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Published by Emeric Caramanna, 2020-05-29 09:28:44

Orruk Warclans

Orruk Warclans

The roar of the orruk race at war is loud
enough to shake the Mortal Realms
to their foundations. These hulking,

green-skinned warriors live to fight. To
them, war is the entire reason for their
existence. They will punch, smash, gouge,
slash and headbutt everything that stands

before them until only the mightiest
warriors are left standing, and they love

every moment of it.

With every act of violence they commit,
the orruks worship the great god

Gorkamorka, the two-headed god of
Destruction. It was he who slaughtered

the mightiest monsters of the realms
in the Age of Myth, and it is he who
invigorates the orruk hordes with strength
and manic energy through the raw primal
power of the Waaagh! When the orruks
gather in great number, when they raise
their voices together in a ground-shaking
bellow of battle lust, the pulsing green
magic of Gorkamorka turns them from
an argumentative rabble into a crashing
tide of muscle and armour that sweeps all

before it.

Stomping forward at the head of the
greenskin hordes come the Ironjawz,

hulking armoured orruks that are
brutality made flesh. Howling and
bellowing alongside them come the
Bonesplitterz, frenzied orruks who have
warlike energy thrumming through their
addled brains. Stamping and shouting
as their shamans bring the wrath of the
greenskin god upon the foe, the orruks
are constantly on the warpath. They know
nothing of fear and never tire in their

endless quest for carnage.

In the face of such reckless aggression,
no civilisation can stand for long. It is all
but certain that one day the realms will

belong to the orruks.

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CONTENTS

CONTENTS

THE ORRUK RACE............4 Warchanter Warbeats .................58 Kunnin’ Rukk...............................90
Ironjawz Spell Lores ....................59 Snaga Rukk ...................................91
IRONJAWZ .................................8 Ironsunz ........................................60 Teef Rukk ......................................91
Bestial Realms ..............................10 Bloodtoofs .....................................61 Gordrakk, The Fist of Gork........92
The Making of a Warclan ...........12 Da Choppas...................................62 Megaboss on Maw-krusha .........93
Warclans of Infamy .....................14 Battleplan: Orruk Megaboss ..........................94
Tornado of Destruction ..............64 Orruk Warchanter.......................95
BONESPLITTERZ....................16 Orruk Weirdnob Shaman ..........95
Spirit of a Savage God .................18 BONESPLITTERZ Orruk Brutes.................................96
Horns of the Beast .......................20 ALLEGIANCE ABILITIES ......66 Orruk Gore-Gruntas...................96
Bonesplitterz of the Realms .......22 Orruk Ardboys.............................97
Bonesplitterz Battle Traits..........66 Ironskull’s Boyz............................97
LEGACY OF DESTRUCTION . .24 Bonesplitterz Command Traits ..67 Wurrgog Prophet.........................98
Gordrakk, The Fist of Gork........26 Bonesplitterz Savage Big Boss ............................98
Brutal and Cunning ....................28 Artefacts of Power .......................68 Maniak Weirdnob .......................99
Ironclad Hordes ...........................30 Bonesplitterz Spell Lores ............69 Wardokk........................................99
Power of the Waaagh! .................32 Bonegrinz......................................70 Savage Orruks ............................100
Great Green Clans .......................34 Icebone...........................................71 Savage Boarboys.........................100
Drakkfoot......................................72 Savage Big Stabbas .....................101
FISTS OF IRON.................38 Battleplan: Beast Hunt ................74 Savage Orruk Morboys .............101
Savage Boarboy Maniaks..........102
SAVAGE HORDES.............44 BIG WAAAGH! Savage Orruk Arrowboys.........102
ALLEGIANCE ABILITIES ......76
GREAT GREEN FURY.............48 PITCHED BATTLE
Big Waaagh! Battle Traits...........76 PROFILES ...............................103
PAINTING YOUR ORRUKS ...50
PATH TO GLORY.....................78
ARMIES OF THE Orruk Warband Tables ...............80
WAAAGH! .........................54
WARSCROLLS..........................84
IRONJAWZ Brawl ..............................................84
ALLEGIANCE ABILITIES ......55 Ardfist............................................86
Brutefist .........................................86
Ironjawz Battle Traits..................55 Gorefist ..........................................86
Ironjawz Command Traits.........56 Ironfist ...........................................87
Ironjawz Artefacts of Power.......57 Weirdfist........................................87
Ironjawz Mount Traits ................58 Big Rukk ........................................88
Brutal Rukk...................................90
Kop Rukk ......................................90

DESIGNED BY GAMES WORKSHOP IN NOTTINGHAM

With thanks to The Faithful for their additional playtesting services.

Destruction Battletome: Orruk Warclans © Copyright Games Workshop Limited 2019. Destruction Battletome: Orruks, 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.

This is a work of fiction. All the characters and events portrayed in this book are fictional, 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.

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.

ISBN: 978-1-78826-932-2

Games Workshop Ltd., Willow Road, Lenton, Nottingham, NG7 2WS, United Kingdom
games-workshop.com

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The destructive rampages of the orruks are feared throughout the Mortal Realms. Wherever their
brutal warclans tread, carnage on a massive scale is sure to follow.

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THE ORRUK RACE

THE ORRUK RACE

The warclans of the orruks are a big green fist that slams into the guts of the Mortal Realms with each new day.
Followers of Gorkamorka, the god of destructive, primal violence, they fight purely for the savage joy of fighting.
Ironjaw and Bonesplitter alike are caught up in a tidal wave of violence that smashes entire civilisations to rubble.

It begins with a bass rumble and a more of it they have. Their culture language of his kind. Orruks often
feeling of impending doom. Slowly, is robust and strong, a crude wear armour of metal or bone that
the sound on the cusp of hearing and primal meritocracy that all is bound with tough leather and
resolves into a muffled roar, like that orruks instinctively understand. sinew onto their muscular frames.
of a far-off riot or the first charge of If one orruk feels like he is a better Trophies are common and are worn
a distant battle. A foul smell wafts candidate for rulership than another, to boast of their superiority over past
on the downwind, earthy and ripe he can simply challenge his boss to kills, particularly of large monsters
with an undercurrent of sweat. a fight – and if he wins convincingly or powerful foes. All orruks like to
Then the orruk warclans come into enough, he becomes the leader show off and most prize ‘shiny stuff’
view, a horde of muscular, brutish instead. Of course, this rough-and- much as a magpie does, even if they
monstrosities already at full sprint. ready system carries with it a definite don’t really understand how it works.
risk, which stops the entire race Though they despise civilisation
A sense of primal dread seizes the from self-destructing: an orruk that and learning, it would be wrong to
soul as the eye is drawn to a hundred launches a leadership challenge had say they place no value on books,
murderous sights, each more better be sure he can win, because if scrolls and libraries. After all, they
frightening than the last. Armoured he doesn’t have the might to back it always make excellent kindling when
hulks brandish vast two-handed up, he has a short lifespan indeed. burning down cities.
axes, war-painted maniacs ride
bristling boars, shamans gibber and The tumult of violence that typifies
howl as they vomit green ectoplasm an orruk invasion gives rise to a
and massive war leaders stand atop great din of bellowing, screaming,
colossal scaly beasts that shake the crashing and thundering. This can
ground with their pounding charge. attract even more orruks to the
This is the march of the orruks, an same location so they can join in the
unstoppable, elemental force that fun. Like a cast stone triggering an
flattens all in its path. avalanche, the first spark of violence
grows into a ramshackle crusade
The greenskin races are many and that can tear down an entire empire.
varied, ranging from diminutive Whole civilisations have been
snotlings the size of weasels all the ended by a Waaagh! that may have
way up to Megabosses that are ten originated with an orruk nicking
feet tall and nearly as wide. The another’s lunch, misunderstanding
most famous of all the greenskins a perfectly good insult, or seeing a
is the orruk. To say orruks are strangely shaped cloud in the sky.
warlike creatures is like saying the
infernos of Aqshy’s outer rim can In appearance, an orruk makes for Orruks are incredibly difficult to
be somewhat warm. These thuggish a daunting sight. His bucket jaw juts eradicate from an area once they
creatures are obsessed with battle; out, filled with jagged yellow fangs infest it, especially if that area has
they are heavily muscled devotees perfect for tearing meat. His skin lots of caves, fissures and dark places
of brute force and ignorance, feared ranges from olive green to a dark where they could spawn young. The
across the Mortal Realms for their emerald hue, depending on realm scholars of Hysh believe that when
raw savagery and unrelenting and region, but it is always tough an orruk is slain and its corpse left
thirst for violence of all kinds. and leathery, infested with ticks to rot in the right conditions, it will
Not a single land or continent, and with scars much in evidence. deliquesce into a fungal jelly. It then
not even those of celestial Azyr, His stance is squat and his spine puts down thin, whitish strands into
has remained unscarred by their bent, lending a low centre of gravity the earth below that can harness
destructive rampages. that makes orruks stable and hard nutrients and the inherent magical
to fell. Porcine, red eyes gleam power of the realm itself. From this
Orruks are quick to anger and even from under a heavy brow, and the greenish flesh sac comes the young
quicker to escalate. When they are stench of rotten food wafts from his of the race, glistening and pallid,
fighting, they feel a sense of savage mouth when he shouts, swears and gnawing their way free from the
joy that thrills through them and bellows in the rough and utilitarian meaty jelly of their progenitor. These
drives them to even greater acts of gangly, fang-mawed horrors will
violence. Orruks thrive on conflict, slither into somewhere dark and
growing bigger and stronger the wet, red eyes glinting in the gloom

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as they take shelter in a fissure or The ground shakes as if in fear of The second reason is that orruks
crevice. They eke out an existence by the rumbling of iron-shod feet, the despise weakness, especially that
eating cave vermin, and occasionally air fills thick with a thunderous din part of weakness that seeks to
punching each other, until they are and chasms and fissures split open manufacture its own strength
big, green and muscular enough to as the land itself is riven through in ways they do not understand.
hunt proper prey. Roaming at will, by the anarchic force of Waaagh! Though some orruks can be quite
they join the first warclan they find energy. The massed orruks care not ingenious when it comes to making
as ‘yoofs’. Before too long, the young at all whether they are fighting to new ways of bashing, clubbing or
orruks will have become warriors destroy the nations of Order, Chaos impaling their victims, they see
in their own right, ready to fight or even Death itself – they will tear things like blackpowder weapons,
and die at the slightest provocation. down a Chaos tyrant’s Dreadhold well-made castle walls and duardin
There is evidence that the magic of or an undead fortress raised in flying machines as ‘cheatin’. They
the Waaagh! accelerates this process; the wake of the necroquake just as despise any methods by which those
should a battlefield of fallen orruks happily as they would sack a Lord- smaller than themselves try to rise
be left in shadow for long enough, Castellant’s nascent city. to the top when they should really
it may become something akin to be violently put back in their place.
a birthing ground that spawns a There are two main reasons – if Theirs is a simple cultural truth, one
new generation of psychotic green they can be seen as reason at all – that sees the orruks thrive most of
horrors soon ready for another that the orruks cause destruction all in Ghur, where that creed defines
colossal conflict. on such an epic scale. The first is even the landscape of the realm.
that the orruks believe they were Orruks want nothing more than to
When a Waaagh! is in full flow, made to fight and win. It really tear down the false strength of other
it becomes something akin to a doesn’t matter who, how, where, nations until no stone stands atop
catastrophic natural disaster. The when, why or what they fight, nor another, destroying the gimmicks,
green-skinned tides of orrukdom even which tools of war they fight crutches and props of civilisation,
break upon the cliffs of civilisation, with. Just so long as someone gets for they complicate that most
battering them to rubble over the a good kicking, the orruks will fundamental truth of reality – that
course of several sustained assaults. be content. might makes right.

THE WAAAGH! Similarly, not all Waaagh!s are launched on purpose.
When orruks go to war, the resultant crusade of Greenskins are creatures of instinct and emotion
savagery is called a Waaagh! – a word that can only over careful planning and military logic. When one
be properly pronounced at ear-splitting volume. orruk gets it into his head to punch another, even if
This is also the term for the signature greenskin war only in a row over a prize haunch of human meat, the
cry, a communal, guttural bellow that wrenches its resulting fist fight can grow into an outright brawl.
way out of the souls of the orruks. This is not a word This in turn can trigger a rising tide of aggression that
so much as a death knell, for it has sounded the sees the biggest and ugliest orruk bash his mates into
doom of countless nations from across the realms something approximating a military formation and
throughout time. point it at the nearest non-greenskin stronghold in
the search for a ‘proper fight’. Before you know it, the
Not all Waaagh!s are created equal. One that includes hordes are on the march once more.
thousands roaring at the top of their lungs will be
more powerful and long-lasting than the war cry of a When the clans raise their voices as one, their cultural
single mob of unruly orruks. Similarly, the nature of a differences are put aside, and they become a pure
Waaagh! can vary depending on the orruks that give expression of all that is orruky and fierce. This is
it voice. The deep bass roar of the Ironjawz lends them known as a Big Waaagh! A hurricane of belligerent
raw strength, and they have to be pretty strong to cart energy, it sends Ironjawz and Bonesplitterz alike into
all that metal around with them in the first place. So a state of such furious battle lust they can break an
invigorated are they that their fighting style – which enemy army in a single charge. Sometimes even the
can be best summarised as that of a battering ram land itself comes alive, with the earth grinding, trees
– can see them punch through shieldwalls and snap uprooting and skies turning lurid green in the furore.
limbs in their gauntleted hands as if they were no more Choosing when to unleash the Waaagh! is a major
than twigs. component of the orruk art of leadership, and there are
none more skilled at this than Gordrakk, the Fist of
The war cry of the Bonesplitter clans invigorates the Gork. Gordrakk’s Great Waaagh! is the most powerful
orruks with a manic, almost frantic energy. This of all. It can raise a surge of raw battle lust from not
drives them onward, lending them ferocity and lasting only greenskins of all stripes and nations, but also
stamina enough to hack apart the enemy in a rain of ogors, gargants and even troggoths, uniting the savage
successive blows, or charge down even the colossal hordes in a single cataclysmic assault.
beasts of Ghur’s primordial savannah.

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When the forces of Destruction and Order meet, the carnage that follows is total. Roaring their barbarous
praises to the Great Green God, the warclans overpower their foes through a mixture of brutal might and
sheer savagery. Even the celestial power of the cosmos can do little to stymie this onslaught of violence.

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IRONJAWZ

IRONJAWZ

The biggest and strongest of all the orruks are the Ironjawz – or so they insist, anyway, and woe betide those who
disagree with them. These are the armoured fist of Gorkamorka’s endless hordes, each new charge hitting like a
stampede of metal-clad rhinoxen. Then, as choppas hack and spiked clubs bludgeon, the real carnage begins.

