: A Brute st is a living tide of destruction that can pulverise even the toughest of foes. If the charge is successful. ORGANISATION ABILITIES A Brute st consists of the Brute Big Boss: Pick a Brute Boss from one of the units in this battalion to be the following units: battalion’s Big Boss. In your hero phase. e model you pick has a Wounds characteristic of 5 rather than 3. pick one enemy unit within 3" of the unit that charged. it su ers D3 mortal wounds. A big boss takes pride in leading their st in hammering through the thickest enemy ranks or heaviest defences like an armoured battering ram. . WARSCROLL BA ALION IRONJAWZ BRUTEFIST e Brute st lives up to its name with uncompromising force. ere are few bastions safe from the fury of this blunt and brutal Ironjaw formation. units from the battalion within 10" of its Brute Big Boss (including his own unit) can make a charge move as if it were the charge phase. like the Tusks of Gork or the Snorting Snout Spear. e formation allows all of the units in the battalion to make a move of 15" in the hero phase of their rst turn. • 3-5 units of Gore-gruntas Gore-grunta Formations: Gore-grunta Big Bosses o en come up with cunning formations. A er the rst turn is over. Gore sts thunder across the battle eld at breakneck speed. You can tell your opponent that this battalion is in such a formation when you set it up if all of the units are within 10" of the Big Boss’ unit (you should also come up with a name for the formation!). their beasts and riders plough through everything in their path in a shower of broken bodies and shattered shields. except that the units cannot run. . e move is made as if it were the movement phase. ORGANISATION ABILITIES A Gore st consists of the Gore-grunta Big Boss: Pick a Gore-grunta Boss from one of the units in this following units: battalion to be the battalion’s Big Boss. e model you pick has a Wounds characteristic of 7 rather than 5. Fighting in only a loose approximation of formations. WARSCROLL BA ALION IRONJAWZ GOREFIST An unstoppable landslide of grunting rage. the formation dissolves into anarchy and the normal rules apply for the rest of the battle. It does not stop the units from moving again normally later in the turn. Within these restrictions. WARSCROLL BA ALION IRONJAWZ ARDFIST Marching to the thumping beat of a Warchanter. . is counts as the unit’s move for the following movement phase. If the battalion’s Warchanter is still alive in your hero phase. eager to prove themselves the ’ardest greenskins around with booming war cries and brutal choppa blows. the Ardboys gather. and must • 3-5 units of Orruk Ardboys be set up with all models within 6" of the edge of the battle eld. In seemingly endless numbers they come. and more than 6" from any enemy units. it must be deployed as close to the battalion’s Warchanter as possible. you can replace any units from the battalion that have been • 1 Orruk Warchanter wiped out. e replacement unit is identical to the unit that was destroyed. ORGANISATION ABILITIES An Ard st consists of the Drawn to the Waaagh!: e intoxicating beat drummed out by Orruk Warchanters following units: draws many Ardboys out of the badlands. feeling the thunderous heartbeat of Gorkamorka reverberating in their chests. Orruk Ardboys bonus each time! . and add 1 to the mortal wounds in icted by the spell list: Orruk Brutes. add the Gore-gruntas. ORGANISATION ABILITIES A Weird st consists of the Weird Energy: e focussed energy absorbed by a Weirdnob Shaman in a Weird st following units: overcharges their spells and incantations. roll one dice for each unit • 1 Orruk Weirdnob Shaman from the battalion that is within 10" of the Weirdnob when an Arcane Bolt. WARSCROLL BA ALION IRONJAWZ WEIRDFIST e savage power of the Waaagh! courses through a Weird st. Orruk for each roll of 4. 2 or 3. 5 or 6. Jerking about even more alarmingly than normal. Add 6" to the spell’s range for each of combination from the following these dice that rolls 1. Green • 3-5 units chosen in any Puke or Foot of Gork spell is successfully cast. If the spell in icts mortal wounds more than once. the Weirdnob unleashes this power in stunning displays of magical violence. cords of arcing green energy leaping from the massed greenskins and into the Weirdnob Shaman leading it. In addition to the bonuses that the Weirdnob normally receives for being near other orruks. WARSCROLL BA ALION IRONJAWZ IRONFIST Gathering up all the surrounding Ironjawz, a particularly aggressive boss bashes an Iron st together to do some clobbering. While the boss keeps the boys in line, they charge ahead bawling out Waaagh! cries, needing little excuse to go and stomp on anyone foolish enough to try and stand in their way. ORGANISATION ABILITIES An Iron st consists of the following Iron st Big Boss: Pick a Brute Boss or Gore-grunta Boss from the battalion to be its units: Big Boss, and add 2 to their Wounds characteristic. • 