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Warclans breakdown


Dez

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I transcribed everything as best as I could from the GMG review. It took forever :)

 

Warclans

 

Armies of the WAAAGH!

 

Ironjawz Allegiance Abilities 

 

If your army is Ironjawz you can give them the Ironsunz, Choppaz or Bloodtoofs

 

All IJ get this keyword

 

Eager for a fight+1 to charge for IJ units

 

Mad as Hell, in any phase if any W or MW are put on an IJ unit from over 9” away the IJ unit gets a d6 move *interesting in that you can move in any direction

 

Smashin’ and Bashin’: In the combat phase after a friendly IJ unit has fought, if attacks resulted in an enemy unit being destroyed pick 1 friendly IJ unit that has not fought in that combat phase that is within 3” of an enemy to fight. They cannot fight later in that combat phase.

 

Command Ability

 

Mighty Destroyers: Pick a friendly IJ unit wholly within 12” of a hero or wholly within 18” of your general. They get a normal move if more than 12" from an enemy, must charge if within 12” of an enemy, fight if within 3” of an enemy. You cannot pick the same unit more than once per hero phase.

 

Ironjawz WAAAGH: You can use this command ability once per battle. You can use this ability in your combat phase, if you have an IJ army and your general is a Megaboss and on the battlefield. Roll a die and add the number of units within 18” of the general. If you get up to an 11, ad +1 to the attack characteristics of melee weapons used by friendly IJ units wholly within 18” of the general. If you roll 12 or more, add +2 to melee attack characteristics of friendly IJ units.  

 

Ironjawz Command Traits

 

Ironclad Comand Traits (Megaboss Only)

 

Hulking Muscle Bound Brute: After this General has made a charge move, you can pick one enemy unit within 1” of the general and roll a die. On a 2+ do d3 MW

 

Live to Fight: Reroll wounds for the general and mount in the same turn they made a charge

 

Brutish Cunning: Once per battle round, this general can use the Mighty Destroyers ability without using a CP. 

 

Ironclad: +1 to save rolls

 

Bestial Charisma: Once per battle round this general can use Inspiring Presence without using a CP

 

Mighty WAAAGH: When this general uses the IJ WAAAGH ability, count the number of eligible units within 24” instead of 18”

 

Champions of the Weird (Weirdnob Shaman Only)

 

Dead Cunning: At the start of the first battle round get d3 additional cp

 

Master of the Weird: +1 to casting, unbinding and dispelling for the general

 

Bursting with Power: This general knows 1 extra spell from Lore of the Weird. In addition +1 spell in the hero phase

 

Ironjawz Artifacts of Power

 

Da Boss’s Hoard (Megaboss only)

 

Armour of Gork: If an unmodified save roll for an attack that targets the bearer is a 6, the attacking unit suffers a MW after all attacks have been resolved

 

Destroyer: Pick one of the bearers melee weapons. Once per battle at the beginning of the combat phase add +3 damage to the weapon

 

Daubings of Mork: Roll a die each time a W or MW targets the bearer. On a 6 that W or MW is negated

 

Da Golden Toof: Do not take BS tests for IJ units while they are wholly within 12” of the bearer

 

Metalrippa’s Claw: Pick one of the bearers Melee Weapons, apply -3 to the rend before any other modifiers are applied

 

The Boss Skewer: Add +1 to Bravery of friendly IJ units while they are wholly within 18” of the bearer. Subtract -1 from enemy units within 12”. 

 

Weird Trinkets (Weirdnob Shaman Only)

 

Great Green Visions: At the start of the hero phase on a 4+ receive a CP

 

 Amber Hoard: Add 1 to the attacks characteristic of the bearer and add +1 to save rolls that target the bearer

 

Shamanic Skullcape: +1 to casting rolls, if an enemy is killed by attacks by the bearer you can pick one spell known by the slain wizard and the bearer knows it the rest of the battle

 

Ironjawz Mount Traits

 

Big ‘Un: +1 W

 

Fast ‘Un: +2 move

 

Mean ‘Un: +1 damage Mighty Fists and Tail

 

Heavy ‘Un: +1 to Destructive Bulk rolls

 

Loud ‘Un: Once per battle, at the start of the combat phase, this beast can let out a mighty roar. If it does so, -1 to hit rolls of enemy models within 3”

 

Weird ‘Un: Each time this unit is targeted by a spell or endless spell, ignore the effects on a 4+

 

Warchanter Warbeats

 

 Get Em Beat: At the start of your charge phase, 1 model that knows this Warbeat can use it. On a 4+ pick a friendly IJ unit wholly within 12” of the Warchanter. That unit can pick a unit within 18” instead of 12” and roll 3d6 to charge

 

Fixin Beat: In your hero phase, 1 model that knows this Warbeat can use it. Pick a friendly model within 12” on a 4+ it heals d3 wounds

 

Killa Beat: At the start of the Combat Phase, 1 model that knows this Warbeat can use it. Pick 1 enemy unit within 12” of the Warchanter on a 4+ add +1 to hit by melee weapons that target that unit in this phase. 