The Mortal Realms resound to the how long that may take. Even when Simple weapons of iron and steel are
thunder of war, and the Ironjawz they are beaten back, they gain popular. Some are heavy and blunt
are right in the thick of it. These strength. An orruk that fights long but for a profusion of spikes, while
orruks epitomise the side of the and hard, even if he loses, will put on others are made to be as jagged and
greenskin psyche that is brutal more muscle mass and have a fiercer sharp as possible. Their weapons
rather than cunning. They favour temperament than one who is on split shields, cave in helms and crush
raw strength and resilience over the march. This also applies on the skulls as the thumping rhythms
all that complicated brainy stuff level of mass warfare. If the Ironjawz of the Warchanters spur these
they call ‘finkin’. Some say their hear of another clan of orruks at war, hulking orruks on to ever greater
simple approach to warfare makes they will cross chasms, raging rivers acts of carnage. Not all are simple
them easy to outwit or to avoid, but and streams of lava – sometimes by bludgeons and axes, for the rough
underestimating the Ironjawz is a piling the bodies of their victims ingenuity of the orruk manifests
foolish mistake indeed. They are still high enough to simply walk across in the creation of their most prized
clever enough to know how to lay – in order to get to the action. They weapons – some have crude blade-
simple traps, hide their numbers, will march double time to reach breakers, saw teeth or claws that can
and even bully lesser greenskins the fray and to weigh in, hopefully pull an enemy’s guard wide open
into their service as cannon fodder. showing up their rivals in the before the killer blow slams in.
Though the Ironjaw warclans are process. If they get there too late,
not as numerous as those of other they will simply aim a new Waaagh! The signature iron armour of these
greenskins, even the lowliest Ardboy at the nearest targets, and so the hulking orruks is often cannibalised
is a massive and well-armoured thug. whole process begins over again. from the scrap metal taken from the
last culture to fall under their blades.
When the Ironjawz go to war, they The weapons and armour of the The Ironjawz do not have smiths
do so with the sole intention of Ironjawz are crude but effective, as such, nor do they trust grots to
destroying their enemy, no matter much like the orruks that use them. fashion their equipment for them –

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instead they batter and punch the Even the creatures the Ironjawz ride the Maw-krusha, a vast, scaled
metal into shape with their gnarled to war are armoured and enhanced. behemoth with a temperament very
fists and elbows until it will fit their They are clubbed senseless before similar to the raging Megaboss that
hulking bodies. This may take hours being bound with hard leather rides it. These creatures are stronger
– or even days – to achieve, but as it’s straps and iron rings. They are and more heavy-set than even the
essentially having a fight with a big then festooned with as many bits of Stardrakes ridden by the Stormcast
piece of metal, the Ironjawz get quite jagged metal as they can carry. This Eternals, and they relish slaughter
a lot out of it. Though often kept in is a fraught process, for it risks the just for the sake of it. When several
a state of battle-damaged disrepair beast going berserk and gouging Maw-krushas get into the fray
and corrosion, the resultant heavy the rider to death. Because of this, at once, they barrel towards the
armour plates tend to be defined by those who have the tenacity and enemy as a wall of muscle, scale and
practicality, interlocking to allow force of will to bind a riding beast armour, crushing all before them
a wide range of movement. Those to their service are considered high under their destructive bulk. Those
Ironjawz who come from Ghur do status within the warclan. Many heroic or foolhardy enough to give
not often wear helms, hunting by elite Ironjawz ride ill-tempered them a good fight are soon engaged
scent as much as by instinct. The beasts known as Gore-gruntas that by the Megabosses that ride atop
few who do wear helms have grilles can thunder along for days on end the stomping, roaring beast, and
built into the nose so that they can without tiring. When the enemy is they find themselves battling two
sniff out those enemies that might close, they accelerate into a snorting, monsters of war at the same time.
otherwise hide from them. Most frothing charge to barrel through
Ironjawz keep the edges of their the foe, biting and trampling as Like the eye of a raging hurricane,
armour plates sharp and spiky – they go. These creatures are to the the Megabosses of the Ironjawz
the occasional slashing accident is war boars of the Bonesplitterz as an stand in the centre of seething mobs
considered well worth it, given that ogor is to a human; a Gore-grunta of orruks, directing the carnage with
an elbow to the throat or a knee in weighs almost a ton even outside of bellows of rage and judicious acts of
the gut from the blade-sharp pig iron its armour. But even these are not violence. Their natural dominance
can be as lethal as an axe blow from the most ferocious of the Ironjawz’ over the warclans has seen them
any normal warrior. steeds. That honour belongs to unite entire orruk nations at once.

THE TWIN-HEADED GOD trapped in a duel within the strange demigod creature
The booming laughter and thunderous footsteps known as Drakatoa, the Living Avalanche of Ghyrria.
of Gorkamorka have resounded across the Mortal Suspended in the primordial muck of that amber-
Realms since time immemorial, for there can be no massed landslide, Gorkamorka could bring neither his
natural law without destruction. Gorkamorka is not mountain-shattering might nor his base cunning into
one god but two, having long ago torn himself apart play. Streaking from the sky came Sigmar upon his
after a particularly violent falling out with himself. godbeast ally Dracothion, and between his hammer
These two halves are known as Gork and Mork. blows and the great drake’s cosmic lightning, Drakatoa
Some orruk shamans believe these may have been his was driven back. Gorkamorka was pleased to be free,
original incarnation, and they may even pray to one yet he was also infuriated – never before had he been
half or the other. However, they are firmly behind the so trapped, and never before had he required aid.
incarnation of Gorkamorka most of the time – after
all, two heads are better than one (especially during As a creature of violent emotions, his first instinct was
headbutting contests). Both gods share many aspects to attack. Hefting up his war club, the twin-headed god
of the other: Gork is brutal but cunning, while Mork knocked Dracothion senseless. Enraged, Sigmar arose
is cunning but brutal. Crude images are often found from his downed steed and began what turned into a
smeared on cave walls, ruins and chasms that depict twelve-day battle. The tumult of the two gods trading
Gork (or possibly Mork) hammering enemies with his blows shook the Eight Realms. Where Sigmar flung
club or stomping them flat under his great, gnarly feet. down his foe, it cast up the Mountains of Maraz, while
Ironjawz follow both Gork and Mork, though they feel the scattered Gouge Canyons were made from the
more of a kinship with Gork, whose straightforward strikes of Gorkamorka’s club. Such was the spectacle
approach to bashing things to death really appeals that even Ghur’s most hostile predators, drawn by the
to them. When enough orruks gather together and scent of godsblood, stood agog at the sheer destruction
the promise of war is in the air, the two gods merge unleashed before them. But even gods grow weary.
together once more into Gorkamorka, a god so mighty Seeing the wreckage they had wrought between them,
his footfalls split the earth. each began to grin, then to laugh. Seeing that the
strong-armed god-king had matched his own battle
Before he ripped himself in two, Gorkamorka was lust, Gorkamorka clasped his hand and agreed to fight
the warrior champion of Sigmar’s pantheon of gods. alongside Sigmar rather than against him – for a time,
His respect was not won easily. Long ago, at the at least...
dawn of the Age of Myth, Gorkamorka got himself

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Bestial Realms

BESTIAL REALMS

The Mortal Realms resound to the thump of the Ironjawz on the march. Though they have conquered vast swathes
of all the realms save celestial Azyr, the warlike orruks are strongest of all in Ghur, the Realm of Beasts, where the
land itself is as rugged and predatory as the Ironjawz that originated from within it.

The Ironjawz arose from the bestial Ghur is home to countless dangerous atop snow-wreathed peaks or amid
wilds of Ghur in the primordial and violent lands where the strong subterranean cave networks that
days of the Age of Myth. No one survive and the weak become meat. formed labyrinths of stone. The
knows how they first appeared This predatory wilderness suits hinterlands were home to roving
there, only that orruks likely came the Ironjawz just fine; endless wars caravans miles in length, and
from dark forgotten places and against other orruks, slavering palisade walls lined the hilltops like
then surged out to take the lands beasts and Chaos warriors mean jagged crowns. Some townships were
from bestial monsters and warrior their warclans have always had an founded on the backs of surging
tribes alike. They have long since opportunity to vent their savagery. ocean monsters, others in the
fought to dominate those lands. If Just as an orruk boss imposes canopies of drifting sky-trees. The
any could be said to rule them, it is dominance over their warclan, so Ironjawz toppled one after another.
the warclans under Gordrakk, the too do the Ironjawz dominate the Whether a sky-borne keep flew the
Fist of Gork. Even during the Age wildernesses of Ghur. Teetering banners of free peoples or the eye-
of Chaos, where the vast majority of effigies to Gorkamorka, splintered searing symbols of the minions of
mortal races were under the heel of woodlands and mountains beaten Chaos mattered not to the Ironjawz,
the Dark Gods, the Ironjawz thrived. into rubble are all signs left by the only that they got up there somehow
While they have since left trails of Ironjawz that they’re in charge. and toppled it back into the dirt.
destruction across all the Mortal
Realms, the Realm of Beasts still Once, the Realm of Beasts was filled To stop the greenskins, their enemies
boasts the most Ironjawz, and many with many noble empires ruled constructed ever more elaborate
of the greatest Megabosses come over by hunter kings and proud defences: walls laced with killing
from its savage kingdoms. beast lords. Their domains were set spells, living moats that consumed

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all who crossed them and cities temporary bases in a place rich in GORKAMORKA’S
with vast piston-driven legs that Waaagh! energy – maybe amongst RAMPAGE
could carry them to pastures new. the bones of some colossal monster The original Great Waaagh! was
All failed before the simple, savage slain during Gorkamorka’s rampages started by Gorkamorka himself,
brutality of the Ironjawz. in the Age of Myth or on the site of and in some ways it has never
a particularly good massacre. There, stopped. When he was still
As the Ironjaw armies laid waste they soak up the bestial essence part of the Pantheon of Order,
to Ghur, they grew in size. Under of the landscape, keeping busy by Gorkamorka gladly fulfilled
the leadership of the mighty fighting amongst themselves until the role of monster hunter,
Megabosses, they formed their mobs the largest of their number breaks leading his hordes in clubbing
into groups known as fists and then enough heads to mount a new war. to death the greatest predators
even larger groups called brawls. of the lands. The orruk god’s
Guided by these powerful greenskin Orruks respect only strength, tremendous success, Sigmar
warriors, they spread out into the and other clans sometimes forget claimed, served to pave the way
other Mortal Realms, following that the Ironjawz are in charge. for civilisation to sprout up in
Gorkamorka’s constant call to invade Most clans are quickly knocked his wake without being preyed
a thousand different lands and more. into line, though some, like upon by monstrous fiends.
the unruly Bonesplitterz, need Gorkamorka shrugged; he was
Ironjawz do not build cities, for they constant reminding. By contrast, just doing it for the fun of it. Yet
are a nomadic culture, wandering tribes of grots tend to steer clear it was not enough, especially
from one place to another looking of the Ironjawz, though they do when the arch-manipulator
for battle and pausing only long occasionally join forces. Even Tzeentch whispered in his ear
enough to loot before moving on. though they are not much use for that he was no longer his own
As a warclan travels the realms, fighting, some Ironjawz keep grots ruler but Sigmar’s servant.
it will assert its dominance over about either for tasks such as sorting Gorkamorka grew tired of
everything it meets, either killing through scrap piles and dragging the tedious commands and
them or, should they meet other loot about or so they can throw them laws of the Pantheon of Order,
Ironjawz, adding them to their into the grunta sty, which is always and, finally, he snapped. The
number. Sometimes they will make good for a laugh. invasion that followed shattered
everything – mountains,
There can be no mistaking the citadels, thriving cities, and
rough handiwork of the Ironjawz, even the pantheonic truce
especially that of Da Choppas between Sigmar and the god
warclan, who love to inflict violence of the orruks. The greenskin
on the landscape as well as on crusade swept from one end
their victims. One of the Ironjawz’ of the Eight Realms to the
most famous acts of vandalism was other, leaving behind utter
the defacement of the monolithic devastation. Upon reaching the
statue of Archaon that stood over edge of nothingness and with
the Manticore Realmgate. Three nothing more than the aetheric
times have different Ironjaw void before him, Gorkamorka
warclans brought it down. The first spat over the edge of reality,
time, the Everchosen’s helm was then turned around and set off
carved into the grinning face of to do it all over again.
Gork, so Archaon sent a legion to
reclaim it and guard its repair. The The Great Waaagh! only ended
second time, the head was taken when Gorkamorka fractured
off entirely and replaced with a into two beings, Gork and
huge wooden grot head. Incensed, Mork. So innate was conflict
Archaon ordered the expansion to the Great Green God that
of the Manticore Dreadhold. The he even fought himself. His
third time, the Ironjawz brought warlike clans likewise broke
down the walls and raised a crude into fragments and fought
idol to Gork over the fallen statue of amongst themselves, for all else
Archaon. Now, a new Lord of Chaos had already fallen before them
commands the rebuilt Manticore and still they thirsted for battle.
Dreadhold, peering into the wastes The Orruks believe that when
as orruk drums rumble in the enough of them unite, the Great
distance. It is only a matter of time Waaagh! will reform and smash
before the region sees a war of titanic the realms to pieces.
scale between the Ironjawz and the
forces of Archaon the Everchosen.

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The Making of a Warclan

THE MAKING OF A WARCLAN

A single mob of Ironjawz is enough to sack a village, but when several mobs gather together, they attain a kind
of critical mass that can see them bowl over enemy armies in a crashing tide of metal and dense green flesh. The
largest gatherings are called warclans, each fighting to outdo the others in terms of their killer reputations.