3-5 units chosen in any ’Ere We Go! ’Ere We Go! ’Ere We Go!: Urged on by their Big Boss, the mobs in combination from the following this battalion are forever rushing forwards to get stuck into the ght. As long as the list: Orruk Brutes, Orruk Gore- battalion’s Big Boss has not been slain, in your hero phase each unit in this battalion gruntas, Orruk Ardboys can move D6". Roll separately for each unit, and then make its move in the same manner as a move in the movement phase, except that the unit cannot run. WARSCROLL BA ALION IRONJAWZ B WL e ground shakes under the clanking, shuddering march of an Ironjaw Brawl. Filled with mobs of rowdy, bloody-minded orruks smashed together into mighty sts, it is a vast green tide that sweeps away armies, kingdoms and empires in an endless storm of violence. ORGANISATION COMMAND ABILITY A Brawl consists of the following Big Waaagh!: e Megaboss that leads a Brawl is able to channel and direct the units and warscroll battalions: Waaagh! energy generated by their Warchanters and Weirdnob Shamans directly to their Big Bosses. To represent this, if the Megaboss of an Ironjaw Brawl is within 10" • 1 Orruk Megaboss or Orruk of a Warchanter and a Weirdnob Shaman from the battalion in the hero phase, then Megaboss on Maw-krusha the Megaboss can use the Big Waaagh! command ability. • 1 Orruk Warchanter • 1 Orruk Weirdnob Shaman When a Megaboss calls a Big Waaagh!, all units from the Brawl that are within 15" • 5 battalions chosen in any of the Megaboss at the start of the following combat phase make 2 extra attacks with combination from the following each of their melee weapons. Any units that don’t receive this bonus but which are list: Brute st, Gore st, Ard st, within 10" of a Big Boss from the Brawl make 1 extra attack instead with each of Weird st, Iron st their melee weapons instead. RULES THE RULES Warhammer Age of Sigmar puts you in command of a force of mighty warriors, monsters and war engines. is rules sheet contains everything you need to know in order to do battle amid strange and sorcerous realms, to unleash powerful magic, darken the skies with arrows, and crush your enemies in bloody combat! THE ARMIES THE BA LEFIELD MYSTERIOUS LANDSCAPES Before the con ict begins, rival warlords Be they pillars of ame, altars of brass or e landscapes of the Mortal Realms can gather their most powerful warriors. haunted ruins, the realms are lled with both aid and hinder your warriors. Unless strange sights and deadly obstacles. stated otherwise, a model can be moved In order to play, you must rst muster your across scenery but not through it (so you army from the miniatures in your collection. Battles in Warhammer Age of Sigmar are can’t move through a solid wall, or pass Armies can be as big as you like, and you can fought across an in nite variety of exciting through a tree, but can choose to have a use as many models from your collection as landscapes in the Mortal Realms, from model climb up or over them). In addition, you wish. e more units you decide to use, desolate volcanic plains and treacherous sky once you have set up all your scenery, either the longer the game will last and the more temples, to lush jungles and cyclopean ruins. roll a dice on the following table or pick a exciting it will be! Typically, a game with e dominion of Chaos is all-pervading, rule from it for each terrain feature: around a hundred miniatures per side will and no land is le untouched by the blight last for about an evening. of war. ese wildly fantastical landscapes are recreated whenever you play a game of WARSCROLLS & UNITS Warhammer Age of Sigmar. THE SCENERY TABLE All models are described by warscrolls, which Roll Scenery provide all of the rules for using them in e table and scenery you use constitute 1 Damned: If any of your units are the game. You will need warscrolls for the your battle eld. A battle eld can be any flat within 3" of this terrain feature in models you want to use. surface upon which the models can stand – your hero phase, you can declare for example a dining table or the oor – and that one is making a sacri ce. Models ght in units. A unit can have one or can be any size or shape provided it’s bigger If you do so, the unit su ers D3 more models, but cannot include models that than 3 feet square. mortal wounds, but you can add 1 use di erent warscrolls. A unit must be set up to all hit rolls for the unit until your and nish any sort of move as a single group of First you should decide in which of the seven next hero phase. models, with all models within 1" of at least one Mortal Realms the battle will take place. 