Grand Alliance of Order | Grand Alliance of Chaos
Grand Alliance of Death | Grand Alliance of Destruction
When not fighting each other, tribes of orruks, grots, orogs, gargants, and any number of monsterous beasts will often join together to bring war and carnage to the inhabitants of the Mortal Realms, simply due to their love of fighting.
- Blood Knight: The forces of Destruction are driven only by the primal need for violence.
- Eyepatch of Power: The Rockeye is a rough gemstone that replaces a missing eye and gives the wearer the power of second sight.
- Force and Finesse: A major component of their composite strategy. Ogors place emphasis on Force, Grots emphasise Finesse and Orruks can handle both.
- The Horde: The Destruction Grand Alliance is a loose coordination of monster races united by a single cultural commonality: their desire to fight anything that will give them a good challenge.
- Turns Red: The Wild Fury command trait initially grants a Destruction general a single extra attack, which is increased to two after he has suffered at least three wounds.
- Blood Knight: He's the God of the orruks, and as such a key tenet of his dogma is to embrace the glory of war and bloodshed.
- Composite Character: Despite being the fusion of the old Orc and Goblin gods Gork and Mork, Gorkamorka is also worshipped as the Great Beast that Consumes the World by the Gutbusters, in the almost exact fashion according to which the Ogres of the World-that-was worshipped the Great Maw.
- Defeat Equals Friendship: For a given value of "friendship". He joined the Great Alliance after Sigmar fought him for twelve days straight, resulting in a draw.
- Fusion Dance: The fusion of the former Orc and Goblin gods Gork and Mork.
- Literal Split Personality: Hes a fusion of the old orc gods, Gork, the god of ferocity, and Mork, the god of trickery. He tends to split apart again whenever his two halves argue, which is often.
- Multiple Head Case: Gorkamorka has a head for each of the brother gods Gork and Mork. Both of these heads retain their original personality and will often ague with each other. If their arguments become particularly fierce, Gorkamorka will even split into his two constituent parts to that they can have a propa scrap.
- Nominal Hero: While he still sided with the Alliance, he only did so because they provided him with a constant stream of targets to fight, not out of any sense of goodness.
- The Starscream: He promptly betrayed the Alliance once he grew bored of not being allowed to rampage as he pleased.
- Mercenary Units: Kragnos can be included in any Destruction army, even though his warscroll doesn't have the keyword of any army. He cannot benefit from this army's allegiance abilities, and prevents other mercenary units from being included.
- Our Centaurs Are Different: Kragnos is a Drogrukh, a being resembling a colossal centaur bearing a large pair of horns.
- Red Baron: His destructive rampages and long list of crushed foes have led him to be referred to as the End of Empires.
Brutal greenskinned humanoids, orruks are a race totally dedicated to war that rampage across the realms in search of nothing more than a good fight. There are a number of different breeds of orruk, of which the armoured Ironjawz and feral Bonesplitterz are the most well-known, and all of them thrive on combat, growing bigger and stronger as they fight. Living in nomadic warclans, orruks have brought ruination to countless civilisations since the Age of Myth when they fought alongside their Great Green God Gorkamorka himself and they still dream of the day when enough of them join together in a new Great Waaagh! to fight alongside their dual deity once more and smash the realms asunder.
- Demoted to Extra: When the original Grand Alliance: Destruction sourcebook was released there were three orruk factions: the generic Greenskinz, the savage Bonesplitterz and the heavily armoured Ironjawz. Although more generic clans are still mentioned in the background material, the Greenskinz were removed as playable units in 2nd Edition.
- Funetik Aksent: As is traditional for Games Workshop greenskins, orruk speech is rendered phonetically in heavily broken English.
- The Horde: Led by the biggest and strongest of their kind, the Orruk Warclans rampage across the Mortal Realms, drowning anything and everything in their path with a near endless tide of barbaric warriors that despise civilisation and wish for nothing more than a proper fight.
- Large and in Charge: Orruks thrive on violence, growing bigger and stronger the more they fight. This quirk of biology coupled with the orruk beliefs that might makes right means that the largest orruks inevitably rise to leadership of their brethren.