Orruks, and most especially Each warclan has its own identity, The most arrogant bosses, those
Ironjawz, have a natural tendency to usually influenced by the realm in who wish their names to resound
follow the largest, loudest and most which they spend most of their time. across the annals of history, insist
impressive of their number. This is They will often daub themselves or their warclan is named after them
partly for the simple reason that if their armour in bright colours – or and them alone. Brokkjaw’s Bitaz,
they don’t get in line, they may get bully some local grots into doing it Zedek’s Weirdlads and the Hooktoof
a cracked skull for their trouble. for them – to show their allegiance Scrappas are all examples of such
It is also a form of hero worship, and ensure that when they engage in clans, each of which is thronged with
for the orruks that act most like truly spectacular feats of violence, orruks that would gladly follow their
Gorkamorka are clearly closest to the there is no doubt about who leaders into the hellish regions of the
epitome of all that is great and green. committed the deed. These strident Realm’s Edge. These warclans tend to
As a result, they are the most likely colours are complemented by the be the most tightly knit of all, with
to lead their kin to the best fighting, iconography of the clan; chequered the identity of the greenskins caught
and they are also the most likely to patterns, stylised flames, jagged up in that of their leader, sometimes
win – and keep winning. ‘teef’ designs and the horned skull of to such an extent that if the leader
the beast are much in evidence. is killed in battle, the clan will still
This logic has ramifications across keep his name (and possibly his
orruk society, for the biggest of their Ironjaw warclans can come in skull) to ensure his spirit can watch
number will lead until he meets a almost any size, ranging from a over the gory revenge his followers
bigger leader, at which point he will single Megaboss, Warchanter or take in his name. These Ironjawz are
be subsumed into the warclan of his Weirdnob Shaman followed by a so stubborn in their beliefs that they
new boss, and so on. This same logic motley assortment of orruks, all like to claim they are never truly
of size and dominance is found no the way up to continent-spanning defeated as long as the name lives
matter whether the orruks hail from Ironjaw ‘empires’ made up of on, as was the case with the Grok
the rusty metal mountain of Skrappa scores of bosses and hundreds of Skulls Warclan, who carried the
Spill or the sweltering jungles of thousands of greenskins under decapitated head of their Megaboss
Humidia in Ghyran. the control of a single hulking with them so he could oversee the
Megaboss. Most warclans’ names eventual destruction of his enemies.
Each gathering of orruks is known are given to them by their leader The clan’s new leader, the Weirdboss
as a mob, a fitting name for such and are usually something punchy Bhagstabba, claims to commune
an unruly and violent assemblage. and descriptive, all the better to with the departed Grok Skull –
These mobs gather together by intimidate prospective enemies. whose name is now more fitting
instinct, knowing that the more The Bloodgrinz, for instance, smear than ever – and hence rules with a
warriors they have, the bigger the their mouths with the blood of combination of borrowed infamy
fights they can start. The upper those they have defeated and leave and magical power that has proven
limit of these multi-mob gatherings, gory handprints on their armour. all but unstoppable.
known as fists, is usually five. That Ironjawz of the Stoneskulls Warclan
is the number of digits an orruk paint their armour off-white, Regardless of its name, a warclan’s
has on one hand and, therefore, the a reference to the bones of the sole reason for existing is to make
highest number he can comfortably numberless undead they destroyed it easier to wreck everyone else’s
count to without making his brain across the Prime Innerlands before clans, tribes and cities as often as
ache – though it is said Gordrakk the necroquake – or the ‘Deffstorm’, possible. Raising idols, looting cities
knows other, more exotic numbers, as the orruks call it – came along and destructive vandalism are all
such as six and even ten. There and spoiled all their fun. secondary to the act of expending
are many kinds of fists, ranging strength as impressively and
from Weirdfists gathered around a Other warclans take their names frequently as possible. In this sense,
Weirdnob Shaman to Ardfists that from the places where they were warclans are purely catastrophic
invariably comprise lesser Ironjawz founded. These include the black- forces, moving across the realms
hoping to be inspired to greatness by stained Asheater Boys of Aqshy’s and destroying everything and
a particularly loud and impressive Soot Peaks, the jade-armoured anyone with the audacity to be in the
Warchanter. When five such fists Treebitaz of Verdia and the infamous way. For every warclan that roams
gather together, and when each boss Brutes of the Skybasha Warclan, the Mortal Realms, there is a trail
works with his rivals toward the who have lately taken their salvaged of broken empires, shattered lands
same goal, the resultant horde is Kharadron scrap-hulks to the skies and feasting carrion birds left in
known as a brawl. of Chamon’s Spiral Crux. its wake.

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IRONJAW WARCLAN

MEGABOSS BOSS

At each level in a warclan, there is
a boss to keep the boys in line. This
can be a Megaboss leading a bunch
of brawls or fists or a lesser boss in
the midst of their mob.

BRAWL BRAWL BRAWL BRAWL BRAWL

FIST BRAWL

Fists are the most common fighting Brawls are unruly hordes
formation of the Ironjawz. Some are made of Ironjawz, but their milling
up of identical mobs, such as Gorefists ranks have five distinct fists, each
and Brutefists. Many, however, are more one gathered around a large and
diverse – Ironfists, for example, have a impressive boss.
mix of boys to deal with any enemy the
FIST Ironjawz might end up facing.

MOB MOB MOB MOB MOB

MOB

A mob is a catch-all name for a group of Ironjawz, and it can be anything from a handful of orruks to a
few hundred in number. Each has a boss at its head and, in the case of Ardboys, may include a banner or
totem bearer bearing the clan’s colours. Some also have drummers that pound out a thumping war beat.

SHAMANS WARCHANTERS

Weirdnob Shamans sometimes lead Warchanters can lead mobs, fists and
mobs, fists and brawls that are in awe even brawls. Most of the time, though,
of their connection to Gorkamorka. they run about like madboys, getting
They may in turn follow a powerful the lads riled up with their endless
Megaboss whose Waaagh! lets them tap drumming and hollering until the
into potent primal energy. clan’s aggression reaches fever pitch.

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Warclans of Infamy

WARCLANS OF INFAMY

There are thousands of warclans in existence, all hailing from different parts of the Mortal Realms, and owing to
the miraculous portals known as Realmgates, the infamy of the mightiest has spread far and wide. Knowing little
of fear, they will match themselves against entire nations and often emerge bloodied but triumphant.

IRONSUNZ for his recreational needs. He rose thereby escaping the worst of the
Dakkbad’s Ironsunz love to show off, through the ranks of his warclan and roar’s effects. He lagged back as the
and since the armoured immensity many saw him as a natural choice for Maw-krusha lunged forward and bit
known as Dakkbad took the position the next Megaboss. Guttdrukk’s head clean off. Dakkbad
of Megaboss, they have been cockier leapt, planting a foot on Guttdrukk’s
and more aggressive than ever. Not all the Ironsunz were oblivious squirting neck-stump and leaping
Hailing from Ghur, but with an eye to what was happening. Guttdrukk over the Maw-krusha’s snapping jaws
for an opportunity, they are one Fourfist, the Megaboss of Dakkbad’s to land squarely on its back. He rode
of the largest warclans currently clan, got his head together with the the irate beast like a bucking bronco
in existence, and they have fought other bosses one night. That day, the as it stomped, punched and gored the
their way across every realm save clan had brought down a particularly rest of his rivals to death, laughing
Azyr. Their armour is a distinctive, massive gargant. During the battle, all the while. The rest of the clan
eye-catching yellow, for the flashy Dakkbad stayed well out of the way looked on in awe. Once the beast was
Ironsunz love to be seen, heard until the gargant was toppled, and sated, Dakkbad told the survivors, in
and feared throughout the lands. If then he quickly darted in to deliver no uncertain terms, that he was now
anyone poses a threat to Gordrakk, the deathblow. As they gathered the Megaboss, and any who disputed
the Ironsunz say it is Dakkbad. around the behemoth’s carcass to it would be next in his Maw-krusha’s
devour it in a midnight victory belly. The creature itself, reasoning
Dakkbad Grotkicker was once just feast, Guttdrukk called Dakkbad a that Dakkbad had fed him well,
another Brute amongst the Ghurish coward in front of the entire clan. deigned to let the Ironjaw stay on its
clans, known for his habit of wading He challenged him to lead the next shoulders so long as there was always
into the lesser greenskins that hunt, if he thought he was so great, a ready supply of food.
followed the main body of the army and make a headlong charge against
and booting them as far as he could the next mega-beast they saw. Since that day, Dakkbad and his
in all directions, just for the hell of it. Dakkbad simply shrugged, saying Maw-krusha, Bossbiter, have been
As the Ironsunz hunted the saurian he was too busy eating to fight right the undisputed masters of the
megafauna of the Gnashka Plateau, then, but he accepted the challenge. Ironsunz, crushing or kicking
Dakkbad picked his fights carefully, Having spotted some telltale tracks to death any foolish enough to
always attacking the creatures from the day before, he already had a plan challenge them. Dakkbad ensures he
the flank as his mates took the in mind. is always first to the fray, Bossbiter
onslaught of their claws and teeth. barrelling into the enemy as
Because of this innate cunning, he When the sun of Hysh painted the Dakkbad decapitates his foes left and
survived many a beast-kill, growing Ghurish savannah gold the next right to show he is still in charge.
to be the largest of those of his clan morning, Dakkbad was already up
who still hunted there – nearly all and shouting. He led his bleary-eyed The Ironsunz have a well-deserved
his rivals had been chomped by their clan, still a bit worse for wear after reputation for being good at all that
monstrous prey, in some cases quite the feast before, into the chasms ‘finkin’ stuff, and they like to throw
suddenly after being roughly shoved near the gargant’s lair. There, they their weight around amongst the
from behind. Soon enough, Dakkbad followed the knuckle-tracks of the other Ironjawz warclans. They have
was wading into the camps of the Maw-krusha that the gargant had many Megabosses in their ranks,
Ardboys and kicking them instead kept as a pet. Dakkbad was already for Dakkbad surrounds himself
leading the charge towards the with other orruks that are almost as
beast before anyone knew what was cunning as he is – some are the best
happening, and not wanting to seem of all their kind, able to think not
weak by comparison, Guttdrukk only about the plan for tomorrow
and his mates chased after him. but also the day after. These
Upon hearing the orruk clan’s war Megabosses march amongst their
cry, the Maw-krusha gave a bellow Brutes in something approaching
of outrage so loud that it burst the military formations, a solid wall of
eardrums and addled the minds of armour and hard flesh from which
all those Ironjawz nearby. Dakkbad the arrows and bolts of the enemy
was the only exception. He had rebound to no avail. Though they are
filled his ears with yellowish wax not exactly fast, when the Ironsunz
that he had scooped out of the fallen reach the battleline of the foe, they
gargant’s head the night before, strike with incredible force.

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BLOODTOOFS Since the Age of Chaos, the he knows where the best fighting is.
It is a well-known fact that the Realmgates – already in disrepair Over time, however, they found that
Bloodtoofs are not quite right in owing to the ravages of time since the act of plunging through portals
the head. Of all the clans, it is these their creation – have been corrupted, was a wild ride in itself, and they
red-armoured maniacs who are captured, defiled and rerouted in a started to do it more for the thrill
the truest nomads of all, for they thousand different ways. One who of it than for any real endgame.
charge from one part of the cosmos passes through a Realmgate may end Should they find Gordrakk one day,
to another as readily as other up plunging into the nothingness so much the better – if not, that’s
people change their trousers. Led of the aetheric void or find fine too, for somehow every portal
by the wild-eyed Megaboss Braka themselves manifesting in a lake of they barge through leads them
Skulhorn, they seek out Realmgates boiling brass rather than emerging to another civilisation ripe for a
and then plunge headlong through at the intended destination. This good kicking.
them – much to the befuddlement bothers the Bloodtoofs not at all –
of civilised types that watch their somehow, they usually get away with Always in a hurry to break heads and
progress from afar with a mixture of it, each Realmgate depositing them move on to break some more, the
fear, awe and confusion. somewhere more-or-less safe and Bloodtoofs value speed. They have
stable, allowing them to continue a great many Gore-gruntas in their
their rampage on the other side. armies and prize them highly, for no
Perhaps it is through blind luck, matter how hard they ride them, the
perhaps not; certainly, their beasts still keep on going.
shamans claim that it is the hand
of Gorkamorka guiding them on Their gung-ho attitude to haring
their warpath across the realms, and around the wilderness means they
they may well be right. have a better understanding of
the lay of the land than any other
The Bloodtoofs’ fondness for orruk warclan; more than one
chucking themselves through enemy has mustered in good order
Realmgates hails from the time against a horde of Brutes only to find
when they still sought out Gordrakk, a Gore-grunta charge thundering in
the Fist of Gork – without a doubt, from their flank.

DA CHOPPAS have far more Ardboys than they with the head of a Megaboss on
Where Da Choppas go, vandalism do Brutes and Gore-gruntas, and the end of his magickin’ stick. The
and rioting on an epic scale is soon hence are seen as a bit less punchy original boss, Doggrok, was so
to follow. Vast statues to the Chaos than the other prestigious warclans, formidable that when he came down
Gods are defaced in all manner of they more than make up for their with a nasty case of spontaneous
amusing ways, priceless frescos of lack of sheer strength with their combustion by green fire, his right-
the Pantheon of Order are daubed commitment to their destructive hand shaman, Ka-rokk, took his
with crude and often obscene agenda. They see it as their god- skull as a reminder that he was not
graffiti, and quiet arboretums and given duty to mete out anarchy and to be argued with. Since that day, all
gardens of contemplation are set on destruction on the Mortal Realms; the shaman has to do to keep order
fire by orruks that chant bawdy war it is their role to tear down, deface, amongst the clan is to conjure green
songs at the top of their voices. lampoon and belittle every culture flames out of Doggrok’s eyesockets
that thinks itself refined or proud and bellow anger from his jaw so
Da Choppas have two things on in any way. So ambitiously and loud that the air itself screams in
their side: sheer numbers and inventively do they practice their protest. Even the most raucous of
joyous belligerence. Though they acts of hooliganism that they insist Da Choppas is a little bit afraid of
all the other warclans must do the Doggrok – alive or dead. When Ka-
same – if a gathering of Ironjawz rokk said Doggrok told him that the
isn’t causing enough trouble, Da clan should paint white war-checks
Choppas will soon pay them a visit, on their deep blue armour, they did
laying about them with bludgeoning just that, sticking out their tongues
weapons and berating those they see in concentration as they took care
as ‘criminally borin’ until they have to get all the fiddly bitz just right.
stirred up enough trouble to ensure The leaders of the clan wear more
the peace is no longer kept. chequered patterns than others, for,
in the culture of Da Choppas, it is
Unusually, the leader of Da Choppas a sign of veteran status and of close
is not a Megaboss with a hard core alignment with Doggrok’s agenda of
of Brute followers but a Weirdnob ‘duffin’ up anything that isn’t already
Shaman – though admittedly one done over.’

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BONESPLITTERZ

BONESPLITTERZ

Regarded as unpredictable and weird even by their fellow greenskins, Bonesplitterz are orruks that have entirely
lost themselves to the furious energy of the Great Green God. They rampage across the realms in nomadic
warclans, hunting the great beasts of the wild, in whose bones they believe can be found raw Waaagh! spirit.

Clad in nothing but scraps of cloth,
bone armour and lurid warpaint,
the orruks known as Bonesplitterz
charge to war, the light of green
madness in their eyes. There is no
foe these wild hunters cannot run to
ground. Never stopping and never
tiring, they overtake their prey. They
riddle them with volleys of arrows
or fall upon them in a feral frenzy,
hacking away with crude stone
weapons until there is nothing left
but blood and broken bones.