2 Arcane: Add 1 to the result of any other model from their unit. If anything causes For example, you might decide that your casting or unbinding rolls made for a a unit to become split up during a battle, it must battle will take place in the Realm of Fire. wizard within 3" of this terrain feature. reform the next time that it moves. Sometimes you’ll need to know this in order 3 Inspiring: Add 1 to the Bravery to use certain abilities. If you can’t agree of all units within 3" of this TOOLS OF WAR on the realm, roll a dice, and whoever rolls terrain feature. In order to ght a battle you will require a highest decides. 4 Deadly: Roll a dice for any model that tape measure and some dice. makes a run or charge move across, or e best battles are fought over lavishly nishing on, this terrain feature. On a Distances in Warhammer Age of Sigmar designed and constructed landscapes, but roll of 1 the model is slain. are measured in inches ("), between the whether you have a lot of scenery or only a 5 Mystical: Roll a dice in your hero closest points of the models or units you’re small number of features doesn’t matter! A phase for each of your units within measuring to and from. You can measure good guide is at least 1 feature for every 2 3" of this terrain feature. On a roll of distances whenever you wish. A model’s base foot square, but less is okay and more can 1 the unit is befuddled and can’t be isn’t considered part of the model – it’s just make for a really interesting battle. selected to cast spells, move or attack there to help the model stand up – so don’t until your next hero phase. On a roll include it when measuring distances. To help you decide the placement of your of 2-6 the unit is ensorcelled, and you scenery, you can choose to roll two dice and can re-roll failed wound rolls for the Warhammer Age of Sigmar uses six-sided add them together for each 2 foot square area of unit until your next hero phase. dice (sometimes abbreviated to D6). If a rule your battle eld and consult the following table: 6 Sinister: Any of your units that are requires you to roll a D3, roll a dice and halve within 3" of this terrain feature in the total, rounding fractions up. Some rules Roll Terrain Features your hero phase cause fear until allow you to re-roll a dice roll, which means 2-3 No terrain features. your next hero phase. Subtract 1 you get to roll some or all of the dice again. 4-5 2 terrain features. from the Bravery of any enemy You can never re-roll a dice more than once, 6-8 1 terrain feature. units that are within 3" of one or and re-rolls happen before modi ers to the 9-10 2 terrain features. more units that cause fear. roll (if any) are applied. 11-12 Choose from 0 to 3 terrain features. 125 At the start of each Models added to your army during the battle round. play at the end of the sixth battle round. Movement Phase Sometimes a player may attempt to achieve Move units across the battle eld. won the earlier dice roll. but must be counted among the casualties an army su ers. e player that rolls highest reinforcements. this battle. 1-2 Blessed: You can change the result while the defeated must repair to their lair to of a single dice to the result of your lick their wounds and bear the shame of failure. enemy territory. You can continue setting up units until you achieved by the outnumbered player. Combat Phase be claimed immediately when the objective is Pile in and attack with melee weapons. A major victory can 5. Count the number of models in A er any sudden death objectives have been Once the rst player has nished their turn. THE GENE L Blunt: e enemy player picks a unit with Once you have nished setting up all of your ve or more models in their army. RULES THE BA LE BEGINS e opposing player can continue to set up under rumbles high above as the armies units. but in the rst battle round. Slay the SET-UP units. SUDDEN DEATH VICTORIES 2. the battle playing no part unless fate lends a hand. if one player lost 75% of spray of blood and the crackle of magic. generals are nominated. or MONSTER keyword in their army. result on the triumph table to the right. Before setting up their armies. 1. of battle rounds. Hero Phase Cast spells and use heroic abilities. Your general has a command Endure: Have at least one model which roll a dice. rolling again game (for example. its previous battle. choosing once during the battle. chosen. Slay before it does you must set up your armies the unit that they pick. through summoning. a sudden death victory. for the coming con ict. Each turn consists of the following phases: the army. or have run out of space. more than 12" from objective from the sudden death table a er Charge units into combat. e victor THE TRIUMPH TABLE can immediately claim a major victory and the Roll Triumph honours and triumphs that are due to them. then a army in one combat phase. is is TRIUMPHS your army. nominate one of the models you set up unit that they pick. both players roll a dice. the Attack with missile weapons. Shooting Phase one at a time. Battleshock Phase have set up all the units you want to ght in Test the bravery of depleted units. 