- Our Orcs Are Different: Orruks are the Orcs of the Mortal Realms. Heavily built with gleaming red eyes, jagged fangs and leathery green skin, orruks strike an intimidating figure, and they are driven to destroy anything in their path by a deep hatred of civilisation and weakness. All feel the call of the twin-headed god Gorkamorka, and gladly take up their weapons against the forces of Chaos, the undead and civilisation alike.
- Proud Warrior Race: All orruks live to fight and believe that they were created for a single purpose, to fight and to win. The entirety of orruk culture revolves around violence with the largest, more powerful orruks bullying those below them into doing what they want. In addition to this, one of the reasons that orruks hate civilisation is that they consider civilised methods of warfare that dont rely on the strength and skill of the individual, such as the use of technology and castles, as cheating the core truth of reality — that might makes right.
- Xtreme Kool Letterz: Orruk speech and language is typically rendered in English with a number of alternate letters (such as 'z' replacing 's' and 'k' replacing 'c'), but not universally. Both properly spelled words and deliberate misspellings, like Ironjawz Warclans, can usually be found in the same sentence. This shows the lack of interest that orruks have in scholarship, or anything that isnt warfare.
Originating from the savage plains of Ghur, the Realm of Beasts, the Ironjawz are the largest and most powerful breed of orruk. Clad in crude but effective suits of plate armour, the Ironjawz consider themselves to be Gorkamorkas elite warriors and they can always be found in the thick of the fighting, tearing the heart out of the enemy battleline with brute strength and huge choppas.
- An Axe to Grind: Although Ironjawz make use of a wide variety of choppas, axe-shaped weapons are by far the most popular. Whether it is a regular orruk-forged choppa, a brutal Gore-choppa, or a massive Boss Choppa, the weapons used by the Ironjawz are brutally effective, sporting a perfusion of extra spikes and jagged edges so that they can tear apart flesh with ease.
- The Berserker: The wyvern-like Maw-krushas used as mounts by the mightiest of Ironjawz Megabosses are nearly as bloodthirsty as the orruks who ride them, remorselessly destroying anything that comes within range of its massive fists and tails. In the 2nd Edition Destruction Battletome: Orruk Warclans, Maw-krushas have a large number of powerful attacks and the ability to make multiple charge moves if their Destructive Bulk ability leaves them unable to attack the enemy.
- Blade Below the Shoulder: The bladed gauntlet known as Metalrippa's Klaw is capable of ripping through armour as if it were paper. An Artefact of Power available to Ironjaw Megabosses, the 2nd Edition Destruction Battletome: Orruk Warclans rules for the Klaw give a great boost to the ability of the Megaboss' weapons to penetrate enemy armour.
- The Armour of Gork Artefact of Power has been granted its own fighting spirit by the brutal half of the twin god Gorkamorka, causing it to lash out of its own volition against opponents. In all editions of the game, this is represented by the armour having a chance to cause damage to opponents when it makes a save.
- The rip-toof fist is an armoured gauntlet or buckler edged with jagged blades that allow a Megaboss to block an attack and retaliate in a single motion. In 2nd Edition, Megabosses have a chance to inflict a mortal wound against an enemy after a successful save roll.
- Dash Attack:
- The large and bad-tempered Maw-krusha wyverns often use their hulking bulk to crush their opponents in their eagerness to join the slaughter. This is represented in all editions of the game by the Destructive Bulk ability that allows it to cause multiple mortal wounds against enemy units when they complete a charge move.
- When moving at full speed the sheer bulk of the Ironjawz' heavy cavalry, the brutal gore-gruntas, is enough to crush any enemy they charge. In the 2nd Edition Destruction Battletome: Orruk Warclans rules, a mob of Gore-gruntas have a chance to cause mortal wounds against an enemy unit, and have an increased chance to hit with their regular attacks.
- Eye Beams: The Lore of the Weird spell Da Blazin' Eyes allows an Ironjawz Shaman to unleash Mork-granted arcane energy from their eyes that can cause mortal wounds on any model it passes through.