While the primal fury of Waaagh!
magic boils in the veins of all orruks,
it holds a particular significance
for the Bonesplitterz. They feel it
constantly thrumming through their
bones, an insistent drumbeat that
drives them relentlessly onward.
Bonesplitter warclans are bound
together by their veneration of this
strange energy, which they believe
to consist of untamed beast souls.
They are ever on the hunt, not for
food but for the wild spirits of the
great monsters that roam across
the Mortal Realms. Once their prey
has been cut down, its bones are
ripped out and worn as trophies
and its organs are mashed up to
create sacred body paint. These
tattoos and bone trinkets thrum
with mystical power, the residue of
the beast-essences trapped within.
Defying all logic, they can deflect
an arrow or a bullet as surely as an
iron breastplate.

Amongst the many orruk cultures
that exist in the Mortal Realms,
the call of the Waaagh! is heard
in various ways. To the Ironjawz,
it is a thunderous bellow of rage
summoned and spent in a brief but
utterly devastating eruption. To
the warclans of the Bonesplitterz, it
is a constant companion, a bestial
howl that ululates inside their mind.
As well as robbing them of what
little sanity they once possessed,
this Waaagh! energy suffuses their
beings, making them frighteningly
difficult to cut down. Just as it

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hastens their strikes and hardens are quickly and violently driven Despite their preference for animal
their already thick hides, it also out of their warclan. Bloodied yet prey, the Bonesplitterz enjoy a good
grants them seemingly impossible undaunted, they bound off into the brawl as much as any orruk. The
reserves of stamina. Painted orruks wilds in search of like-minded kin. armies of Order, the worshippers
pound across vast distances on their Strange portents and symbols sent of Chaos and the deathly minions
stocky legs, barely stopping for a by Gorkamorka will ultimately guide of Nagash – none are safe when the
breath. A foe may be faster than a them to the nearest Bonesplitterz Bonesplitterz’ blood is up, which
charging Bonesplitter, but few can warclan. There they will find a new it always is. Even the belligerent
match their relentless stride. home, rampaging across the realms Megabosses of the Ironjawz respect
and spreading the power of the the prophets’ weird powers and
No greenskin begins existence as a Waaagh! wherever they tread. their uncanny ability to sniff out
Bonesplitter. Instead, the blessing where the best scraps can be found.
– or curse, depending on one’s HERALDS OF THE WAAAGH! Gathered in great numbers, the
perspective – of the Great Green Unlike the majority of orruk Bonesplitterz act as lodestones that
God strikes seemingly at random. In cultures, such as the brutish focus their god’s primal power.
battle, a spark of Gorkamorka’s wild Ironjawz, Bonesplitterz warclans When a Big Waaagh! rises up, there
rage enters the skull of every orruk. are ruled not by warriors but by is usually a vast host of Bonesplitter
Sometimes, when the ruckus is over, shamans – the strange Wurrgog warclans at its fore – a fortuitous
individual warriors find that this Prophets. Seers and mystical leaders sign from the Great Green God
insistent bellowing refuses to fade who interpret the raging will of that an almighty ruckus is on the
away. Unable to quieten the rattling Gorkamorka, the prophets guide horizon. As they spit, roar and bash
in their skull, the orruk in question their warclan on its headlong charge their heads together in the throes of
will be driven quite mad. They will across the realms. They seek out mystical madness, the green fury of
develop strange tendencies such as omens everywhere. Clouds that look Gorkamorka’s spirit gathers around
collecting handfuls of broken teeth, a bit like a boar if one squints hard the Bonesplitterz like a storm front.
having long conversations with their enough, funny shaped trees and the Nearby greenskins find themselves
choppa, or beating other orruks blood spattering from a recently swept up by the swirling aura of
around the face with painted rocks. broken nose that seems to pool into violence, chanting and hollering
Unsurprisingly, such odd behaviour the image of a guiding finger – all alongside their strange kin. When
does not endear them to their are considered promising signs that this green catastrophe is unleashed,
fellow boys, and these strange souls point towards the next great hunt. it can spell the doom of empires.

THE WORLD SPIRITS The Great Green God is worshipped by all
Bonesplitterz believe that each of the Mortal Realms Bonesplitterz, but many warclans also incorporate
has its own soul, much like those of the great beasts the world spirit of their home realm into their strange
that they hunt. If one of these essences is ever found, rituals, seeing them as totemic, elemental beings of
it can be captured and caged within a bone of suitable great power. Each warclan has a unique interpretation
size and grandeur. There are tales of the fiery heart of these mystical entities. The Krakkskulls of Aqshy
of Aqshy and the chilling ribs of Shyish, the sneaky for instance, pay homage to Rakka Nak, a great lava
shadow-serpent of Ulgu and the glaring eye of Hysh. trillipede believed to have once fought Gorkamorka
Yet as far as the Bonesplitterz are concerned, the across the Realm of Fire, while the ocean-dwelling
greatest of all these world spirits is that of Ghur, the Flintjawz daub themselves with images of the twin-
Realm of Beasts. headed shark spirit they call Skwidmuncha. The
Splinterfoot warclan of the Jade Kingdoms worship
The Wurrgog Prophets claim that Gorkamorka Big Leef, an enormous tree beast infused with the
created Ghur, and when he did, it took a measure of raging essence of Gorkamorka, and they travel vast
his power as its soul. They say that this world spirit distances through the wildwoods in pursuit of this
resides somewhere in Ghur, as a land or perhaps mythical being.
a creature of concentrated Waaagh! energy. Some
Wurrgog Prophets say that Ravenak, the Mouth These far-flung clans all seek the world spirit of
That Lurks Beneath the World, is the spirit of Ghur, their home realm unceasingly, driven by maddening
and thus many warclans chase his Gnashing Jaws visions and strange omens that only they can see. If
– manifestations of his boundless hunger – across they were to catch up to their spirit, they would of
the land. Others say that this spirit takes the form course attempt to club it to death and crack open its
of a star-scraping mountain of amber, or even the bones. The Waaagh! magic to be found within such a
angry skies far above their heads. No two prophets creature would be boundless. With the magic of just
can agree on its exact nature, nor what might happen one world spirit, the Bonesplitterz could surely cause
should they ever find this place-beast, but most of all eight of the Mortal Realms to tremble beneath their
them believe that Gorkamorka himself is hunting the stomping feet.
same prize.

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Spirit of a Savage God

SPIRIT OF A SAVAGE GOD

All greenskin cultures worship Gorkamorka in their own way. To the Bonesplitterz, the Great Green God is the
lord of beasts, master of every creature that flies, swims or crawls. They revere him with strange rituals and great
hunts, and in return they are granted a portion of his furious power.

To the Bonesplitterz, the Great These hunts can take a warclan far scrap of its body is either eaten or
Green God is the master of beasts from its homeland. It can lead them fashioned into a crude trophy. All
and monsters, a primal deity of to new realms entirely, should the Bonesplitterz know that bones and
the hunt that blesses them with call of Gorkamorka echo strongly teeth are the best and toughest bits
their savage madness. They believe enough in a Wurrgog Prophet’s of any kill, and these are the first
that all animals are infused with mind. The thunderous stomping things to be torn out by grasping
a portion of his raging spirit and of greenskin feet drives predators, green fingers. After a vicious punch-
that, by killing them and pinching herd-beasts and flocks of birds before up or two to decide who gets the
their bones, they can harness it, as the creatures desperately try to choicest loot, the orruks will adorn
this power for themselves. The avoid getting crushed by the green themselves with their prizes. Bones
meaner and more ferocious the stampede. Larger beasts, such as are lashed to weapons or simply
creature, the greater the portion of two-headed Ghurish griffons and thrust straight through flesh, so their
Gorkamorka’s spirit it holds within. great drakes, have even more to power might bleed directly into the
Blessed with the ability to sniff fear, for the spirits of such mighty warrior’s weapon or soul. In addition
out this raging essence, Wurrgog creatures are prized above all others. to objects harvested from the corpses
Prophets seek out the most foul- of their prey, Bonesplitterz will also
tempered monsters, guiding the When their quarry is finally daub their flesh with sacred tattoos
Bonesplitterz’ great hunts across cornered, it is slain in a hail of depicting the beasts they have
vast distances like sharks following arrows and stabbing stikkas. slaughtered and the spirits they have
the scent of blood. Nothing is left to waste. Every absorbed. The Wurrgog Prophets

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mix together the paint used for these Green God is the source of the feral Where the Bonesplitter warclans of
rituals. Gall-slime, blood, crushed madness that infects the Bonesplitter Ghur gather in great numbers, the
beetles and squishy bits taken from warclans. The thumping war song power of the Waaagh! manifests in
recent kills are mashed together of the Waaagh! has been infused many strange and destructive ways.
and slathered onto flesh while the with the bestial roar of Ghur in the The beasts of the realms are driven
Prophet mutters sacred words. minds of these orruks, resulting in a into a frothing frenzy, biting chunks
predatory drive that is quite different out of one another or charging
As the power of the Waaagh! runs to the indiscriminate impulses of about and dementedly bashing into
through a painted orruk’s blood, the Ironjawz. things. Troggoths lumber out of
these tattoos will come alive, their hidden lairs to pull up trees or
thrashing and writhing on his flesh. Though they delight in acts of violent headbutt mountains, and the very
Other greenskins tend to find this lunacy as much as any greenskin, earth splits apart and begins to chew
‘squirmy warpaint’ unsettling, there is a strange, primal kind of upon itself. The Bonesplitterz believe
but even they grudgingly admit logic to the Bonesplitterz’ rampages. that Gorkamorka’s foot slamming
to its strange power. Bonesplitter They hunt and kill not to simply down with godly force causes this
markings can cause incoming blades satisfy their own cravings but as a strange behaviour, driving their prey
and missiles to skip off at strange way of life. Unlike most greenskins, into the open. In fact, it is caused
angles, much to the consternation they do not let the corpses of their by the Waaagh! energy that swirls
of their wielders. When a Wurrgog prey go to waste. Likewise, though around the orruks, clashing with the
Prophet calls upon the beast magic the Wurrgog Prophets may caper raging beast spirits contained within
that stirs within the paint, even about and babble an apparent their bone charms. This savage aura
incoming spells can be repulsed in a stream of utter nonsense, there is grows more and more potent as the
shower of green sparks. an undeniable power in their magic. Bonesplitterz drive themselves into
They have a connection to the wild a frenzy with indecipherable yells
BESTIAL MAGIC soul of Ghur that would take an and capering war dances, until it is
The close relation between the Amber Battlemage decades of study finally unleashed upon the realms
Realm of Beasts and the Great and meditation to possess. like a massive clenched fist.

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Horns of the Beast

HORNS OF THE BEAST

As befitting their savage nature, the Bonesplitter warclans fashion themselves in the image of a great beast. While
the Wurrgog Prophets act as the guiding spirit that controls the greater entity, mobs of hollering boys form its
mighty jaws, encircling and clamping down upon the orruks’ prey.

The Wurrgog Prophets are the army that operates as if it were a The beast’s jaws are made up of
spiritual and war leaders of the single megalithic beast made up of the Gob Rukks. These warriors are
Bonesplitterz, and it is incredibly thousands of whooping orruks. divided into two main groups, one
rare – although not entirely unheard focused on close combat, known
of – for any warclan to fight without The boys that form the head of the as the Brutal Rukk, and one with
one of these enigmatic figures beast are known as Kop Rukks. large numbers of bow-wielding
guiding them. When battle is joined, They can range in size from a few lads, known as the Kunnin’ Rukk.
the Prophet stands in the eye of a mobs right up to a sprawling horde Just like Gork and Mork, these two
storm of frenzied Bonesplitterz, of many hundreds, depending on halves work together to create havoc
his boys and their boars a roaring the size of the warclan. Wardokks in battle; one repeatedly smashes
typhoon that rages around him and and Morboys – those orruks with the enemy in the face, while the
takes shape according to his mystic the strongest connection to the other fills them full of arrows or
will. With a stamp of his feet and a Waaagh! – fight at the centre of the bashes them from behind. Most
wave of his staff, he divides his boys Kop Rukks. The Wurrgog Prophet Ironjawz scorn the use of ranged
into mobs depending on the aspect himself is typically found amongst weapons because there is little joy
of Gorkamorka they best represent, them, protected by a wall of painted to be had in flinging a bit of wood
be it cunning, brutality or sheer, flesh while he summons the primal at some distant target. For the
unhinged ferocity. These seemingly foot stomps of Gorkamorka to Bonesplitterz, however, the bow is
unintelligible commands are obeyed squash his enemies. a powerful and ubiquitous weapon.
instinctively and immediately by the There are some warclans who field
surrounding Bonesplitter warriors. Often fighting alongside the Kop nothing but hordes of Arrowboys,
Rukks are the Teef Rukks. Carrying whose breathtaking inaccuracy
Guided by the Waaagh! spirit, each a huge monster-killing spear known hardly matters when they can
mob naturally gravitates towards as a Gorktoof, they form the vicious fill the skies with thick clouds of
others of its kind on the battlefield fangs of the beast. Those who fight stone-tipped missiles.
to form a rukk. To call the rukks in the Teef Rukks are usually the
formations is perhaps to oversell the most feral and ferocious of the Finally, there are the mounted
Bonesplitterz’ capacity for military Bonesplitterz, those who froth at Snaga Rukks, which act as the horns
organisation, but they do function the mouth at the mere thought of the beast. Led by the Maniak
with a surprising level of cohesion. of impaling their prey with a big Weirdnobs and made up of Savage
Much like the manner in which a length of wood. These orruks also Boarboy Maniaks, they use their
pack of Ghurish ice wolves hunts have absolutely no sense of self- high mobility to attack from an
as an uncannily instinctual group, preservation, and they will happily unexpected quarter before driving
so do the rukks work together charge into the thickest sections of deep into enemy lines, goring
to bring down prey many times the enemy line, ignoring the hails ragged holes in the enemy army
their size. When multiple rukks of bullets and bolts raining down with their tusks, stone blades and
gather together, the result is an upon them. reckless savagery.

F rom the rocky bluff, Jukk-Jorr could see his gnashing teeth. Yet though Jukk-Jorr saw many
lads surge towards their prey like a gigadroth’s humans tumble to the ground, blood spilling from
snapping maw. The blue-coated humans stood arrow-riddled torsos, their line still held.
fast in a rigid square, puffs of grey smoke rising from
their firesticks as whooping Boarboys circled them. ‘Drakkabrak!’ Jukk-Jorr cursed. The humans refused
to give way despite the fangs clamped around them,
‘Gorkamorkabork!’ the Wurrgog Prophet roared, like a particularly chewy piece of sinew.
thrusting out his squig-stikk and hopping on one foot.
The Prophet leapt and slammed his hands together
At his command, the Toekrushas’ Brutal Rukks with a thunderous crack. Instantly, his circling
bounded forward – jagged clumps of painted orruk Boarboys wheeled and plunged into the flanks of the
warriors, eyes ablaze with green madness. The Kunnin humans’ square, like twin horns sinking into flesh.
Rukks rushed in from behind, firing hails of arrows
that rained down on the humans’ ranks. Jukk-Jorr Bodies flew as the snorting beasts slammed home,
gave a toothy grin as piercing screams split the air. and the bluecoats’ stern defence crumbled to pieces.