126 . In the Mortal Realms battles are brutal and model within 3" of that feature at the end uncompromising – they are fought to the bitter of the fourth battle round. end. into two equal-sized halves. in the case of a tie. your army – this may come in useful later. roll a dice and look up the second player has also nished. WIZARD. round is over and a new one begins. then the player that only lost 50% of their Warhammer Age of Sigmar is played in a series models could claim a minor victory. BA LE ROUNDS Such a victory can only be claimed as a minor Mighty armies crash together amid the victory. When they have nished. each of which is split into two turns – one for each player. Have at least one friendly examples of this are shown below. e players then alternate setting up units. Some GLORIOUS VICTORY enemy territory. starting with the player that a third more models than the other. 3-4 Inspired: You can re-roll all of the If it has not been possible to ght a battle to its failed hit rolls for one unit in your conclusion or the outcome is not obvious. set-up is THE SUDDEN DEATH TABLE take to the battle eld. Models must be set outnumbered player can choose one 4. result of sorts can be calculated by comparing the 5-6 Empowered: Add 1 to your general’s number of models removed from play with the Wounds characteristic. For example. with one side able to claim victory because it has destroyed its foe or there are no enemy models le on the eld of battle. e ability. Once the Any remaining units are held in reserve. complete. reincarnation and so on) do decides who takes the rst turn in that battle not count towards the number of models in round. e player that nishes setting up Assassinate: e enemy player picks a rst always chooses who takes the rst turn unit with the HERO. if your army won a major victory in the second player takes theirs. Charge Phase up in their own territory. both players as your general. their opponent Seize Ground: Pick one terrain feature in then picks one half to be their territory. If one army has 3. as described in the rules for the hero started the battle on the battle eld still in player that rolls higher must divide the battle eld phase on the next page. PRIEST You are now ready for the battle to begin. 6. their starting models. number of models originally set up for the battle for each army. Expressing these as percentages provides a simple way to determine the winner. rolling again in the case of a tie. and the other player lost 50%. which the total exceeds the highest Bravery MOVING characteristic in the unit. the ‘a er set-up is complete’. units you command. both players must Start your movement phase by picking one A er all of the models in the unit have shot. you can pick roll a dice. make sacri ces to the all enemy units. take battleshock tests for units from their of your units and moving each model in that you can choose another unit to shoot with. Each horrors of battle take their toll. and models from the moved all the models in the unit. If that’s impossible. If one side completes all its attacks rst. want to. Generally. but cannot be moved across other inches. or give strident commands. if an the other side completes all of its remaining ability says it can be used in every hero phase. roll a dice and units as you wish. In the battleshock phase. e of the melee weapons it is armed with unit that you pick does not have to take In your shooting phase you can shoot with (see Attacking). All generals have the enemy model. No part of the model may move retreated this turn. If a unit retreats. scenery. your general can use remain stationary. model in the unit attacks with all of the missile weapons it is armed with (see Attacking). both players are friendly models. arrows fall like rain and war machines hurl Inspiring Presence: Pick a unit from your their deadly payloads. Add a distance in inches equal to or less than the your charge phase can make a charge move. If you choose to retreat. other units in your army may have Move characteristic of all models in the unit attack with a unit. hurl themselves into battle to slay with have been slain this turn. models armed with missile weapons. It can be Pick an eligible unit and roll two dice. Step 2: Each model in the unit attacks with all army that is within 12" of your general. and so on until all eligible abilities on their warscrolls that can be used in for the movement phase. in the movement phase. A unit that runs units on both sides have attacked once each. ese abilities are phase. 