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. -Except they didn't! The big Waagh! faction needs to have all of the units be Orruks
Rulebooks
Allegiance Abilities
Ironjawz
Allegiance 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 range of the general get +1 to their attacks, if the roll is 12 or more then add +2 to their attacks 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 an enemy unit within 1" and on a 2+ that unit takes D3 MW's.
- Live to fight: Re-roll wound rolls for attacks made by your general and their mount if you made a charge move.
- Brutish Cunning: Once per battle round, your general can use the mighty destroyers command ability without spending a command point.
- Ironclad: Add 1 to the save rolls for this general.
- Bestial Charisma: Once per battle round 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': Get D3 extra command points at start of the hero phase.
- Master of the Weird: +1 to casts and unbinds for this general.
- Burstin' with Power: The general knows 1 extra spell from the lore of the weird, in addition they can cast 1 extra spell.
Artefacts Of Power
Once again, choices for Megaboss or a Weirdnob Shaman heroes.
Megaboss Artefacts:
- Armour of Gork: If you roll an unmodified 6 for your save, bounce 1 mortal wound back to attacking unit.
- Destroyer: Pick a melee weapon, once per battle at the start of combat phase, add +3 to the damage of that weapon.
- Daubing of Mork: Ignore wounds or mortal wounds on a 6.
- Ironclad: Add 1 to the save rolls for this general.
- The Golden Toof: Don't take battleshock tests for units wholly within 12" of the bearer.
- The Boss Skewer: Add 1 to bravery for friendly units wholly within 18" of the bearer, subtract 1 from enemy units within 12".
Weirdnob Shaman Artefacts:
- Great Green Visions: Roll a dice at the start of your hero phase, on a 4+ get 1 CP .
- Amberbone Hoard: +1 save for the wearer, in addition add 1 to attacks with your melee weapons.
- Shamanic Skullcape: Add 1 to casting rolls, if you kill an enemy Wizard with your melee weapon, pick 1 spell from the dead guy and you can cast it for the rest of the game.
Mount Traits
Heroes mounted on Maw-Krusha's can pick a mount trait, for each warscroll battalion you have you can pick another mount trait for another Maw-Krusha. No duplicate mount traits and no more then 1 mount trait per mount.
- Big 'Un: +1 to the wound characteristic.
- Fast 'Un: +2" movement
- Mean 'Un': +1 to the damage of Mighty Fists and Tail attacks
- Heavy 'Un: +1 dice roll for the Destructive Bulk ability
- Loud 'Un: Once per battle at the start of the combat phase, -1 to hit on enemy models within 3"
- Weird 'Un: Ignore wounds from spells or endless spells on a 4+.
Warchanter Beats
Every warchanter in your army knows a warbeat, pick one from the table below, you can only use the ability once per turn.
- Get 'Em Beat: At the start of charge phase, roll a dice, on a 4+ pick a friendly unit wholly within 12", that unit can charge with 3D6 dice and can attempt a charge from 18".
- Fixin' Beat:In the hero phase, pick a friendly model within 12" and on a 4+ you heal it for D3 wounds.
- Killa Beat: At the start of the combat phase, pick 1 enemy unit within 12", on a 4+ you get +1 to hit when attacking that target.
Spell Lore
- Brain Burst: On a 5+, pick 1 enemy unit within 16" and visible and roll 2D6, if you roll over the bravery of that enemy unit it suffers D6 MW's, if not then just D3 MW's
- Mighty 'Eadbutt: On a 5+, pick 1 enemy hero within 16" and visible, it suffers D3 MW's if it's a hero, if it's a Wizard then it suffers D6 MW's instead.
- Blazin' Eyes: On a 6+, pick a point within 4D6" and visible and draw a line, roll a dice for each enemy model it passes over and on a 4+ it suffers 1 MW.
- Da Great Big Green Hand of Gork: On a 7+, pick a friendly unit wholly within 24" and more then 3" from enemy units, pick it up and set it up more then 9" away from enemy models, it can't move in the movement phase.
- Bash 'Em Lads:On a 8+, add 1 to wound rolls for friendly units wholly within 16" of the caster.
- Wrath of Gork: On a 8+, pick 1 enemy model within 16" and visible, roll 2 dice for each friendly ironjawz unit with 2+ models wholly within 16", for each 2+ you roll inflict 1 MW to the chosen enemy unit.
Bonesplitterz
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 | ||
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Death | ||
Destruction | ||
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