The bluecoats were fixed between the gigadroth’s ‘Grokabrog,’ said Jukk-Jorr, satisfied. The gigadroth
had its prey by the throat, and there was no escape.

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ORGANISATION OF A BIG RUKK

Kop Rukks are the thick skull The Wurrgog Prophet is the mind Snaga Rukks are the horns of
wrapped around the Wurrgog of his warclan. With visions sent the warclan. Led by deranged
Prophet. Their job is to help channel the by Gorkamorka, he guides his boys Maniak Weirdnobs, they plunge
Waaagh! energy generated by the warclan. towards the best hunting grounds and deep into the enemy’s flanks, causing
biggest fights. absolute mayhem.

Kunnin’ Rukks are Gob Rukks Teef Rukks wield huge Brutal Rukks are Gob Rukks
led by Morka-bosses, and they Gorktoof spears. These led by the fearsome Gorka-
are particularly good at sticking the massive weapons are carried into bosses. Their mobs excel in the thick
enemy where it hurts before they bash battle with the sole purpose of killing of the fight.
them up. the largest creatures of the realms.

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Bonesplitterz of the Realms

BONESPLITTERZ OF THE REALMS

Bonesplitterz can be found all across the Eight Realms, rampaging across the land in search of monsters to slay.
Their customs, rituals and favoured ways of war are as varied as the lands they call home, but all are equally
terrifying foes to face when the Waaagh! takes hold of them.

BONEGRINZ of rattling bones that hang from his charge headlong at the approaching
No other warclan has brought down belt. He will then boldly proclaim orruks. Hopelessly exposed, one of
as many great beasts of the realms as the next direction that the Bonegrinz the finest units of shock troops in
the Bonegrinz. Hunters without peer, should charge off in. Guided by the Twin-tailed City was trampled
these hardy orruks drive their prey these visions, the Bonegrinz have to death by charging Boarboys,
into a maddened frenzy with volleys sought out many legendary monsters much to the amusement of the
of amber-tipped arrows, causing long thought extinct – and then crazed greenskins.
them to whirl about and charge right slaughtered them.
into the Bonegrinz’ waiting spears. Gurkak uses similar methods to
The mountain-sized Glacierhorn, the create the ‘Big Teef’ wielded by his
Though they originally hailed from Shadow Drake of Lost Narkath, the Big Stabbas. The warclan boasts
the plains of Ghur, the Bonegrinz Nihilith of Vond and the Blueflame several of these weapons, crafted
are a nomadic warclan and have Magmadroth – all of these mythical from the teeth or tusks of monsters
travelled from the Nightlands of beasts have met the same grisly fate. that the Bonegrinz have slain and
Shyish to the Scalding Seas of Aqshy The Bonegrinz have managed to capped with amber bone. Indeed,
on their great hunts. Countless orruk accumulate impressive quantities of the Prophet believes that each of
boys have abandoned their old clans amber realmstone taken from the these weapons embodies a gnashing
and sought out the Bonegrinz along beast graveyards of Ghur, and their fang of Gorkamorka, and when he
the way, and the warclan has grown prophets have mastered the art of has gathered all of the Great Green
truly vast. They can field seemingly crafting arrowheads tipped with God’s teef, he will sink them into the
endless numbers of Arrowboys shards of this osseous substance, bedrock of Ghur. This will cause the
and Savage Orruks, dominating which is rife with the animalistic realm’s world spirit to spill out, so
their foes with sheer belligerence essence of the Realm of Beasts. that Gurkak and his boys can drink
and weight of numbers. This mass Bonegrinz warriors riddle their prey it up. According to the Wurrgog
of green flesh is liberally smeared with scores of these rage-inducing Prophet, this will cause them to grow
with blue warpaint, for blue is a missiles. As the arrowheads sink as big as mountains.
sacred colour according to the deep into the enemy’s flesh, they
Bonegrinz, said to attract the fiercest not only cause horrific damage, but The Bonegrinz take great pride
beast spirits. also drive the victim into a furious, in their self-proclaimed status as
bestial frenzy as the potent magic of the finest beast hunters in all the
Leading the warclan in its endless Ghur seeps into their blood. Like a realms, and it is common practice
search for quality bones is the maddened rhinox, the creature will amongst the boys of the warclan to
Wurrgog Prophet Gurkak Weirdteef. abandon all thoughts of retreat and fashion totems from the remains
This wizened old orruk is gaudily charge at its tormentors in a red haze of their most memorable kills. The
clad in the finest bones, to which he of fury. There is, of course, a not warclan’s rukks each seek to emulate
chatters almost incessantly. Indeed, insignificant risk that the enraged a particular totemic animal that
it is from this collection that Gurkak victim will get its wish and crush they believe possesses desirable
gathers his auguries – after inhaling several Bonegrinz into gory paste, qualities. These mobs carry totems
a great draught of bokkweed, but this bold tactic does ensure that and other icons crafted from the
the Prophet will have an intense the warclan always gets its prize. skin and bones of that creature,
discussion with the ivory tusks that which they believe will grant
dangle from his ears or the collection As well as proving highly effective them its formidable attributes.
at baiting monsters to come close For example, the Snaga Rukk led
enough for a good walloping, the use by Maniak Weirdnob Ukka-Tuk
of these amber-tipped weapons has idolises the notoriously ill-tempered
also wreaked particular havoc upon hammerhead gnu, a shaggy-furred
armies that rely upon maintaining grazing beast that can pulverise an
their shape and cohesion in battle. orruk’s ribcage with a single blow
When the Bonegrinz battled the elite of its boulder-like skull. Ukka-
Freeguild regiments of Hammerhal Tuk’s favourite staff is crafted from
during the brutal Drummer’s War, the shin bone of one of these beasts,
their rage-inducing arrows caused and when he and his lads charge
the veteran Greatswords of the into the enemy, they do so with
Steel Lions regiment to break their the mountain-shaking force of a
usually immaculate formation and hammerhead stampede.

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ICEBONE They worship a god of these foul- into flesh, the latent magic within is
Daubed in swirling white tattoos tempered beasts that they claim unleashed in a blast of lethal cold. A
with their hair dyed a frosty blue, Gorkamorka once rode into battle snow griffon or kattanak struck with
the Icebone hail from the glacier – the titanic, snow-white behemoth such a weapon finds its limbs seizing
caverns of the Skyblind Tundras known as Shattatusk. Pale-furred up, the blood that flows within
in Ghur. This unforgiving land war boars are believed to be the turned to icy crystals. Slowed to an
of howling ice-gales and sudden, godbeast’s progeny, which may awkward, stumbling gait, it is unable
deadly blizzards breeds the explain their uncommon hardiness to flee as the Icebone wheel around
hardiest war boars, and it is these and ferocious nature. It is not rare to it on their war boars, hacking away
belligerent creatures that the Icebone see one-armed or one-footed Icebone gleefully with each pass. Rime ice
ride to battle. The Icebone’s mounted riders, their appendages bitten clean slowly creeps along the beast’s body.
rukks run circles around their prey, off by their vicious mounts. Soon, it is little more than a frozen
hacking away with icy weapons that statue, and the orruks can begin
freeze their quarry’s blood before According to legend, when the Great the process of carving it apart and
charging in for the killing blow. Green God battered Shattatusk taking its bones.
To the Icebone, the war boar is not into submission, he tore one of the
just a mount; it is a sacred creature. beast’s icy horns off. As it struck the The Icebone look upon the ogors
ground, it splintered into a hundred of the Beastclaw Raiders with
shards, forming the spirit-glaciers particular awe and often trail along
within which the Icebone dwell. behind the creatures’ winding
These holy sites are rife with the Mawpaths on the very edge of
power of Gorkamorka, and their the Everwinter. On occasion,
azure caverns echo to the roars of their enthusiasm gets the better
animal spirits trapped in the ice. The of them and they stray into the
Icebones hew their weapons from supernatural snowstorm, ending
the walls of their cavern dwellings, up rooted to the spot as living
crafting crude chompas and statues. These luckless, frozen
stikkas of blue ice and arrowheads orruks are sometimes used as totems
that shimmer with freezing cold by their fellow boys, brandished
Waaagh! energy. When these sink enthusiastically in battle.

DRAKKFOOT The Drakkfoot worship the Great their ritual offerings to Gorkamorka.
Even by the standards of the Green God with a furious intensity The Drakkfoot see themselves as
Bonesplitterz, the red-haired uncommon to orruk-kind. Their crusaders of the Great Green God.
Drakkfoot are regarded as a strange Wurrgog Prophets glow with They believe their holy task is to
breed. The power of the Waaagh! barely restrained power, their eyes clobber every daemon and gheist in
swirls around this shamanistic blazing and their fingertips spitting the realms so the greenskins can get
warclan like a thick mist, giving rise sparks of savage energy. Any fellow back to the right and proper business
to many Wardokks and Weirdnobs. greenskin they suspect of not paying of killing monsters.
When the Drakkfoot embark on a Gorkamorka his due is subject to a
great hunt, they seek not creatures brutal and prolonged bludgeoning The Drakkfoot’s mystical powers
of flesh and bone but daemonic and – if they are fortunate enough not to and furious faith make them
spectral horrors. They clobber these be blown to bits with a bolt of bright remarkably efficient at this task.
‘spookz’ with beast-infused weapons green magic. Yet the Drakkfoot Their Wardokks conduct hordes of
that blast apart incorporeal matter reserve their greatest hatred not for boys in manic, stomping dances that
as easily as they crush skulls and those beings made from the raw stuff channel the Waaagh! Each clattering
shatter limbs. of the earth, but for those spawned footfall disrupts the magic that binds
by sorcery and dark magic. their daemonic foes to the Mortal
Realms, agonising and enraging
The Ashland Gorelakes, where them. Crimson tattoos painted with
the Drakkfoot make their home, the boiling blood of the Gorelakes
have long been plagued by the writhe and hiss as they ward the
daemonic legions of the Blood God Drakkfoot against unnatural
Khorne, and – since the Shyish magics. Meanwhile, the orruks’
necroquake – by cowled spirits in weapons – infused with the shackled
thrall to the Great Necromancer spirits of furious drakk-beasts and
Nagash. Unforgivably, neither of wielded with utterly single-minded
these foes contain any bones for the conviction – can temporarily cause
Drakkfoot to take. Worse still, they gheists to turn corporeal, long
wreak havoc upon the Bonepslitterz’ enough to be smashed apart in an
ancient hunting grounds, disturbing explosion of spectral matter.

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LEGACY OF DESTRUCTION

LEGACY OF DESTRUCTION

Ever since the days of the Age of Myth, the orruks have rampaged across the realms in search of a good scrap. On
the occasions that the scattered warclans have united as one mighty fist for a Big Waaagh!, entire empires and
civilisations have been smashed to rubble, their armies hacked to bits by hordes of whooping orruk boys.

THE AGE OF MYTH summons the first Great Waaagh! to the brim. The Sundeth Caves
Teeming hordes of orruks flock to still echo with the screams of slain
THE BLESSED AND THE his side, and this green avalanche daemons to this day. In the end, the
BRUTISH rampages across the realms, orruks retain their dominance of
After battering each other to a attacking anything in its path – Ghur, while Darkorn’s skull adorns
standstill, Sigmar the God-King even former allies. The devastation the ramparts of the Varanspire – a
and Gorkamorka form an alliance caused is unimaginable, as countless fitting punishment for his failure.
based on grudging respect. The kingdoms and continents are ground
Great Green God joins the Pantheon to rubble. Finally, Gorkamorka RISE OF THE IRONJAWZ
of Order and turns his primal rage reaches the fathomless abyss known Hardened by centuries of warfare
towards obliterating the deadliest as World’s End on the edge of against the daemonic hordes of the
monsters of the Mortal Realms. the Great Void. After staring into Dark Gods, stagnant mortal empires
The orruks rampage forth at their this well of infinite blackness for and their fellow greenskin clans,
deity’s side, revelling in increasingly but a moment, Gorkamorka spits the orruk clans of the Ironjawz
catastrophic acts of destruction. a mouthful of phlegm and spins grow increasingly powerful. For
on his heel, charging off in the them, the Age of Chaos is a gift from
SPARK OF MADNESS opposite direction. Gorkamorka, an era of endlessly
During the decades-long Ur-wyrm entertaining battle. As is the nature
War, Sigmar and Gorkamorka THE FALL of orruks, the more formidable the
ally once more to battle great As Sigmar’s pantheon fractures, each enemies they fight, the larger and
flocks of mountain-sized draconic deity pursuing their own secret aims, fiercer they become, until they tower
beasts. When the ur-wyrms are the Dark Gods make their grand play over their fellow greenskins.
finally slain and there are no more for dominance of the Mortal Realms.
enemies to bash, Gorkamorka turns Exploiting the weaknesses of men, BONE AND IRON
upon the God-King, giving him duardin and aelves, they splinter the Several Bonesplitter and Ironjaw
a mighty headbutt. In return, the fragile membrane between worlds warclans unite in a Big Waaagh! as
God-King smashes Ghal Maraz and spill their daemonic legions into they seek to smash down the Wall of
into the greenskin deity’s jaw, reality. Sigmar fights back as long as Ver. They find themselves opposed
temporarily knocking the sense out he can, but he cannot hope to stand by the Seraphon, who emerge in
of him. It is said that the sparks of alone. He retreats to his capital of bursts of starlight to defend the sheer
Waaagh! energy unleashed by this Azyrheim with those of his followers crystal monument.
blow blast through the minds of that can be saved, closing the Gates
every greenskin warrior within a of Azyr behind him. Gorkamorka is SMASHING VICTORY
hundred leagues, turning them all too busy rampaging across the land Chaos Lord Daresius the Perfect
into Bonesplitterz. to bother himself with this disaster, believes himself – in his immaculate
but many scattered orruk warclans beauty – to be the true heir of the
THE FIRST GREAT WAAAGH! find worthy foes against which to test absent Dark Prince Slaanesh. With
It does not take long for Gorkamorka their axes in the numberless legions the labour of slaves taken from the
to tire of his role as Sigmar’s attack of Chaos. many cities that he has despoiled,
dog. Bored with serving the will Daresius constructs a palace of
of Order, the Twin-headed God THE AGE OF CHAOS gleaming mirrors so that wherever
he stands he may always gaze upon
THE GREENSKIN WARS his own perfection. Unfortunately
Archaon the Everchosen tasks one of for the Chaos Lord, no sooner has
his most trusted generals, Darkorn the final pane of glass been fitted
the Devourer, to scour the orruk than Da Choppas Warclan come
menace from the Realm of Beasts. hurtling over the horizon, drawn by
The Greenskin Wars rage across the Palace of Reflections’ sparkling
Ghur for centuries. Untold numbers spires. Whooping and hollering,
of orruks are cut down, but always mobs of blue-chequered Ardboys
more appear to take part in the barrel through ranks of Chaos
joyous slaughter. At Splitbone Pass, Warriors and into the structure,
the bodies of Chaos Warriors pile so smashing every pane of glass they
thickly that entire valleys are filled lay their piggish eyes on. Though
in his outrage he cuts down scores