127 . movement phase. one model in that A model can be moved in any direction. If both players can model can y. Units starting the movement phase within 3" of an enemy unit can either remain stationary COMBAT PHASE HERO PHASE or retreat. and if it is already COMMAND ABILITY within 3" of an enemy it can only retreat or Step 1: When you pile in. e opposing army are enemy models. the unit Carnage engulfs the battle eld as the As the armies close in. BA LESHOCK PHASE MOVEMENT PHASE Pick one of your units. sorcerous abilities. another eligible unit to make a charge. warriors add the number of models from the unit that more than once in each movement phase. nor one that is within 3" You must choose which models ee from the further than the model’s Move characteristic. until all player that rolls highest gets to use their units that can charge have done so. If both enemy models. No unit can then it can be used in your opponent’s hero If the warscroll for a model says that the be selected to attack more than once in each phase as well as your own. of the enemy. to Any of your units within 12" of the enemy in unit must ee and is removed from play. You may not pick Even the bravest heart may quail when the e ground shakes to the tread of marching a unit that ran or retreated this turn. these can only be can’t shoot or charge later that turn. For each point by blade. No model can be moved Howling bloodcurdling war cries. and then you turn it is gets to use all of theirs rst. It still may steps: rst the unit piles in. turn. then used in your own hero phase. followed by their opponent. You can then pick another unit to move. shoot or charge later that turn (see below). the player whose scenery as if they were not there. is will allow the models in Inspiring Presence command ability. in your army to cast spells (see the rules for When you pick a unit to move in the wizards on the last page of these rules). e player whose turn it is tests rst. FLYING attacks. then it can’t gods. it can pass across models and combat phase. Each every 10 models that are in the unit when the moved vertically in order to climb or cross model in the unit can move this number in test is taken. You may not pick a unit that ran or models. An attack is split into two use abilities in a hero phase. Once you’ve armies have abilities like this. Roll a dice and add the result to the attack with. hammer and claw. 1 to the Bravery characteristic being used for Move characteristic on its warscroll. until you have moved as many of your CHARGE PHASE To make a battleshock test. their leaders use must end its move more than 3" away from warring armies tear each other apart. you can declare that it will e player whose turn it is picks a unit to run. battleshock tests until your next hero phase. army that have had models slain during the unit until you’ve moved all the models you until all units that can shoot have done so. you may move each In your hero phase. and SHOOTING PHASE the unit to get closer to the enemy in order to some may have more on their warscroll. the hero phase. abilities rst. you may not move within 3" of any charge has failed and no models in the charging used before the rst battle round. Any unit that has charged or has models within 3" of an enemy unit can attack with its In your hero phase you can use the wizards RUNNING melee weapons in the combat phase. A storm of death breaks over the battle as attack them. one unit a er another. re-rolling in the case of a tie. feet as armies vie for position. model in the unit up to 3" towards the closest one command ability. Models from your army unit can move in this phase. then the opposing player must In addition. not nish the move within 3" of an enemy make attacks with the models in the unit. RULES PRE-BA LE ABILITIES ENEMY MODELS e rst model you move must nish within Some warscrolls allow you to use an ability When you move a model in the movement ½" of an enemy model. However. Most weapons have a Damage listed in its description on its warscroll. you can roll the dice for attacks play. the spell is successfully cast. characteristic of 1. allocating wounds to that model until either it is successfully cast. If the result equals or beats seething source of power for those with the the Save characteristic of the models in the target wit to wield it. or to cleave through below. the attack is successful. to see if the target is visible). from the save roll. If the total is PICKING TARGETS Rend and Damage characteristics. attacks. make all of the hit rolls at the same time. A healed wound visible to them. ToWound. and nally all of the save rolls. Hit Roll: Roll a dice. and can also use damage on the target units. If not.and must be equal to or greater than the casting value of First. an attacking model models from the unit as they see t (the models attempt can be made to unbind a spell. Only one of determining visibility. If not. of the Range 18" of the caster. the spell. you must pick the target units for the directed at the same enemy unit. but some can in ict 2 or more CASTING SPELLS Missile weapons can be used in the shooting wounds. If a spell is cast. can see through other models in its unit. You can add 1 to all save rolls used to make attacks one at a time: no longer has any e ect. If them between potential target units as you wish. characteristic for the weapons it can use. A wizard can only attempt to cast