- Dragon Rider: Many of the biggest and toughest Megabosses ride hulking wyvern-like creatures known as Maw-krushas into battle. Rather than tame or befriend his would-be mount, a Megaboss must beat the Maw-krusha into submission in order for the bad tempered beast to accept them as their rider.
- Extreme Omnivore: The massive and bad tempered gruntas used as mounts by the Ironjawz will eat absolutely anything they come across and have a digestive system capable of dealing with such a wide ranging diet. One of the few things that a grunta can't digest is metal but this doesnt stop them from consuming the armour of defeated foes along with their flesh.
- Full-Boar Action: The gruntas ridden by the Ironjawz are foul tempered that are larger at the shoulder than their rider is tall. Originating from the realm of Ghur and sporting thick, filth-encrusted fur, razor-sharp tusks, and massively muscled frames, gruntas are just as dangerous as those brave Ironjawz that attempt to ride them.
- Healing Hands: Ironjawz Warchantas are able to use their rhythmic drumming to focus the energy of the Waaagh! so that it will knit together even the most grievous of wounds. In 2nd Edition, they have the Fixin' Beat warbeat that can be used to heal a single friendly model each turn.
- Large and in Charge: As the biggest and strongest of all orruks, Ironjawz will often be at the top of the hierarchy when multiple orruk clans join together to form a Big Waaagh! The Megabosses who lead entire warclans of Ironjawz meanwhile have fought and won so many battles over their lifetime that they are some of the largest orruks in all the realms and even have a special rule that allows them to grow even larger and more powerful as they kill enemy models during a game.
- Make Me Wanna Shout: The Maw-krushas used as mounts by Ironjaw are able to unleash a mighty roar so loud that it is capable of bursting the internal organs of any creature unfortunate enough to be subjected to it. In all editions of the game this is represented by Maw-krushas having the Innards-bursting Bellow attack, while the 2nd Edition Destruction Battletome: Orruk Warclans rules also includes the Loud Un Ironjawz Mount Trait that allows a Maw-krusha to unleash a roar once per battle that is so loud that it will stun enemy units, reducing their effectiveness in battle.
- Our Wyverns Are Different: While they lack the poison typical in fiction, Maw-krushas are massive, if dim, wyvern-like creatures used by the toughest Ironjawz Megabosses as mounts. When on the ground, Maw-krushas walk on all fours like pterosaurs, attacking their enemies with the powerful fists of their winged forelimbs. Despite their bulk and relatively small wingspan, Maw-krushas are capable of slow and clumsy flight, much to the amazement of the scholars of more civilised races, some of whom believe that such a feat is only possible because gravity itself doesn't want to mess with the bad-tempered creatures.
- Power Pincers: The Boss Klaws wielded by some Ironjaw Brute Bosses are crudely made pincers that allow the Boss to tear through enemy tropes. Normally paired with a Brute Smasha, Boss Klaws are unwieldy but allow the Boss to hit his enemies with both hands, something represented in the 2nd Edition Destruction Battletome: Orruk Warclans rules with more Attack but less of a chance to hit.
- Red Ones Go Faster: The red armoured Bloodtoofs warclan are known throughout the Eight Realms as the fastest Ironjawz around. Including multiple Fists of Gore-grunta cavalry and carrying charms that contain translocation and speed enhancement magic, the Bloodtoofs are always on the move, traveling from one fight to another as fast as possible. In the game, they have a Warclan Ability, a Command Ability, and an Artefact of Power that all enhance their speed.
- Resistant to Magic: Some Maw-krushas have developed a strange resistance to arcane energy. Known as Weird 'Uns, these Maw-krushas have a chance to ignore the effects of any spell or endless spell.
- Soldier vs. Warrior: The Warrior Brutes of the Ironjawz rely on their own strength to win the day, and if that fails they will swamp the enemy with sheer numbers. The smaller, Soldier Ardboyz meanwhile make up for their relative lack of strength with the closest an orruk can get to skill and discipline, grinding down their opponents with relentless attacks. While the majority of Ironjawz consider Ardboyz to be humourless and weedy, some have grown to grudgingly respect their abilities.