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of trespassers, Daresius the Perfect seize control of the Realmgates, march forward to repel all invaders.
meets an imperfect end when he is arcane pathways that lead between The Ironjawz smash many of the
thrown from the highest tower of the the realms. The Bloodtoofs work out soul-construct guardians into bony
palace, landing on a thousand shards that, by following the shiny warriors, fragments, but they do not prevent
of splintered glass that slice his body they can seek out the ‘glowy gatez’, Nagash’s magical experiments from
to bloody ribbons. and they swiftly come to blows with reaching a deadly crescendo.
Sigmar’s champions. At the Battle of
THE AGE OF SIGMAR Blista Peak, the Bloodtoofs’ relentless THE DEFFSTORM
Gore-grunta charges smash their The Shyish necroquake rocks the
FIGHT OF A LIFETIME way through the battle lines of the Eight Realms, unleashing a tide of
The heavens open and Sigmar’s Celestial Vindicators and plunge unstable magic and dragging forth
Tempest bursts forth across the into the Blazing Portal. Transported baleful spirits from the underworlds.
Mortal Realms. At its fore come an unthinkable distance in the While the Ironjawz grumble about
the Stormcast Eternals, the greatest blink of an eye, the orruks crash how unsatisfying it is to fight things
champions of Azyr. Clad in gleaming to earth amidst the barrowlands of that don’t break when you hit
armour and wielding weapons that Yighmur, much to the consternation them, many Bonesplitterz believe
channel the devastating power of of the Wight Kings who rule that that Gorkamorka has chosen them
aetheric lightning, they drive the lifeless kingdom. to squash the spectral invasion
forces of Chaos back on many fronts. they call the ‘Deffstorm’. The
As the Ironjawz and their fellow STOMPING HOOVES Drakkfoot warclan, already locked
orruks look upon these shining The Rukkasnort Stampede begins as in battle with daemons of Khorne,
hosts, they cannot believe their luck a contest between Ironsunz Gore- are enraged to find themselves
– truly, Gorkamorka has blessed grunta riders, but it quickly escalates attacked by yet more boneless
them with mighty new foes to fight. into a continent-crushing cavalcade beings. Wurrgog Prophet Rakkatak
as other warclans, composed of declares that Gorkamorka has had
FROST AND FLAME Ironjawz and Bonesplitterz alike, enough of all these ‘spookz’, and
The Icebone Warclan launch an join in the fun. The free cities of it is not long before almost every
assault upon the Tergammvault of Blackwall and Taberna are both orruk of the Drakkfoot is chasing
the Lofnir Lodge of Fyreslayers, sacked by boar-riding boys who after the Nighthaunt processions,
seeking to hunt their fearsome smash through their gates and swiping at the formless gheists with
Magmadroths. The duardin unleash rampage through the streets. beast-blessed chompas.
magmic lava-flows in an attempt
to drown the Bonesplitterz in fire, DEATH IN THE WATER STONEKLAW’S CHOICE
but the Icebones’ Arrowboys loose Seeking out the Great Voidwhales The Gutstompas, warclan of
so many frost-tipped arrows that that dwell within the Dwindlesea, the infamous Big Boss Gulgaz
the rivers of lava cool into hardened the Bonegrinz Warclan takes to the Stoneklaw, come across the Three
rock. Boarboy Maniaks charge over waves upon colossal rafts of bone Cankers, a trio of plague fortresses
these bridges and spill into the vault, and hide. Idoneth Deepkin of the defended by Nurgle’s mortal
slaying dozens of Magmadroths and Mor’phann enclave interrupt their champions. Unable to decide
stealing their bones. voyage, and the pitch-black waters which stronghold to smash up
of the deathly ocean are soon thick first, Stoneklaw consults with the
REALMGATE CARNAGE with bobbing corpses as a frantic severed heads he wears upon each
The Realmgate Wars begin in earnest naval battle ensues. shoulder. After several days of
as the Stormcast Eternals seek to intense debate, Stoneklaw reaches
BATTLE OF NAGASHIZZAR his decision – only to discover that
Guided by the strange visions of the Three Cankers have already
Fungoid Cave-Shaman Snazzgar been overwhelmed and burned to
Stinkmullet, scores of orruk the ground by a Warrior Chamber
warclans charge into Shyish, battling of the Hallowed Knights. Furious at
their way through shambling the Stormcasts’ interference, Gulgaz
hordes of undead to the very gates unleashes his hollering horde upon
of Nagashizzar. Here, a fell ritual the host of silver-armoured warriors.
is gathering pace as the Great
Necromancer, Nagash, seeks to FATED BATTLE
invert the magical energies of the The prognosticators of Excelsis are
Realm of Death. The Ironsunz – overwhelmed with sheer terror
charging forward at the forefront when they foresee the coming
of the greenskin Waaagh! – are not of Gordrakk, the Fist of Gork.
particularly interested in the greater Armed with the fortress-shattering
ramifications of this spell. Instead, skull of the godbeast known as
they find a most memorable scrap Hammergord, Gordrakk plans to
as Nagash’s elite Morghast guard level the City of Secrets.

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Gordrakk, The Fist of Gork

GORDRAKK, THE FIST OF GORK

Amidst the yelling and bawling of the Ironjaw warclans, a single bass roar echoes louder than the rest. It heralds
the destruction of armies and the death of civilisations, for it is the voice of Gordrakk, the Fist of Gork. Mightiest
of all orruks, he is an unstoppable avalanche of primal wrath - the chosen champion of the Great Green God.

Gordrakk’s name has become a from. Certainly, the Fist of Gork of Gork claimed that it was to make
byword for terror across the Mortal will never confirm nor deny any of the weapon twice as killy – before
Realms. Even the noble houses of these wild tales, for he cares only for brutally hacking apart the orruk who
Azyr, safely ensconced with their ushering in the next Great Waaagh! asked such a stupid question.
star-scraping towers, have heard of and drowning the realms in a tide of
the rampages of this green-skinned unthinking violence. So great is Gordrakk’s bestial
hurricane of destruction. He is authority that all worshippers
the Fist of Gork, the Megaboss of In battle, there is nothing subtle of Gorkamorka – not merely
Megabosses, the savage fury of Ghur about Gordrakk. Riding atop the the orruks– are enthused by the
made manifest. To most Ironjawz, huge Maw-krusha known as Bigteef, supernova of Waaagh! energy
he is nothing less than the living one of the only beasts almost as emanating from his muscled frame.
incarnation of their god’s brutal brutishly aggressive as Gordrakk Many Madcap Shamans of the
favour. Warclans from all corners of himself, he leads through violent Gloomspite Gitz swear blind that
the realms have flocked to swell the example. Fighting at the head of it is the Fist of Gork’s leering face
ranks of Gordrakk’s Great Waaagh!, his vast green horde, Gordrakk and etched onto the surface of the Bad
for every orruk worth his iron wishes his mount plough into the deepest Moon. Ogor tribes murmur in awe
to fight at the side of Gorkamorka’s concentration of enemy warriors. of the time Bigteef chewed through
favoured son. Entire ranks are crushed under a Stonehorn, spitting out the gems
Bigteef’s charge while limbs and studding the beast’s innards before
Many orruks believe that the Great heads are sent flying by strikes from Gordrakk demanded seconds for
Green God formed Gordrakk whole the Fist of Gork’s twin axes. These himself. Troggoths don’t really
during the Age of Chaos. The story blades are especially deadly to enemy know why they follow Gordrakk,
goes that, in their darkling mission commanders – Smasha excels at but their herds lumber along in his
to enslave the warclans of Ghur, cleaving through the armour of wake anyway, even their tiny minds
Archaon’s legions established a warrior-kings, whereas Kunnin’ acknowledging the primacy of the
series of Dreadholds throughout delights in spilling the magically mightiest Megaboss of them all.
the greenskin-held lands of the charged blood of wizards. Long
Wildheart. Taking offence to this, ago, these two axes were joined Throughout the Realmgate Wars,
Gork slammed his mountain-sized together to form the Worldchoppa, Gordrakk’s Great Waaagh! was a
fist into the centre of the network the legendary axe of Gorkamorka constant choppa in the side of the
of fortifications. The raging storm said to be forged of metal ripped other races, most infamously freeing
of Waaagh! energy swiftly reduced from Sigmar’s own throne. It the godbeast Fangathrak from its
the fortresses to rubble. When was first bestowed upon Urrgrak imprisonment by Archaon’s armies
Gork’s fist finally dissipated, it left Bonefist during the Age of Myth and denying the forces of Chaos
behind a shard of knucklebone. – how Gordrakk came to wield it and Sigmar alike access to the
As the green fire seared away its is unknown, but he was quick to Mawgate within the vast worm-
surface, a hulking Megaboss was split it into his two trusty blades. creature’s gullet. In the aftermath
revealed within. This Megaboss was When asked why he did so, the Fist of the necroquake, Gordrakk’s
swift to rally the Ironjawz of the hordes have been preoccupied
Wildheart, crushing the remainder with looting treasures from newly
of the Dreadholds’ castellans as they revealed Stormvaults across Ghur
attempted to recover from the brutal – most impressively the skull of the
divine intervention. bull-headed godbeast Hammergord,
which the Megaboss has had
Such is not the only story told of mounted onto a colossal battering
Gordrakk’s origin. The Fang-krushas ram. Gordrakk’s ultimate ambitions
warclan insists that Gordrakk for his new weapon are unknown,
was once one of their own and but warclans of all kinds have
boast loudly of their supposed been seen marching towards the
connection to the Fist of Gork. The Ghurish city of Excelsis, stronghold
Bonesplitterz, meanwhile, believe of the Knights Excelsior, in massive
him to be sent by the Great Green number. If the Fist of Gork wishes to
God to lead a hunt for the Beast demonstrate his dominion over the
Spirit of Ghur itself. Ultimately, it Realm of Beasts, he could scarcely
matters little where Gordrakk came have picked a more tempting target.

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Brutal and Cunning

BRUTAL AND CUNNING

Ironjaw bosses are amongst the mightiest warriors in the realms. Each is a living embodiment of the Waaagh! and
a chosen of Gorkamorka – at least, that’s what they claim, and their followers agree. Whether smashing enemies in
the face, mustering the frenzy of the warclans or shaping deadly green magic, all are deadly opponents in battle.

MEGABOSSES the greatest bosses bring about the Megabosses, however, this quirk
Might makes right amongst the greatest punch-ups. Megabosses of greenskin physiology is even
Ironjaw warclans, and none are cannot actively channel this power more pronounced – a result of the
mightier than the Megabosses. They in the manner of shamans. This is excess Waaagh! power thrumming
are the crushing fist of Gorkamorka not to say that some haven’t tried through these brutish war-leaders.
made manifest, swollen by the – and when a Megaboss gets their Though it seems impossible to
power of the Waaagh! until they hands on powerful arcane artefacts, rational folk, a Megaboss can be
tower head and shoulder over even the destruction that follows has to observed to grow ever so slightly as
their hulking kin. With a single be seen to be believed – but their they kill, even in the heat of battle.
punch, a Megaboss can crush an true strength lies in marshalling Each mortal blow from their boss
armoured Chaos Warrior. A nimbus the fury of the orruks under their choppa sees their muscles swell
of green energy plays around them command. They are the forefront further. Violence itself fortifies a
as they lead their vast armies to war. of the tidal wave that is a Waaagh!, Megaboss, which is problematic
crashing into the enemy and for their adversaries, as it means
As the biggest and strongest sweeping all before them with these orruks are almost impossible
members of a warclan, Megabosses relentless brutality. to kill. Only the most devastating
are a focal point for wild Waaagh! force stands a chance of putting a
energy. This in turn brings more It is no secret that as an orruk Megaboss down, for if they get a
Ironjawz into their orbit, for every fights, they gradually become chance to start killing once more,
self-respecting orruk knows that larger and more imposing. With they will only grow stronger.

Megabosses are natural show-offs.
Competition between the leaders
of a warclan’s brawls can be fierce.
These contests can take any form,
but they often descend into straight-
up fights before long. Megabosses
truly seeking to prove their might
will take the challenge of claiming
a Maw-krusha as a mount. Bestial
predators originating from Ghur’s
vast mountain ranges, Maw-krushas
are narrow-sighted beasts that smash
their way across the land regardless
of anything in their way. Their skin is
rugged and rocky, and they produce
bellows of such force that those hit by
the wall of sound have their innards
rupture. Hyshian mystics have been
driven mad trying to deduce how
these heavy-set beasts are able to fly
given the disparity between sheer
bulk and wingspan – the wisest
conclude that gravity has no desire
to mess with the Maw-krushas and
leave it at that. Ironjawz do not so
much ‘tame’ a Maw-krusha as they
batter it into submission; for many
Megabosses, the attempt proves fatal.
Those who succeed find themselves
with a truly monstrous edge, for
Maw-krushas are kindred spirits to
the orruks and need little excuse to
pulverise and crush anything foolish
enough to get in their way.