a model can make is equal to the Attacks each spell once per turn. then 1 is subtracted e realms are saturated with magic. Once the number of wounds su ered by a model during the battle equals its Wounds MYSTIC SHIELD MAKING A ACKS characteristic. the model is slain. e weapon options a model has are of the weapon. In order to make several attacksat once. is modi er does not apply in the you should roll a dice. next hero phase. and that can see them. You can use a wizard to cast attacks. In order to attack an enemy unit. e number of spells a wizard can e number of attacks a model can make is each successful attack in icts a number of attempt to cast or unbind each turn is detailed determined by the weapons that it is armed wounds equal to the Damage characteristic on its warscroll. To cast a spell. Determine Damage: Once all of the them to unbind spells in your opponent’s hero attacks made by a unit have been carried out. allowing them to cause grievous injuries All wizards can use the spells described phase. and melee weapons can be used in to even the mightiest foe. and you Some models are noted as being a wizard on in the unit will make. When a unit attacks. roll two dice. e number of attacks more than one opponent with but a single blow! warscroll. e following attack sequence is allow wounds to be healed. or no more wounds remain to be allocated. both of the terrain. their warscroll. the opposing player can range of the attacking weapon (i. If the roll equals or beats the attacking weapon’s To Hit MORTAL WOUNDS THE MOST characteristic. pick an enemy unit within 18" If a model splits its attacks between two or more slain. then make all of the must determine damage on the target unit. in slain model to one side – it is removed from successfully cast. feature. you must keep on Arcane Bolt has a casting value of 5. Some warscrolls include abilities that unit within 18" of the caster and which is together. To unbind a spell. roll two dice. if you ARCANE BOLT If a model has more than one attack.e. If Attacks can be made one at a time. of the caster and which is visible to them. combat phase if the unit you are making saves gets to choose what happens. Wound Roll: Roll a dice. the player commanding the target If the roll beats the roll used to cast the spell. wound – just allocate the wounds to models Warhammer Age of Sigmar. on with the ghting! 128 . the attack make hit. stoop down A er all of the attacks made by a unit have been are applied. en you can get modifying the roll by the attacking weapon’s for made a charge move in the same turn. 4. a bloody wounds. RULES A ACKING Rend characteristic. For example. when you are not sure exactly how to resolve a 2. pick the caster. then all an enemy model from that unit must be in of the wound rolls. Do not IMPORTANT RULE must make a wound roll. and nally in ict any resulting spells in your hero phase. the wound is saved and the attack sequence target units for the attacks that the models ends. have a quick chat with your characteristic. For the purposes unit allocates any wounds that are in icted to then the spell’s e ects are negated. as well as any spells listed on their the combat phase. wound or save rolls for a mortal In a game as detailed and wide-ranging as fails and the attack sequence ends. do not have to be within range or visible to an attacking unit). If no single solution presents itself. and INFLICTING DAMAGE attempt to unbind the spell before its e ects visible to the attacker (if unsure. and listed for the weapon making the attack). you can add 1 to all save rolls for that the most sense to you both (or seems the most the attack fails and the attack sequence ends. 1. you can split allocate a wound to a model. if a weapon WIZARDS Blows hammer down upon the foe. When or beats the attacking weapon’s To Wound COVER this happens. unit before moving onto the next one. and get a look from behind the attacking model carried out. Save Roll: e opposing player rolls a dice. then it causes damage and the If all models in a unit are within or on a terrain opponent. there may be times from the target unit as described above. When in icting damage. and whoever rolls higher 3. or a friendly some cases. and apply the solution that makes opposing player must make a save roll. unit to represent the cover they receive from fun!). in icting has a -1 Rend characteristic. e enemy units. If not. then it scores a hit and you Some attacks in ict mortal wounds. or. Place the Mystic Shield has a casting value of 6. You can’t heal for the unit you pick until the start of your wounds on a model that has been slain. phase. all of the attacksmust have the same ToHit. If the roll equals situation that has come up during play. resolve all of the attacks against one unit you pick su ers D3 mortal wounds. choose any one of their wizards that is within maximum distance. If this is the case. you must rst pick the unit. within the