Age of Sigmar/Tactics/Destruction/Orruk Warclans
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Grand Alliance Destruction
Orruk Warclans |
The Ironjawz and Bonesplitterz are getting together for a big Waaaaaagh soup party.
Why Play Orruk Warclans
Combines the old Bonesplitterz and Ironjawz factions together under one battletome.
Pros
- Play as Ironjawz or Bonesplitterz or mix the two as the Great Waaagh!
Cons
- DATZ, A LOT OF GREEN PAINTS YA, GOT DERE BOSS (though made a lot easier with Ork Flesh and other green contrast paints)
- No Greenskinz though. They get the boot. You either go full armor or go full naked and nothing in-between.
Rulebooks
Allegiance Abilities
Ironjawz
Battle Traits
- Eager for Battle
- Add 1 to the charge rolls for friendly Ironjawz units.
- Mad as Hell
- At the end of any phase, if any wounds or mortal wounds have been inflicted in that phase on an Ironjawz unit that is more than 9" from any enemy units, that Ironjawz unit can move D6".
- Smashing and Bashing
- If an Ironjawz unit completely destroys an enemy unit in the combat phase then choose another Ironjawz unit that has not fought yet in this combat phase can pile in and attack instead of waiting till later in the phase.
- Mighty Destroyers
- For 1 command point, pick a friendly Ironjawz unit wholly within 12" of your hero, or 18" if the unit is your general. If there are no enemy models within 12" then you can move. If they are within 12" then you can make a charge. IF they are within 3" then you can immediately swing in melee.
- Ironjawz Waaaagh!
- You can use this command ability once per battle at the start of your combat phase if your army has a Megaboss general Count up all the units that are wholly within 18" of your general and roll a die. On an 11 or lower all friendly Ironjawz units wholly within 18" of the general get +1 to their attack characteristics, if the roll is 12 or more then add +2 to the attack characteristics instead.
Command Traits
More choices depending on who your general is with a choice between a Megaboss or a Weirdnob Shaman.
Megaboss Command Traits:
- Hulking Muscle Bound: After your general made charge move, pick 1 enemy unit within 1" and roll a dice, on a 2+ that unit suffers D3 mortal wounds.
- Live to fight: Re-roll wound rolls for attacks made by your general and their mount if you made a charge move in the previous phase.
- Brutish Cunning: Once per battle, your general can use the mighty destroyers command ability without spending a command point.
- Ironclad: Add 1 to the save rolls for attacks made by enemies that target this general.
- Bestial Charisma: Once per battle your general can use the Inspiring Presence without spending a command point.......
- Mighty Waagh!: Your Ironjawz Waagh! ability increases range from 18" to 24"
Weirdnob Shaman Command Traits:
- Dead Kunnin': At the start of the battle round get D3 extra Command Points
- Master of the Weird: add 1 to the casting and unbinding for this general
- Burstin' with Power: This general knows 1 extra spell from the lore of the weird, in addition you can cast 1 extra spell in the hero phase
Artefacts Of Power
Spell Lore
Bonesplittez
Tireless Trackers: After armies are set up, but before the first battle round begins, half the Bonesplitterz units in a Bonesplitterz army (rounding up) can move up to 5". If both players can move units before the first battle round begins, they must roll off, and the winner chooses who moves their units first.
Warpaint: Roll a dice each time you allocate a wound or mortal wound to a model with this battletrait. On a 6, that wound or mortal wound is negated.
Monster Hunters: If a friendly Bonesplitterz unit is within 3" of an enemy Monster when it is chosen to fight, before it piles in, you can pick one of the following abilities to apply to it until the end of that phase:
- Wild Abandon: That unit can move an extra 3" when it piles in.
- Stab! Stab! Stab!: Add 1 to hit rolls for attacks made by that unit that target a Monster.
- Berserk Strength: If the unmodified wound roll for an attack made by that unit that targets a Monster is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.
Spirit of the Beast: Do not take battleshock tests for a Bonesplitterz unit if any enemy Monsters were slain by wounds inflicted by that unit in the same turn.
Command Traits
Artefacts Of Power
Spell Lore
Da Great WAAAAAAAAAGH
Waagh ability table
- 4 Points - Zog 'Em - Passive ability - At any phase in which you took damage, that orruk unit can move D6" (if outside of 9" enemy units)
- 6 Points - Zap 'Em - Active ability - You can use the Waagh Magic battle trait - Any time you cast you can use the Waagh energy, lose D3 points to get +1 casting or lose D6 points for +2
- 8 Points - Get 'Em - Passive Ability - Add 1 to charge rolls for any orruk units.
- 12 Points - Laught at 'Em - Passive Ability - roll a dice when you take damage, on a 6 it's ignored.
- 16 Points - Smash 'Em - Passive Ability - Add 1 to hit rolls for melee attacks made by orruk units.
- 20 Points - Bash 'Em - Passive Ability - Add 1 to wound rolls for melee attacks made by orruk units.
- 24 Points - Waagh! - Active ability - General can use Da Big Waagh ability at start of combat phase - Add 1 to the attack characteristics to all Orruk units in the waagh army. - After the combat phase roll a dice, on 1 you lose all your waagh points, on a 2-5 you halve your waagh points, on a 6 you keep everything
Waagh Points table
- D6 points if you general is alive at the start of your hero phase, 6 if your general is Gordrakk.
- 2 points for each warchanter at the start of your hero phase.
- 1 point for each wurgrogg prophet or wardokk at the start of your hero phase.
- 1 point in your charge phase for each orruk unit with 10 or more models that made a charge move.
- 1 point in the combat phase for each orruk hero within 3" of an enemy unit.
- 1 point in the combat phase for each orruk unit with 10 or more models within 3" of an enemy unit.
Command Traits
Artefacts Of Power
Spell Lore
Warscrolls
IRONJAWZ
Leaders
Battleline
Others
BONESPLITTERZ
Leaders
Battleline
- Savage Boarboys:
- Savage Orruk Arrowboys:
- Savage Orruks:
- Savage Big Stabbas:
- Savage Orruk Morboys:
- Savage Boarboy Maniaks:
Battalions
Tactics
Allied Armies
Mercenary Companies
- Blacksmoke Battery:
- Greyfyrd:
- Grugg Brothers:
- Gutstuffers:
- Nimyard’s Rough-Riders:
- Order of the Blood-Drenched Rose:
- Rampagers:
- Skroug’s Menagerie:
- Sons of the Lichemaster:
- Tenebrous Court:
Age of Sigmar Tactics Articles | ||
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General Tactics | ||
Order | ||
Chaos | ||
Death | ||
Destruction | ||
Others |