Those orruks that lose themselves completely to the energies of the Waaagh! will be cast out of their warclan and join one of the roving Bonesplitterz warclans that rampage across the realms. Ruled over by mystical prophets and shamans, the Bonesplitterz fanatically hunt the great beasts that inhabit the realms, believing that their bones contain raw Waaagh! power that they can tap to invigorate themselves.
- Bad with the Bone: Due to their belief that the bones of deadly animals contain the energy of the Waaagh!, Bonesplitterz will often wield weapons crafted from the bones of particularly ferocious beasts. Most of these weapons are the primitive picks and axes known as chompas but skull topped staffs and sharpened bone knives are also common.
- Ballistic Bone: The 1st Edition background material mentions that the Savage Orruk Arrowboyz fire the sharpened bones of mighty beasts for ammunition. The models and the 2nd Edition background material have Arrowboyz fire projectiles tipped with sharpened stone and other, more esoteric, materials.
- Bunny-Ears Lawyer: While they are just as manic as their fellow Bonesplitterz, the same energies that give Wurrgog Prophets their eccentricity also gives them powerful magical abilities and can grant them incredible tactical insight, with some background material written from their perspective of that they can be cool-headed strategists despite their madness.
- Co-Dragons: The 1st Edition background material mentioned that Wurrgog Prophets will often choose the two toughest Savage Orruks they can find to be their Gorka-Boss and Morka-Boss so that they can lead the warclan in battle and keep the boyz in line. The 2nd Edition Destruction Battletome: Orruk Warclans sourcebook doesnt mention this at all, however, instead having Savage Big Bosses each leading their own Rukknote .
- Elemental Weapon: The weapons of the Icebone warclan are made from ice infused with the power of the Waaagh! that chill those they wound to the bone. In the 2nd Edition rules, the Icebone have access to the Freezing Strike ability that improves the ability of their weapons to penetrate armour.
- Fireballs: The schematic leaders of the Drakkfoot warclan mix the power of their home realm of Aqshy, the Realm of Fire, with their race's innate Waaagh! energy to throw greenish-red fireballs at their enemies. In the 2nd Edition Destruction Battletome: Orruk Warclans sourcebook this is represented by the Fireball Drakkfoot Command Trait, a unique spell that can cause multiple mortal wounds against an enemy unit.
- Full-Boar Action:
- While nowhere near as large or unruly as the gruntas ridden by Ironjawz, the war boars that Bonesplitterz use as mounts are still almost as ferocious as their riders and are more than capable of trampling to death anything that gets in their way, something represented in all editions by an ability that gives them a greater chance of hitting their targets.
- Due to their veneration of the Gorkamorkas mount, the godbeast Shattatusk, the Bonesplitterz of the Icebone warclan are particularly famous for the number, size and ferocity of their war boar mounts, taking great care to breed only the most ferocious of animals. This is represented in the 2nd Edition Destruction Battletome: Orruk Warclans rules by the Pure-bred War Boar Command Trait that increases the Move characteristic and combat prowess of an Icebone Maniak Weirdnob's war boar.
- Hand Blast: The Lore of the Savage Beast spell Bone Krusha enables a Bonesplitterz magic user to fire a blast of green energy from their fists with enough force to pulp flesh and bone, doing multiple mortal wounds.
- Hate Plague: The Bonegrinz tip their chompas and stinga arrows with Bones of Amber, the relamstone of Ghur. This fossil-like stone contains the animal essence of the Realm of Beasts itself and can send enemies into an uncontrollable fury. In 2nd Edition, the Bonegrinz have the Bring It On! ability that forces enemy units to attempt to charge nearby Bonegrinz units whether they want to or not.
- Healing Potion: Dokk Juice is an Bonesplitterz Artefact of Power created by Wardokks that will heal the wounds of any orruk able to stomach the vile concoction. In 2nd Edition, the bearer of Dokk Juice can heal a random number of wounds once per battle.
- Power Tattoo: Bonesplitter Savage Orruks daub themselves in warpaint mixed with the blood and gore of the great beasts they slay. These mystical markings are seen to squirm across the orruks body during battle, intercepting even the most powerful of attacks, be they physical or magical. The 2nd Edition Destruction Battletome: Orruk Warclans rules represent this with the Warpaint Battle Trait that gives a model a small chance of ignoring any wound, even mortal wounds.