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WARCHANTERS being more than a little manic at know it, there has been an increasing
Most Ironjawz feel the Waaagh! ever- the best of times. Twitching and number of Weirdnobs that have
present in the back of their brutish spasming as they shuffle about, risen to lead entire Ironjaw warclans,
minds, releasing the pent-up energy green light occasionally sparking proving their superiority over their
in brief, deadly bursts of shocking in their eyes, it is these orruks that rivals by conjuring up the most
violence. There are, however, those shape the power of the Waaagh! powerful, lingering manifestations
who become consumed by the green into a crude form of spellcraft. How of the Waaagh!
energy, and loudest of all are the this manifests is never predictable,
Warchanters. For these orruks, the but it is always destructive – as well Bonesplitterz tend to look down on
thuggish drumbeat of the Waaagh! as highly entertaining for those Ironjaw Weirdnobs as being less ‘in
never stops hammering through Ironjawz nearby. tune’ with the will of Gorkamorka
their skulls. In battle, they furiously than their Wurrgog Prophets. The
recreate this rhythm with anything Weirdnobs consider themselves to Ironjawz counter that an orruk who
they have to hand, whether it be be the ‘wise orruks’ of the warclans. can unleash burning streams of
by bashing their glowing stikks In practice, however, all of their green ectoplasm from their mouth
together, clanging their fists advice – whether it relates to healing and eyes, or conjure huge warty
against chunks of shattered iron or battle-wounds, finding a new choppa fists to crush an enemy army, is
bludgeoning their opponents over or deciding what a rampaging horde about as in tune with the Great
and over. The enemy’s agonised of Ironjawz should knock over next – Green God as you can get. However,
screams only contribute to the beat revolves around the swift application when battle is joined and the
raging within a Warchanter’s soul. of violence in some fashion. Ironjawz power of the Waaagh! is pumping
nevertheless pay close attention through the orruk horde, Ironjaw
As a Warchanter bashes out his to a Weirdnob’s words, believing and Bonesplitter alike meet every
endless rhythm, the sound of primal they speak with Gork’s (or possibly destructive magical outburst from
drumbeats fills the minds of nearby Mork’s) voice. Since the dawning of the Weirdnobs with howls of savage
Ironjawz. They crash their crude the Arcanum Optimar, or the ‘time delight, united by their love of
weapons together eagerly, great green of Ded Killy Magik’ as the orruks wanton carnage.
feet stomping upon the ground. The
furnace of Waaagh! energy within WAAAGH! MAGIC
the chest of each Ironjaw is stoked Much like the orruks themselves, Waaagh! magic is violent,
to an inferno by a Warchanter’s unpredictable and very dangerous to everything in its immediate
relentless drumming; whether it sees vicinity. Its essence sits outside the typical ‘laws’ of magic, neither
the orruks run faster, hit harder, drawn from a particular realmsphere nor corrupted by the touch
or strike with whirlwind fury, this of dark sorcery – the sorcerous power of the orruks simply ‘is’, as
soul-deep drumming renders the sure as Aqshy burns or grots are weedy. The arcane scholars of more
Ironjawz deadlier than ever. Most enlightened races have long had difficulty attempting to define where
Megabosses have at least one or the primal energy that infects a greenskin horde ends and proper
two Warchanters accompanying Waaagh! magic begins. In truth, these two concepts are one and the
their brawls to stoke the fury of same; the fury that powers an orruk mob in battle is the same power
their lads. Some Ironjaw hordes – that the Weirdnob Shamans draw upon to work their destructive spells,
Gordrakk’s Great Waaagh! not least the savage breath of Gorkamorka channelled through these brutish
amongst them – contain many of the mystics to be unleashed upon the hapless foe.
brutal greenskin chanters. Orruks
from miles around are drawn As more orruks mass in a particular place and work themselves into
to the booming drumbeat by an a frenzy, the magical power of the Weirdnobs is further enhanced
instinctive compulsion, swelling the through the amalgamation of this same primal Waaagh! energy. For
horde’s ranks further as the furious those who dismiss orruks as mere brutish savages, this sheer reserve of
heartbeat of Gorkamorka echoes power can prove a fatal surprise; more than one sneering Tzeentchian
across the land. sorcerer or fey Aelven mystic has entered into a magical duel with a
mad-eyed Weirdnob, only to find themselves overwhelmed by green
WEIRDNOB SHAMANS power beyond their reckoning. Waaagh! magic is notoriously volatile;
Even the Ironjawz do not know one of the first things an Ironjaw yoof learns upon joining a warclan
exactly why some of their number is to avoid thumping a Weirdnob unless absolutely necessary, lest the
become Weirdnob Shamans; shaman detonate with spectacular magical force. This doesn’t stop
admittedly, this may be because the occasional curious orruk from doing so anyway – and while some
most simply don’t care. Whilst of their fellows have the good sense to take cover when they see a
Warchanters are suffused with Weirdnob twitch and shudder with renewed force, most can’t help but
Waaagh! energy until they are get up close to watch the shaman ‘go off’ in an explosion of scouring
driven quite mad, Weirdnobs are green light.
living conduits for Gorkamorka’s
power. This doesn’t stop them also

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Ironclad Hordes

IRONCLAD HORDES

The ground shakes as the Ironjaw warclans march to war. Their armies are vast hordes of heavily armoured
orruks, each clutching a brutal choppa or spiked maul in their mailed green fists. Whether they be a hulking
Brute, eager Ardboy, or grunta-riding shock troop, they seek only to batter their enemies into bloody ruin.

BRUTES gore-choppa, an enormous blade Brutes have a proud history of taking
Brutes consider themselves the capable of inflicting hideous injury down monsters, an inheritance
greatest of all the Ironjawz. This on whatever it strikes. Brute bosses, of the first Ironjaw warclans that
belief is founded on three essential as the biggest and strongest of their rampaged across the savannahs of
principles: they are amongst the number, get first pick in terms of Ghur. There is a measure of bestial
largest of all orruks, the most heavily weapons. Huge crushing claws pragmatism behind this choice
equipped and – as a result – often get and colossal bludgeoning clubs are of foe. Like all orruks, fighting
to fight the biggest enemies a warclan perennial favourites – the better empowers Brutes, and there are few
encounters. Those who witness a to tear through heavily armoured better ways to test their strength
Brute mob in battle find it difficult enemies or the thick hides of than by clobbering beast-riding
to contest their claims of supremacy. predatory creatures. enemy lords or other ‘big ’uns’. Deep
With an eardrum-bursting bellow of within the Brutes’ psyche may also
‘Waaagh!’, the Brutes charge in as an If a Brute mob cannot overcome exist a kernel of irritation at being
armoured scrum, crushing armies their foe with bloody-minded confronted by anything bigger and
beneath their heavy stomping treads. violence alone – and given their harder than they are, though those
talent for destruction, this is a who express such a belief to a Brute’s
A Brute’s wargear is not so much rare occurrence indeed – they will face soon have their skull smashed in
forged as it is beaten into shape instead seek to crush them through for their trouble.
from lumps of corrugated metal. raw numerical superiority. The
Thick layers of iron are bent sheer amount of Brutes that can be GORE-GRUNTAS
and bolted together to form the mustered by successful Megabosses Gruntas are massive porcine
armour, yet somehow this does is often an unpleasant surprise to creatures with razor-sharp tusks,
not reduce the structural integrity their foes. A considerable proportion filthy hides and beady, rage-filled
of these formidable defences. A of a warclan’s strength will often eyes. Though indigenous to Ghur,
Brute’s weapons are as direct as consist of these hulking orruks; their great stampedes rampage
the greenskin that wields them. this ready reserve of green muscle across all the realms save Azyr.
Weighty choppas and long-hafted has given rise to the common Brute To keep up with their fearsome
gore-hackas are abundant in their sentiment, ‘If smashin’ it don’t work, metabolism, gruntas must consume
mobs. Some Brutes wield a massive get more boys and smash it again’. just about everything in their path.
Fortunately, their digestive system is
G utrok punched the ghoul’s face out of the back of its head robust enough to allow them to do
and into the face of the one behind it. The Ironjawz had just that. They readily devour fallen
stumbled into the nest of Flesh-eaters by chance, but now, warriors, armour and all, crunching
as the pale creatures spilled from the shadows, they were met by their way through metal armour
whole mobs of grinning orruks with ready choppas. Amidst the plates. Ironically, this is one of the
reeking masses, Gutrok spied a hulking rot-skinned monster. few materials that gruntas cannot
digest effectively. This hindrance
‘’Ere, dis one’s mine! Any git that gets in my way is going to get means that the inevitable product
himself krumped!’ of a grunta’s hunger is full of lumps
of metal. The Ironjawz have learnt
To drive home the point to those around him, Gutrok raised to harvest this to provide the raw
his rusted boss klaw and gave it a grinding snap. Roaring out materials for their armour, coining
a bellowing battle cry, he charged towards the newcomer. In the term ‘pig iron’ for the foul but
response, the beast gave off a low animal hiss through rows of useful spoils.
needle-sharp teeth. Towering over the boss, the Crypt Horror
attacked swiftly, its filthy claws raking down Gutrok’s face and Gruntas are brought into a warclan’s
siding in a shower of blood and sparks. With a crunch of iron, arsenal through ‘grunt hunts’. This
Gutrok brought up his boss klaw and grabbed the beast around involves cornering a rampaging
its neck. grunta, battering it senseless with
fists and choppas and nailing iron
‘Here comes the good bit,’ thought Gutrok, oblivious to the blood plates onto the dazed creature,
running down his side or the fact one of his eyes didn’t see so good slowing the beast down enough to
any more. With a chuckle, he snapped shut his klaw. Tainted blood ride. A particularly daring orruk will
sprayed across his face from the Horror’s now-severed neck stump. then attempt to claim it as a mount.
Turning back towards the fray, Gutrok grinned through the gore
and charged.

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That is not to say that they tame the
creature; gruntas are too belligerent
to ever accept a rider without a
fight. Even if the Brute is not quickly
gored to death, they often struggle
to dismount safely. This suits the
orruks just fine, for the destructive
power of the gruntas is well worth it.

These Gore-gruntas are the shock
cavalry of the Ironjawz. The ground
shudders as their mobs charge
ahead of their warclan, searching for
enemies to flatten. Those who attract
their attentions will be hacked down
by the bellowing orruk riders, or
they are simply be trampled into
the dirt by the unstoppable gruntas.
Some Megabosses have come up
with ‘kunnin’ taktikz’ to employ
with their Gore-gruntas, such as
the Hoof Puncher or Tusks of Gork.
In true orruk fashion, all of these
tend to revolve around the tried-
and-tested principle of assembling
the Gore-gruntas into a big mob
and sending them to smash straight
through the enemy lines.

ARDBOYS Though they are terrifyingly strong, Since the necroquake and the
While Brutes make up much of a Ardboys are not able to batter beginning of the Soul Wars, many
warclan’s strength, the great mass metal into shape with their fists as Ironjawz warclans have begun to
of an Ironjawz army is often filled easily as Brutes. Because of this, grudgingly induct mobs of Ardboys
by the Ardboys. Though they they must scavenge or forge their into their ranks to replace the
are the physically smallest of the own equipment – or bully others casualties inflicted by the endless
armoured greenskin hordes, only a into doing it for them – a fact that waves of undead hordes. To the
fool underestimates these battle- accounts for the somewhat eclectic Ardboys, this is a sign that they
hardened orruks. A single Ardboy mixture of weapons found in their have ‘made it’, and many of them
is capable of slaughtering several mobs. Ardboys are surprisingly have developed quite a swagger in
Freeguild soldiers without pause, disciplined by orruk standards. response to their new-found status.
a toothy grin on their face as they They march across the battlefield Nevertheless, plenty of warclans
shrug off the blows of their enemies. in something resembling a military still consider the Ardboys to be
formation, waving their banners distinctly weedy, and in some cases,
Ardboys take war very seriously, and and advancing to the sonorous mobs of the armoured orruks have
they are often considered a bit dour beating of war drums. The Brutes struck out on their own rather than
and humourless by other orruks. and Megabosses who witness this chase the approval of the Ironjawz.
They are not actually Ironjawz in tend to consider it a ‘bunch of time- Amongst the most infamous of these
the conventional sense; rather, they wastin’ nonsense’ – though, to be mobs are Gurzag Ironskull’s Boyz.
are the toughest members of orruk fair, they consider anything that Trapped in the cursed mirror-city
clans from across the realms that isn’t punching their enemies in the of Shadespire decades ago after a
have been attracted to the cyclone of face to be time-wasting nonsense. looting expedition went awry, these
violence propagated by the Ironjawz. The Ardboys discipline pays off Ardboys have since come to find
Fighting alongside their brother in battle, however, allowing them the endless battle within it much to
greenskins, they seek to draw the to grind down even the densest their liking – after all, for all their
power of the Waaagh! to themselves, hordes or overwhelm foes many pretence of discipline, no orruks can
growing bigger and stronger in the times their size under a storm of resist the urge for some good old
process. Should an Ardboy win bludgeoning blows. fashioned carnage.
enough fights, he may become large
enough to be considered a Brute,
though he will always be looked
down on by the ‘true-blue’ Ironjawz.

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Power of the Waaagh!

POWER OF THE WAAAGH!

Leading the Bonesplitter warclans are all manner of savage mystics, magically gifted orruks filled with the primal
essence of Gorkamorka. Utterly insane as they may be, none are better at sniffing out powerful beast spirits than
these shamans, and their command of deadly Waaagh! magic makes them terrifying opponents to face in battle.

WURRGOG PROPHETS are flattened and crushed under a before battle is joined. How they do
No orruks are as attuned to the will rain of pummelling green fists that this is up to the Wardokk, though
of Gorkamorka as the Wurrgog descend from the skies, the Wurrgog most prefer to employ a variety of
Prophets. They are the undisputed Prophet hollering in bellicose joy as methods ranging from strange war
leaders of the Bonesplitter warclans, he unleashes an avalanche of savage, dances to good old-fashioned smacks
and entire nations of maddened destructive power. across the gob.
green disciples hang on their every
gibbered word. To them falls the WARDOKKS
most sacred duty of any Bonesplitter: Around each Wurrgog Prophet can
it is their task to interpret the signs be found an array of lesser shamans,
and dream-visions left for them by most prominent of which are the
the Great Green God and lead their Wardokks. They often enforce the
followers to new and prosperous bizarre commands of the warclan’s
hunting grounds. leader, and it is from their ranks that
a Wurrgog’s successor will usually
Wurrgog Prophets are a far cry from be chosen should the Prophet fall in
the scholarly wizards of other races. battle or accidentally blow
Wearing garish wooden beast-masks himself up. It is also
and clad in the hides of monsters their job to work
they have killed, it is easy to dismiss the warclan up
them as demented creatures hopping into a proper
manically from foot to foot and frenzy
hooting nonsensical commands.
This apparently random lunacy is,
however, not what it seems. Wurrgog
Prophets possess a strange wisdom
– as if they have tapped into some
primal cosmic truth. Behind their
bizarre actions lies solid orruky
sense; a Prophet’s intimidating beast-
mask contains the trapped essence of
the most fearsome creatures he has
slain and thus actually does amplify
his powers. The warpaint he daubs
across his Bonesplitterz contains
mystical ingredients as well as the
ground-up organs of beasts hunted
by the warclan, and its magical
properties have proven capable of
deflecting even hostile sorceries.