 

Ironjawz Spell Lores: The Lore of the Weird

 

Brain Bursta: CV5 Pick an enemy unit within 16” and visible. Roll 2d6 if the roll is greater than their bravery they take d6 MW if not d3 MW

 

Mighty Eadbutt: CV5 Pick an enemy Hero unit within 16” and visible. The hero suffers d3 MW, if a Wizard d6 MW

 

Da Blazin’ Eyes: CV6 Pick a point on the battlefield within 4d6” of the caster and visible to them. Draw a 1mm line between that point and the casters base. Roll a dice for each enemy model passed through on a 4+ take a MW. 

 

Da Great Big Green Hand of Gork: CV7 Pick a friendly IJ unit wholly within 24” and visible, and more than 3” from an enemy. Remove them from the battlefield and set them up anywhere 9” away from an enemy. This unit cannot move in the movement phase.

 

Bash’m Lads: CV8 if cast add +1 to W rolls made by friendly IJ units wholly within 16” of the caster. 

 

Wrath of Gork: CV8 Pick an enemy unit within 16” of the caster and visible. Roll 2d6 for each friendly IJ model with 2 models within 16” of the caster. On a 2+, inflict a MW on the enemy unit. 

 

Ironjawz Clanz

 

Ironsunz

 

Abilities: 

 

1 model that knows this Warbeat can use it.: Subtract 1 from hit rolls made by enemy units that target Ironsunz in the first battle round

 

Command Ability: 

 

Alright, Get’m: Can be used at the start of the enemy charge phase. Pick a friendly Ironsunz unit within 12” of an enemy unit, Wholly within 18” of a friendly Ironsunz hero and more than 3” from any enemy models. They can attempt to charge first.

 

Command Trait

 

The Right Fist of Dakkabad: +1CP at the start of the first battle round

 

Artefact of Power

 

Sunblessed Armor: Worsen rend of attacks targeting the bearer by -1 (to the max of -)

 

Bloodtoofs

 

Abilities

 

Hunt and Crush: +1 to run and charge for Bloodtoof units

 

Command Ability

 

Break through the line: Use this ability at the end of your combat phase. Pick a friendly Bloodtoof unit that fought in that combat phase and is wholly within 24” of a friendly Bloodtoof hero. That unit can make a normal move but cannot run or retreat. 

 

Command Trait

 

Get to the Realmgate: If there are any Baleful Realmgate terrain features on the Battlefield and the general uses the Ironjawz WAAAGH ability at +2 to the dice roll .

 

Artefact

 

Quickdeath Amulet (MB only): Once per battle, the bearer can cast the Great Big Green Hand of Gork spell. Automatically cast, cannot be unbound. 

 

 

Da Choppas

 

Abilities

 

Vandal Horde: Reroll charges for Choppas within 12” of a terrain feature that is fully or partially in enemy territory. 

 

Command Ability

 

Rabble Rouser: you can use this ability when you use a friendly Warchanters Violent Fury. Pick 3 different Choppa Brute units and/or Ardboyz units to be affected instead of 1. 

 

Command Trait

 

Checked Out: Add 2 to bravery of friendly Choppas units wholly within 18” of the general.

 

Artefact

 

Megaskull Staff (Weirdnob only): The bearer is treated as having the Megaboss keyword for the Ironjawz WAAAGH abilities. 

 

 

Bonesplitterz

 

Battle Traits: Unstoppable Savagery

 

Tireless Trackers: After both armies are set up, before the first battle round, half your units rounded up can move 5”. If both players can make a move before first round they roll off and the winner determines who moves first.

 

Warpaint: Roll a die each time a W or MW is allocated to a model, on a 6 it’s negated.

 

Monster Hunters: If a friendly Bonesplitterz unit is within 3” of a monster when it’s chosen to fight it before it piles in it can choose one of the following abilities to apply until the end of the phase: 

Wild Abandon: The unit can move an extra 3” when it piles in

Stab! Stab! Stab!: Add +1 to hit for attacks that target that monster

Berserk Strength: If the unmodified wound roll is a 6 add 1 MW in addition to normal damage

 

Spirit of the Beast: Do not take BS tests for any Bonesplitterz unit if any wounds inflicted by it that turn slayed a monster. 