- Series Continuity Error: In the 2nd Edition Destruction Battletome: Orruk Warclans sourcebook background text for the Warpaint Bonesplitterz Battle Trait mentions that the protection provided by their warpaint is generated by the collective belief of the warclan. This, however, is contradicted by the background section of the background section for the Bonespitterz themselves that states the protection comes from a combination of Waaagh! energy and the spirits of the creatures whose blood was used to create the warpaint.
- Sprint Shoes: One of the effects of the Lore of the Savage Beast spell Brutal Beast Spirits gives bonuses to the run and charge rolls of effected units as they are possessed by the spirits of wild animals.
- Underestimating Badassery: Due to their tendency to scream random nonsense and act weirdly, many of their enemies assume Bonesplitterz to be crazier but ultimately less fearsome than the heavily armoured Ironjawz. In reality, the Bonesplitterz embody the brutally kunnin' aspect of Gorkamorka with the power of the Waaagh! that saturates their bodies giving them boundless energy and strange powers.
- Witch Doctor: The Wurrgog Prophets and their Wardokk and Maniak Weirdnob lieutenants are the shamanic leaders of the Bonesplitterz warclans. Wearing primitively caved masks and wearing bones and feathers from the great beasts they hunt, they are attuned to the will of Gorkamorka and can channel the power of the Waaagh! to produce powerful magical effects and to release the beast spirits contained within the bones collected by the Bonesplitterz. In 2nd Edition, their spells and abilities allow them to enhance their followers, heal wounds and attack their enemies.
Gordrakk, Fist of Gork
The biggest and toughest orruk in the Mortal Realms, Gordrakk is the Megaboss of Megabosses, the leader of the Great Waaagh!, and the chosen champion of Gorkamorka whose followers include all worshippers of the Great Green God, not just orruks. An unstoppable force of destruction, Gordrakk fights from the back of the massive and foul tempered Maw-Krusha Bigteef, crushing all those who stand against him and leading his numberless horde against the forces of Chaos, Death and Order alike.
- Armored Dragon: Despite its massive size and toughness, Gordrakk's Maw-krusha, Bigteef, wears an armoured helmet made of crudely beaten metal. However, in the game, Gordrakk has the same Save characteristic as a regular Megaboss on Maw-krusha.
- Dual Wielding: Gordrakk is armed with a pair of brutal axes known as Smasha and Kunnin', each blessed by one half of Gorkamorka. Smasha has been filled with the essence of Gork so that it seeks out the blood of enemy Hero's (giving it a chance of doing extra mortal wounds against them), while Kunnin' is blessed by Mork to hunt for enemy magic users (also having a chance of causing extra mortal wounds). These weapons were originally part of a single axe known as Worldchoppa but Gordrakk broke it into two so that he could kill more enemies with them.
- Multiple-Choice Past: While the most popular theory for Gordrakk's origins is that he was made by Gorkamorka from one of his knucklebones to free the orruks of Ghur from the yoke of Chaos, other stories also exist, including that he was originally a boy from the Fang-krushas warclan, and another that Gorkamorka has tasked him to lead the hunt for the Spirit of the Realm of Beasts itself. No orruk truly cares where Gordrakk came from, least of all the Fist of Gork himself, and are content to follow him as long as he leads them to the best fights.
Dakkbad Grotkicker, Megaboss of the Ironsunz Warclan
Leader of the Ironsunz Warclan, one of the mightiest of all Ironjaw warclans, Dakkbad Grotkicker is as cunning as he is powerful. Rising to power after he tricked the previous Ironsunz Megaboss into being eaten by a Maw-krusha, Dakkbad has led his boys from strength to strength, bringing death and destruction to every one of the Mortal Realms except Sigmar's bastion of Azyr.
- Egopolis: Although Ironjawz don't typically build permanent structures, Dakkbad created Fort Dakkbad on Ghur's Gnashka Plateau as a fortified powerbase where he can keep his favourite trophies and replenish his forces between each Waaagh!