When it comes to unleashing
their own devastating magic, the
Wurrgog Prophets excel – after
all, for all their barbarous wisdom,
they are still orruks. As leaders
of the Bonesplitter warclans, they
claim the most powerful bones for
themselves, and thus they can tap
into the strongest beast spirits. When
a Wurrgog summons up the power of
Gorkamorka, the land cracks, trees
are violently uprooted and the very
earth of the realms is turned against
their foes. Entire ranks of enemies

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Wardokks are entrusted with What they may sacrifice in precise SQUIGGLY BEASTS
knowledge of each warclan’s secret control of their mounts, they make All manner of squiggly beasts
ritual dances. All Bonesplitterz are up for in the press of melee, for infest the dark, dank and
good at jumping around and causing Maniaks can unleash a seemingly unpleasant places of the Mortal
a racket, but only a Wardokk knows endless storm of blows. Even the Realms. They are strange, waxy
how to truly summon the power of most determined shieldwalls buckle creatures that are often – though
Gorkamorka through his motions. under a Maniak charge, the orruks not always – globular in shape.
When a Wardokk leads his mobs swinging their twin weapons back Sharp fangs line their oversized
in such a dance, the energy of the and forth with boundless energy maws, and even the smallest
Waaagh! responds. Tattoos glow while the sharp tusks of the war are capable of hamstringing
with extra protective strength, boars slip between or punch straight an unwary warrior. It is the
greenskin wizards find their magic through the foe’s defences. Fuelled Gloomspite Gitz that have the
bolstered and even the most hideous by the ferocious spirit-madness closest relationship with squigs,
wounds close shut as these shamans bubbling within them, the Maniaks capturing or breeding them
tap into their strange, but undeniably will not stop until they or their in vast numbers to use as a
effective, powers. enemies lie dead. Each orruk deadly, if unpredictable, force
redoubles his violent efforts as he in battle. Whilst most squigs
watches his mates literally tear apart are valued for their single-
the enemy with savage blows. minded destructiveness, there
are a few rare sub-species that
BOARBOY MANIAKS MANIAK WEIRDNOBS brim with curious, but potent,
There are Bonesplitterz, there are Some orruk shamans witness the magical energies.
truly insane Bonesplitterz, and then destructive rampages of the Maniak
there are the Boarboy Maniaks. Boarboys and become inspired. It is these more arcane
At some point in the past, these Already pushed over the edge of creatures that most interest
demented orruks managed to reason by the power of Gorkamorka the Bonesplitter shamans. On
climb onto the back of a snorting constantly rattling around in their occasion, squigs filled with their
war boar. Though they should have thick skulls, these Weirdnobs claim strange breed of magic will
been brutally gored to death in the most unruly of a warclan’s creep from their caves and track
short order, somehow the Maniaks boars as their steed. The Wurrgog down the Bonesplitter hordes on
not only managed to survive those Prophets consider the madness their own. It is unclear whether
first moments but have claimed for of the Maniak Weirdnobs to be these squigs are attracted by
themselves deadly, if ill-tempered, a sign that the Great Green God the thrumming power of the
mounts. Discarding even the crude commands the crazed shamans to Waaagh! or are simply looking
shields used by their fellows, these lead the grunting Snaga Rukks on for a good meal among what
crazed greenskins wield sharp bone the hunt – though a more accurate the orruks leave behind. These
blades in each hand, howling as description might be that mobs of squiggly beasts accompany the
they urge their boars onwards with boar-mounted Bonesplitterz have shamans just about everywhere.
a series of firm kicks. A war boar’s simply learnt to follow the erratic The mystical orruks can tap
hide is so tough that this doesn’t path of the Weirdnobs, observing into the magical energy locked
hurt them – rather, it just makes their knack for locating the within them to empower their
them madder. best fights. own spells, and at least one
Wurrgog Prophet – Grakkadrak
Boarboy Maniaks often see the The fetish-draped staffs of the of the Skullcrackas Warclan
most ferocious fighting out of an Maniak Weirdnobs are more than – considers his squig to be his
entire Bonesplitter warclan. They just symbols of authority. Each is most trusted advisor.
are usually the first orruks to crash a bone taken from a particularly
headlong into the ranks of the foe. powerful beast that still contains Alas, not all squiggly beasts
the primal essence of the slain hold such an honoured position.
creature. As he charges into battle, Many shamans have got the idea
a Maniak can call upon this into their heads to grind the
beast-soul to empower himself creatures down and use them as
and his allies; a thick green mist a component of their warclan’s
surrounds the shaman, resolving warpaint, a notion that quickly
into the image of a mighty dragon spreads when it appears that
or other such fearsome monster. An the magical essence of these
animalistic rage fills the minds of rare squigs really does seem to
nearby Bonesplitterz as they strike offer increased protection to
with renewed fury, salivating and the wearers.
roaring as monstrous power courses
through them.

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Great Green Clans

GREAT GREEN CLANS

Bonesplitterz warclans are built on hordes of unwashed green muscle, hundreds of savage orruks storming across
the field to hack apart their prey. Despite their primitive appearance and simplistic weapons, they are no easy foe,
for the Waaagh! energy that suffuses these brutish creatures grants them power beyond rational comprehension.

SAVAGE ORRUKS Led into battle by mighty Big Bosses, orruk’s hide. Bonesplitterz have long
When an orruk becomes a mobs of Savage Orruks hurtle across ridden atop the backs of war boars,
Bonesplitter, he will usually mob the field at a blistering pace. As they large porcine creatures related to the
together with a bunch of his frenzied amass, the power of the Waaagh! fearsome gruntas. These mounted
kin. Having discarded burdensome flows through them, their piggish warriors are skilled at employing
things such as metal, clothing and eyes growing wilder as their green hit-and-run tactics, disengaging
what limited sanity greenskins muscles bulge. It is far from a simple from melee to circle around the
possess, these mobs are tireless in task to kill a Savage Orruk under prey before charging back into close
their pursuit of the great monsters the influence of a Waaagh! frenzy quarters, where their chompas,
of the realms. Wielding bone blades – which is all of them – for such is stikkas and the gouging tusks of
known as ‘chompas’, sharpened their manic energy that they must the boars themselves can cause the
flint-tipped spears or crude but be almost entirely dismembered most damage.
effective hunting bows, they crash before succumbing to death. The Big
into the ranks of the enemy like an Bosses know how to best inspire a Wild boars are compelled to follow
unstoppable green wave. While some killing fury in their lads, often by Bonesplitter warclans through
may see their lack of armour as a simply getting stuck into the foe and various means. Enterprising
weakness, to the Savage Orruks it breaking some heads themselves. orruks will set up crude ‘boar
makes perfect sense – after all, iron traps’ to attempt to snare entire
plates have little chance of stopping BOARBOYS herds at once. Often this is done by
the claw of a dragon or a chimera, Not every wild beast encountered by digging a massive pit and hoping
but the mystical warpaint daubed the Bonesplitterz is destined to end the unstoppable momentum of a
across their bodies by a warclan’s up with its bones stuck through an rampaging herd will see them charge
boss-shamans just might. straight in, but the most proven

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method is simply to leave a trail bestial fury. Of course, it is possible Gorktoof. Tipped with sharp points
of offal for the creatures to follow. that the Morboys simply weren’t all of flint, or occasionally shards of
Some boars are fed with shards of there to begin with. Mobs of these powerful beast bone, these spears
precious beast-bone in the hope frothing orruks often accompany inflict hideous injury on whatever
that they will absorb a measure the a warclan’s Wardokks, the earth they strike. Warclans consider each
fallen creature’s power. Given how shaking beneath their furious dances Gorktoof to be sacred; the Wurrgog
senselessly violent orruks can be, it is as the Morboys are driven into even Prophets claim each spear takes on
surprising how well they treat their more terrifying rages. the qualities of the beasts it kills,
mounts. Warpaint is daubed across thrumming in its bearer’s hands
the creature’s fur to protect them, Armed with a bone blade in each with furious bloodlust.
while bone piercings are applied to hand – ‘to hit stuff fasta’ – Morboy
further amplify their strength. Few mobs dash off in the enemy’s Even amongst the Bonesplitterz,
crimes amongst the Bonesplitter direction at the battle’s outset. After Big Stabbas are renowned as
warclans are more heinous than that, a warclan’s leaders simply fearless and daring monster
killing another orruk’s boar. Those have to hope for the best. Often this hunters. Without hesitation,
who transgress in such a fashion will pays off, for a mob of Morboys is they will charge headlong into a
often be ridden down and brutally easily capable of hacking their way roaring Magmadroth’s flames or
trampled by a mob of vengeful through hordes of enemies without between the stabbing forelimbs of
greenskin cavalry. breaking stride. Bolstered by the an Arachnarok Spider, trusting
raging energy of Gorkamorka, their in Gorkamorka to protect them
MORBOYS power only increases as towering as they drive their Gorktoof deep
Even other Bonesplitterz think that monsters fall around them, their into the body of their monstrous
there is something a little unnerving warpaint glowing brighter with quarry. Even death cannot stop a
about the Morboys. The Wurrgog every battered foe. Big Stabba team claiming their prey.
Prophets claim that when an orruk With a howl, the orruks will use the
absorbs a particularly potent beast BIG STABBAS last of their strength to hurl their
spirit, the predatory creature’s soul Big Stabba teams consist of two huge spear with unerring accuracy,
may overpower the warrior and leave orruks wielding a massively often taking their adversary
them trapped in a constant state of oversized spear known as a down into Shyish’s underworlds
alongside them.

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With a booming cry of ‘Waaagh!’, the forces of the warclans charge into the fray. Bestial minds
filled with the call to war, the greenskin hordes smash aside any who dare stand before them.

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FISTS OF IRON
FISTS OF IRON

Those who dare face the Ironjawz are confronted by an innumerable mass of hulking, metal-clad marauders
accompanied by huge and savage creatures. Here, we present a showcase of Ironjawz models expertly painted by
Games Workshop’s very own ’Eavy Metal Team and Design Studio army painters.

When a Big Waaagh! gathers, entire empires can be swept away under the stomping feet of the orruks.

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Gordrakk, the Fist of Gork

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Ironsunz Warchanter Ironsunz Megaboss

Ironsunz Brute with gore-choppa Ironsunz Brute with two brute choppas Ironsunz Brute Boss with boss choppa

The Ironsunz consider it a point of pride to duff up the ’ardest and strongest enemies they can find.

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Kryptboyz Brute with jagged Kryptboyz Brute Boss with boss klaw Kryptboyz Brute with jagged
gore-hacka and brute smasha gore-hacka

None can predict where the Bloodtoofs will emerge as they hurtle through a Realmgate, only that they will inevitably
cause massive destruction wherever they arrive.

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Bloodtoofs Gore-grunta with pig-iron choppa Ironsunz Gore-grunta with jagged gore-hacka

There are few things a Gore-grunta enjoys more than trampling bones into powdered dust.

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Da Choppas Warchanter Da Choppas Weirdnob Shaman

Even the daemons of Chaos must be wary of the strange yet destructive powers of a Weirdnob Shaman.

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SAVAGE HORDES
SAVAGE HORDES

The Bonesplitterz are a striking force on the battlefield, a horde of green flesh daubed with bright warpaint and
carrying all manner of monstrous remains. Here, we present a showcase of Bonesplitterz models expertly painted
by Games Workshop’s very own ’Eavy Metal Team and Design Studio army painters.

Led by a wild Maniak Weirdnob, the Bonesplitterz charge across the Mortal Realms looking for monsters to slay.

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Wurrgog Prophet Maniak Weirdnob

Wardokk Savage Big Boss

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The maddened visions of the Wurrgog Prophets lead the Bonesplitterz to new hunting grounds.

Even the mightiest of creatures cannot escape the crazed beast-hunters of the Bonegrinz Warclan.

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Flintjawz Savage Orruk with Burnbiters Savage Orruk Bonegrinz Arrowboy
chompa with chompa

Morboy Boss Big Stabba team

Savage Boarboy with bone totem Savage Boarboy Boarboy Maniak

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GREAT GREEN FURY

GREAT GREEN FURY

Wherever the warclans of the orruks go, anarchy, destruction and some good old-fashioned brawling are sure to
follow – just as Gorkamorka would want. There are many ways to go about collecting an orruk army, and these
pages offer just one example of how the green hordes can be mustered for war.

When collecting a Warhammer First, we have to choose which To support Gordrakk’s command,
Age of Sigmar army, it’s good to set of allegiance abilities our we’ve selected a range of other
start with a plan for picking units – army will use. Choosing a Big powerful heroes. A Megaboss
whether by choosing your favourite Waaagh! force allows us to combine and Savage Big Boss are useful
models, devising tactics to use on Ironjawz and Bonesplitterz into for powering up Ironjawz and
the tabletop or recreating a narrative one army, making for a striking Bonesplitterz respectively, and both
that captured your imagination. For and powerful collection of models of them are deadly warriors in a
orruks, with their wide variety of on the battlefield. Of course, with fight. A Warchanter’s thumping
models from the brutal Ironjawz to this in mind, there’s only one real beats offer a variety of effects that
the manic Bonesplitterz, planning choice for the general – the Fist of can swing the course of any battle.
what kind of force you want to Gork himself, Gordrakk! With his Finally, a Wurrgog Prophet and
build is very important. However twin axes and powerful mount, Weirdnob Shaman offer some
you decide to collect, the end goal Gordrakk is a force to be reckoned serious magical clout to the army.
is the same – to build a battle-ready with, and in a Big Waaagh! army, he Both of these wizards are capable of
army! Here is how we assembled the gets even better at empowering his devastating their enemies with an
collection shown on these pages. fellow orruks. array of fearsome spells.

52

13

1
11

12

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Next, the army needs a solid fast outrider force and can get stuck This orruk army presents a painter
backbone of infantry. Some Savage into combat as quickly as possible. with a great variety of units to enjoy,
Orruks, their crazed Morboy Following in their wake is a trio of and it has plenty of tactical options
brethren and a mob of Ardboys fill Gore-gruntas. Each of these heavy on the tabletop that ensure every
this role. At two wounds per model, cavalry is as tough as a hero from game will be highly enjoyable.
they’re tough to crack, making them another army. While they may not
perfect for holding objectives and be as swift as the Boarboys, anything 1. Gordrakk, The Fist of Gork
bashing anyone who comes too that stands in their way is sure to 2. Orruk Megaboss
close. A unit of Brutes completes end up thoroughly crushed under 3. Orruk Warchanter
this infantry force. Not only do the their hooves. 4. Wurrgog Prophet
models look like they mean some 5. Orruk Weirdnob Shaman
serious business, but a Brute mob Looking at the units we’ve chosen, 6. Savage Orruk Morboys
can easily crush several enemy units we can group some of them into 7. Boarboy Maniaks
over the course of a game with its powerful warscroll battalions – the
powerful attacks in combat. When Savage Boarboys, Savage Orruks, BRUTAL RUKK
fighting alongside Gordrakk or the and their Big Boss form a Brutal 8. Savage Big Boss
Megaboss, the Brutes become even Rukk, while the Brutes, Ardboys, 9. Savage Orruks
stronger, allowing them to really do and Gore-gruntas can be assembled 10. Savage Boarboys
some damage. into an Ironfist. Both of these
battalions make the units within IRONFIST
The last thing our army needs is them swifter, allowing them to get 11. Ardboys
speed. A unit of Savage Boarboys into battle and start breaking heads 12. Brutes
and Boarboy Maniaks provides a all the sooner. 13. Gore-gruntas

10

7 9
38 4

6

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