 

Command Ability:

 

Boneslpitterz WAAAGH: You can use this Command Ability once per battle. At the start of the combat phase if your army is a Bonesplitterz army and your general is on the battlefield. Roll a die and add the number of friendly Bonesplitterz units wholly within 18”. If it’s 11+ add 1 to attacks if it’s 12+ add 2 to attacks. 

 

Extra Hits: Several abilities allow Bonesplitterz to score 2 hits instead of 1 on an unmodified roll of a 6. If 2 or more abilities  would work for this add 1 extra hit for each ability (in other words, they stack)

 

 Command Traits: Heralds of the Great Green God

 

(Wurrgog Prophet or Savage Big Boss only)

 

Killa Instinct: If the unmodified wound roll is a 6, it does a MW in addition to any other damage

 

WAAAGH Monger: CP on a 4+ in Hero Phase

 

Great Hunter: Tireless Trackers move is 8” instead of 5”

 

Power of the Beast: add 2 to their W

 

Voice of the Gods: Add 2 to B of friendly BS units within 18” of the general

 

Monster Killa: Can fight a second time in the Combat phase if within 3” of an enemy monster

 

Shamanistic Quirks (Wizards Only)

 

Dead Cunning’: At the start of the first battle round d3 CP

 

Master of the Weird: +1 to cast, dispel and unbind

 

Fueled by the Spirits: This general knows one extra spell from Lore of the Savage Beasts and can cast 1 extra spell in the hero phase. 

 

Artefacts

 

Boss Bones and other Gubbinz (Hero only)

 

Dokk Juice: Once per battle in the hero phase heal d6 wounds

 

Savage Trophy: Add +1 to B of friendly Bonesplitterz units wholly within 18” of the general

 

Lucky Bones: Once per phase reroll one 1 Hit or Wound roll by the bearer or 1 Save that targets the bearer

 

Glowing Tattoos: Warpaint is a 4+ instead of 6

 

Greatdrake Toof: Pick one of the bearers melee weapons, if the unmodified W roll is a 6 double the damage

 

Weepwood Big Shiv: Pick one of the bearers melee weapons, add 1 to its attack characteristic. 

 

Reservoirs of Waaagh energy (Wizards Only)

 

Big Wurrgog Mask: In your hero phase, select one enemy unit within 12” of the bearer that is visible to them and roll up to 3 dice. Each roll of a 2+ inflicts d3 MW each roll of 1 inflicts d3 W on the bearer.

 

Mork’s Bony Bitz: +1 to Cast, if there are 2 or more enemy Monsters within 24” add +2 to casting.

 

Mystic Waaagh Paint: At the start of your hero phase, roll on the Lore of the Savage Beasts table. The bearer can attempt to cast that spell in addition to any other spells it can normally cast. If the bearer already knows this spell they can attempt to cast it one extra time. 

 

Lore of the Savage Beast

 

Squiggly Curse: CV6 Pick one enemy hero within 3” that hero suffer d3 MW. If that hero is slain add +1 Casting for the rest of the battle and if the casting roll was a double the hero takes d6 instead of d3. 

 

Breath of Gorkamorka: CV6 Pick a friendly BS unit wholly within 24” and visible. Double that units M characteristic. In addition that unit can Fly until your next hero phase. If the casting roll was a double, TRIPLE it’s M characteristic instead. 

 

Brutal Beast Spirits: CV6 Pick a friendly Bonesplitterz wholly within 24” and is visible. Add 1 to Charge and Run rolls and 1 to Hit rolls for that unit.  If the casting roll was a double, pick 2 units instead of 1. 

 

Bone Krusha: CV6 pick 1 enemy unit within 24 and visible. If within 6”, d6 MW, 6”-12” d3 MW, 12” or more 1 MW. 

 

Running Beast Spirits: CV6 Pick a friendly BS unit wholly within 24” and visible. Until your next hero phase add 1 to save units made by that unit. 

 

Gorkamorka’s Warcry: CV7 pick 1 enemy unit within 18” and visible. Unit takes d3 MW and that unit fights at the end of the combat phase.

 

Bonegrinz: 

 

Abilities

 

Bring it On!: Any enemy units within 12” of friendly Bonegrinz units at the start of the charge phase must attempt to charge and must make a charge if possible. Enemies within 3” of a Bonegrinz unit cannot retreat. 

 

Command Ability

 

Feel the Spirit: You can use this ability at the start of the combat phase. Pick a friendly Bonegrinz unit within 18” of a Bonegrinz Savage Big Boss. Until the end of that phase unmodified hit rolls of 6 inflict 2 hits instead of 1. 