- From Nobody to Nightmare: Dakkbad was once a weedy yoof who would normally have quickly been killed by his peers if not for his unusual intelligence. By tricking his rivals into fighting amongst themselves and then beating up the exhausted winner, Dakkbad was able to win fights and grew increasingly muscular. After becoming an Ironsunz Brute, Dakkbad continue to use his unique knack for finkin' to rise through the warclan's ranks and he is now considered to be one of the greatest Megabosses in the realms, second only to the Fist of Gork himself.
- Genius Bruiser: Dakkbad is uncommonly intelligent for an orruk, possessing kunnin' equal to his great strength. When he took the Maw-krusha Bossbiter as a mount, for example, Dakkbad was intelligent enough to plug his ears with gargant earwax to protect himself from the Maw-krusha's bone-shattering bellows, while still having the strength to convince Bossbiter to accept him as a rider.
- Hunting "Accident": During his rise to power many of Dakkbad's rivals tended to get eaten by the great beasts they were hunting across the plains of Ghur, often after a firm shove from behind. This cumulated in the death of Guttdrukk, the previous Megaboss of the Ironsunz, who had his head bitten off by the Maw-krusha that would become Dakkbad's mount.
- The Rival: While he did follow Gordrakk for a time, Dakkbad soon left the Great Waaagh! as his ultimate goal is to humble the Fist of Gork and take his position as the greatest orruk in the realms. The calculating Dakkbad knows that it will take all his strength and cunning to pull off such a feat however and he has been increasing the number of Brutes and Megabosses under his command in preparation.
Taking their name from the strange phenomenon that drives grots to battle, the Gloomspite Gitz are a loose alliance of Moonclan and Spiderfang tribes united by their worship of the deity of destruction known as the Bad Moon. Accompanied by other subterranean denizens, such as troggoths and squigs, the Gloomspite Gitz seek to cover the Mortal Realms with the eternal twilight of the Everdank, a time of dank shadow, decaying vegetation and abundant mushrooms.
- The Alcoholic: As befitting their name, Aleguzzler Gargants have an insatiable thirst for strong alcohol and are very rarely sober. The Drunken Stagger ability gives them a chance of falling over when the charge.
- Combat Pragmatist: Grots are weak and cowardly creatures who will use any means necessary to gain an advantage over a foe in battle. From the most basic tactics of ganging up on those bigger than they are and stabbing the foe in the back, to magic and equipment that weakens their foe, and abilities to make themselves harder to hit, grots of all types will make use of all these things and more in their efforts to defeat their foes.
- Our Goblins Are Different: Known as grots, the goblinoids of the realm are a weak and cowardly greenskin race that make up for their many shortcomings with vicious and cunning intelligence. Standing shorter than a human with long, hooked noses and pointed ears, grots prefer to inhabit the darker areas of the realms, such as dank caves and mouldering forests, but will colonise almost any region, no matter how inhospitable. Like their larger orruk cousins, grots are driven to war by a primal, racial energy known as the Gloomspite. Like the Waaagh! energy of the orruks, the Gloomspite causes grots engage in frenzied violence, but will also cause the most intelligent of the to become even more cunning and scheming.
A subterranean breed of grot who build ragtag settlements known as Lurklairs in dank caves and caverns, Moonclan Grots make up the bulk of most Gloomspite Hordes. Worship the Bad Moon as an aspect of the mighty Gorkamorka, the dark robed Moonclan grots spend most of their time plotting, breeding squigs and growing mushrooms, only emerging into the hated light of the surface world when their celestial god fills the sky, turning day into dank twilight. When they do go to war, Moonclan skraps are led by the most cunning Loonbosses, normally advised by the tribe's many shamans, and attempt to bury their opponents beneath a tide of skullmobs, squigs and whirling fanatics.
- Abnormal Ammo: Squig Gobbas are a massive species of squig bred by the Moonclan for use as living artillery. These strange beasts are fed mouthfuls of lesser squigs, and then encouraged, by their grot minders, to spit them at the enemy battle line. When they strike the ground these drug addled Splat-Squigs burst, spreading acidic spores, and the Gobba's digestive juices, over anything in the vicinity.