then add up the total number of wounds caused. in inches. with. excellent starting forces for the brave it also represents an excellent way to learn the Warhammer and noble Stormcast Eternals and the murderous Khorne Age of Sigmar rules and plunge straight into the story of the Bloodbound. but Citadel Miniatures. if you hunger to launch your own crusade of conquest. painting and gaming experience whose appeal and excitement lasts a lifetime. Equally. Whether it be assembling and painting a mighty horde of fantastical warriors or immersing yourself in the magical worlds and stories of the realms.WHAT’S NEXT? Warhammer Age of Sigmar is a collecting. Contained within this his cruel Goretide warriors. you’ll be hurling your armies into bloody battle before you know it. As such. Warhammer Age of Sigmar o ers endless opportunities for enjoyment. not only does this starter exceptional set is an impressive range of beautifully detailed set get you o to a great start with your model collections. and epic story. is starter set is the starting point of a truly Age of Sigmar. INTO THE REALMS… ey say that every journey begins with a single step. pitting Vandus Hammerhand and his Hammers of in the case of Warhammer Age of Sigmar there is no better Sigmar against the daemon-worshipping Korghos Khul and rst step than the starter set itself. . it’s an excellent visual guide to the war across the collections of miniatures. this book expands hugely upon the back ght through many exciting new scenarios as your army grows. add new factions to your battles.Another excellent avenue into Warhammer Age of Sigmar is story of Warhammer Age of Sigmar. Furthermore. As if all this were not enough. Providing the perfect companion soaked history of the Age of Chaos and revealing the opening volume to the contents of the starter set. . helpful painting guides and showcases Dark Gods. it provides a wealth of models painted by the world-renowned ’Eavy Metal team of warscrolls and battleplans allowing you to expand your own – all in all. setting out the blood- the book of the same name. and realms. this book is replete moves of the God-King Sigmar’s great gambit to defeat the with beautiful artwork. so as your which you play the lead role. is is an excellent next step down the collecting road. Just as Warhammer Age of Sigmar collection of Citadel Miniatures grows and diversi es. so the helps you begin this journey. this book details a plethora of new units to add to your armies ongoing narrative. is is but the gaming experience.THE REALMGATE WARS tale. is is more than just a collecting and and new battleplans for them to ght through. as A major feature of Warhammer Age of Sigmar is its grand. so your copy of e Realmgate stories you can tell on the battle eld grow ever more grand and Wars: Quest for Ghal Maraz plunges you deeper into this epic exciting as well. . it is also an interactive saga of battle in rst in an ongoing series of narrative supplements. Soon enough though. With their ever-growing collect. you will probably nd that the many factions that wage war the battletome will furnish you with everything you need to across the realms draw your eye. us.BA LETOMES Many collectors begin their journey with the miniatures from that accompanies that race. organise. and most history and model range is fully explored in the battletome likely your miniatures collection along with it. which provides all berserkers of the Khorne Bloodbound. . with each battletome you read. the god-forged heroes of the excitement and satisfaction you need in your introduction the Stormcast Eternals. this the races of Warhammer Age of Sigmar will grow. or any of the other warlike races that populate the realms. your knowledge of o er near-endless diversity for collectors. to the battle elds of the Mortal Realms. the races of the realms race. the strange and otherworldly seraphon. and tell stories upon the battle eld with that miniatures ranges and inspiring stories. in each case. Whether it be the gore-drenched the Warhammer Age of Sigmar starter set. As a fantastic to live out the action of the Realmgate Wars and beyond. giving you yet another route into the the exploits of the heroes and villains of the realms in our Mortal Realms and providing unique insights into the action accompanying novels. companion to the narrative presented in the Warhammer blow by visceral blow. ese books can be both an invaluable that aren’t available anywhere else. .THE STORY CONTINUES With such vast and thrilling worlds to explore. Such exciting tales as War Storm and Age of Sigmar collecting and gaming supplements – and your Ghal Maraz tie directly into the Warhammer Age of Sigmar own tabletop tales of war and glory – you can also read about narrative as it develops. and a great way scope for more stories and greater adventures. there’s always source of inspiration for your collection.


Comments

Copyright © 2024 UPDOCS Inc.