 

Command Trait: 

 

A Right Monster: -1 B of enemy units within 12” of the general

 

Artefact (Savage Big Bosss)

 

Mawkrusha Beast Totem: One per battle in the shooting phase this unit can shoot as if using the Innards Bursting Bellow of the Mawkrusha

 

Icebonez

 

Abilities

 

Freezing Strikes: If the unmodified wound roll by Icebonez unit is 6 increase rend by 1

 

Command Ability

 

Freeze and Run: Use this ability at the end of the combat phase. Pick a friendly Icebonez Boarboyz unit within 3” of an enemy hero or enemy unit and within 18” of a friendly Icebonez hero. That Icebonez Boarboyz unit can retreat . In addition, -2 to charge rolls for the enemy units that were within 3” the Icebonez retreated from. 

 

Command Trait (Weirdnob Only): 

 

Pure-bred Warboar: Add 2 to M and 1 to H and W rolls by this Warboar

 

Artefact

 

Katinakt Pelt: +1 to B of friendly Icebonez units wholly within 18” of the bearer

 

Drakkfoot

 

Abilities

 

Strength of Purpose: Ignore Ethereal and any abilities that ignore wounds have no effect on Drakkfoot attacks. 

 

Command Ability

 

Shout Down da Magic (?): You can use this CA after an enemy wizard casts a spell. Pick a unit with 10+ models wholly within 18” of a Drakkfoot Prophet or Wardok. That unit can attempt to unbind that spell adding 1 to unbind if there are 20+ models. 

 

Command Trait (Drakkfoot Wizard)

 

Fireballl: Spell instead of a command trait. CV5 pick a visible unit within 18”. If it’s 1 model it takes 1 MW, 2-9 D3 MW and 10+ d6 MW. 

 

Artefact

 

Burnin’ Tattoos: Successful Warpaint saves cause a MWon enemy units within 1”

 

 

Da Big WAAAGH

 

Battle Traits

 

The Big Waaagh: 

You receive WAAAGH points in the following ways: D6 at the start of your hero phase if your general is still alive and on the Battlefield. If it’s Gordrakk, it’s automatically 6. 2 points per Warchanter each hero phase, 1 per Wardok or Wurrgog Prophet. In the charge phase for each unit that made a successful charge move. 1 point in each Combat Phase for each Orruk hero within 3” of an enemy unit, 1 point for each unit of Orruks with 10 or more models within 3” of an enemy unit. 

 

30 is the cap. 

 

The number of Waaagh points you have determines which abilities the army receives an are cumulative: 

 

4 Points- Zog’m: In any phase, any wounds inflicted on friendly Orruk units from over 9” away let them move d6”

 

6 Points- Zap’m: You can use the WAAAGH magic battle trait (If you have a Big Waagh army with 6 or more points, before casting you can pay d3 points to add 1 to casting or d6 to add 2). This cannot be used more than once by the same wizard in the same phase)

 

8 Points- Get’m: +1 to charge

 

12- Laugh at’m:  Roll a d6 each time you take a W or MW on a friendly Orruk model. On a 6 it’s negated

 

16- Smash’m: +1 to hit for Friendly Orruk units with melee units

 

20- Bash’m: add +1 to W rolls for melee weapons

 

24- WAAAGH!: General can use Da Big Waaagh ability. Use this command ability at the beginning of the combat phase if you have a Big Waaagh army with at least 24 Points. Add 1 to attack characteristics used by friendly Orruk units until the end of the phase. You cannot use this ability more than once per phase. In any phase which you use this ability, roll a d6. On a 1 lose all Waaagh points, 2-5 halve your Points, on a 6 keep all Points

 

Command Abilities

 

‘Ere we go, ‘Ere we go. ‘Ere we go: At the beginning of the hero phase choose a friendly Orruk hero. Receive 1 Point for every 10 models within 12’ of that hero or 18” if it is your general or a Warchanter. Can’t use more than once per phase.

 

Command Traits

 

Ironjawz and Bonesplitters use their respective Command Trait charts.

 

Atefacts 

 

Ironjawz and Bonesplitters use their respective Artefact charts.

 

Mount Traits

 

Ironjawz and Bonesplitters use their respective Mount Trait charts.

 

Spell lore: 

 

Ironjawz and Bonesplitters use their respective Spell charts.

 

 Warscroll Battalions

 

Brawl

Megaboss

Warchanter

Weirdnob

3-5 in any combo: Weirdfist, Ironfist, Brutefist, Gorefist, Ardfist, 

Da Boss Waaagh: Once per battle if your heroes from the battalion are on the battlefield a hero from this battalion can use the Ironfist Waaagh ability. This does not stop the General from using it as well but you cannot use the same command ability in the same combat phase.

 

Ardfist: 

Warchanter

3-5 units of Ardboyz

Drawn to the Waaagh: The Warchanter can use this CA if on the battlefield and a unit from this battalion is destroyed. On a 4+ a unit of 10 Ardboyz is added to the battalion. Setup this unit within 6” of the Battlefield edge and more than 9” from enemy units. 

 

Brutefist

3-5 Brute Units

Pick 1 Boss Brute to be the Battalion Big Boss, he gets 5 Wounds instead of 3. 

Greenskin Battering Ram: After making a charge move, pick an enemy unit within 1” of each model and roll a die.  On a 4+ it deals a MW

 

Gorefist:

3-5 Goregruntaz

Pick 1 Boss Goregrunta to be the Battalion Big Boss, he gets 7 Wounds instead of 5. 

Da Boss’ Big Idea: Units from this Battalion can make a normal move (cannot run) if they are within 18” of the Big Boss

 

Ironist

3-5 units of Ardboyz, Brutes or Goregruntaz in any combo

Pick 1 Boss Brute or Goregrunta Boss to be the Battalion Big Boss, add +2 to their Wounds

Up and At’m: Once in each of your hero phases your Big Boss can use Mighty Destroyers as if they were a Megaboss without using a CP.

 

Weirdfist:

Weirdnob

3-5 Brute or Ardboy units in any combo

Weird Energies: If the Weirdnob Shaman is wholly within 18” of 2 or more units from this battalion and has 10 or more models it can use the Brutal Power ability to cast Green Puke twice in addition to any other spells it can cast

 

Big Rukk

Wurrgog Prophet

3-5 Brutal Rukk, Kop Rukk, Kunning Rukk, Snaga Ruck or Teef Rukk

Big Rukk Warpaint: Reroll Warpaint saves

 

Brutal Rukk: 

Savage Big Boss

2-5 Savage Orruks or Savage Orruk Boarboyz

Savage Swiftness: Units from this battalion wholly within 12” of the Big Boss can run and charge

 

Kop Rukk: 

2-5 Wardokks

2-5 Savage Orruk Morboys

Savage (somfin summon): At the start of your hero phase, you can pick a Wardok fully within 18” of 2 or more units that have 10 or more models. Wardok can cast Fist of gork for free in addition to any other spells they can cast.

 

Kunnin’ Rukk:

Savage Big Boss

2-5 Savage Orruks or Savage Orruk Arrow Boys

Dead Sneaky: In the hero phase, pick a unit wholly within 12” of the Boss.  That unit can move or shoot. Units cannot have more than 20 models.

 

Snaga Ruck:

Maniak Weirdnob

(???): 2-5 Savage Orruk Boarboy Maniac Units

Reroll charge rolls while wholly within 12” of the Weirdnob from this battalion. 

 

Teef Rukk: 

Savage Big Boss

2-5 Big Stabba Units

(???): Add 1 to the attacks characterstic of units in this battalion while within 12” of the Savage Big Boss of this battalion

 

Savage Orruks 10-30 120/300 Battleline

Maniak Weirdboy 120

Megaboss 150

Warchanter 110

Weirdnob Shaman 110

Savage Big Boss 100

Wardokk 80

Wurrgog Prophet 160

Gordrak 540

Megaboss on Mawkrusha 460 

Ironskullz Boyz 80

Ardboyz 90 (Battleline in Ironjawz or Big Waaagh if 10 or more models)

Brutes 140 (Battleline in Ironjawz or Big Waaagh)

Goregruntaz 160 (Battleline in Ironjawz or Big Waaagh)

Savage Big Stabbaz 2 for 100 

Savage Boarboy Maniaks 5 for 140 (Bonesplitterz Battleline)

Savage Boarboyz 5 for 130 (Bonesplitterz or Big Waaagh Battleline)

Savage Orruk Arrowboys 10 for 120 (Bonesplitterz or Big Waaagh Battleline)

Savage Orruk Morboys 10 fro 120 (Bonesplitterz Battleline)

 

Ardfist 120

Big Rukk 80

Brawl 140

Brutal Rukk 140

Brutefist 120

Gorefist 130

Ironfist 160

Kop Rukk 140

Kunnin Rukk 140

Snaga Rukk 120

Teef Rukk 140

Weirdfist 140

 

Big Waaagh can ally Gloomspite Gitz

Bonesplitters can ally Ironjawz or Gloomspite Gitz

Ironjawz can ally Bonesplitterz or Gloomspite Gitz

 

 

 

 

 

 

 

Edited by Dez
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