- Attack Animal: Moonclan grots breed the strange, spherical creatures known as squigs for a multitude of purposes, from food to weapons of war. When a Moonclan skrap marches to battle, the grots will gather together the most dangerous and fearsome of these squigs into large herds that they will then prod, encourage and scare into battle. Once driven into the enemy the ravenous cave squigs become all but uncontrollable, attacking, biting, and squashing everything around them.
- Attack Reflector: The magical Leering Gitshild is able to reflect its blows aimed at its bearer back at the enemy, giving it a chance to cause mortal wounds.
- Big Eater: Squig Gobbas possess such a ravenous appetite that it is said to be able to out-eat a troggoths and the Moonclan grots have learned to use this to their advantage by force-feeding the Gobbas smaller squigs and then forcing them to regurgitate them at high velocity.
- Brown Note: The Pipes of Doom are magical squigpipes that cause any non-grot that hears them to feel uncontrollable terror, reducing the Bravery characteristic of enemy units.
- Casting a Shadow: Moonclan Madcap Shamans are able to use their Night Shroud unique spell summon a patch of darkness and conceal their allies from the enemy and enforce a penalty on any missile weapons attempting to fire at them.
- Cool Helmet: The elite Boingrot Bounderz, and some Loonbosses, wear loonhelms. Made from scrap metal that has been crudely beaten into the shape of the Bad Moon, these loonhelms are a status symbol amongst Moonclan grots and stop squigs from eating them, or so the Boingrots hope.
- Cool Mask: The Scaremonger of the Gobbapaloozas wear large, brightly coloured tribal masks in the image of Glareface Frazzlegit, the Moonclan bogeyman who represents the sun. The Scaremongers use these masks to frighten their fellow grots and drive them into battle.
- Epic Flail: The deranged Moonclan Fanatics wield heavy flails that would be too heavy for them to lift if they hadn't been fed a strange, mushroom-based concoction that enhanced their strength. Most of these files are simply a heavy ball on the end of a chain that the Loonsmasha Fanatics use to pulverise their enemies and they spin madly through their battle line. Other Fanatics, known as Sporesplatta Fanatics, replace the spiked ball with a thwackwheezer puffshroom that emits a clouds of spoors whenever they hit that choke the enemy, enhance the Fanatic's battle-frenzy, and conceal their allies.
- Eye Beam: The Vindictive Glare spell, available to Moonclan magic users, allows a shaman to shoot bolts of green energy from their eyes to cause mortal wounds against an enemy unit.
- Face-Design Shield: The Leering Gitshield Artefact of Power has a hideous, goblinoid face on its surface that jeers and mocks its bearer's enemies. The face also finds much amusement in rebounding the foe's blows back at them.
- In a Single Bound: When not waddling about on their short legs, Cave Squigs move around in a series of hops and leaps. Some particularly crazy grots enhance this natural tendency by feeding their squigs a strange, mushroom-based concoction that causes the Cave Squig to inflate with gastric gas, giving them the buoyancy to leap astonishingly high, before crashing back down into the enemy ranks like fleshy meteors full of teeth.
- Hypnotic Eyes: Gobbapalooza Boggleyes have the ability to hypnotise anyone who looks into their eyes by bizarrely rotating their pupils. Boggleyes have a near compulsive desire to use this ability on both friend and foe alike, forcing them to do his bidding. In-game, this is represented by the exclusive Mesmerise spell that is able to boost the courage of friendly warriors, or turn enemies into slow-witted idiots who have to fight last when in combat.
- Jousting Lance: As the Moonclan grot equivalent of knights, Boingrot Bounderz wield pokin' lances while riding on their madly hopping mounts. Made from wood and beaten metal pokin' lances resemble a knight's lance and, despite their rough-and-ready appearance, can cause a lot of damage (for a grot) when combined with the momentum of a plummeting squig.
- Junkie Prophet: Fungoid Cave-Shamans eat vast quantities of poisonous and hallucinogenic mushrooms in an attempt to intentionally induce mind-bending visions that the Cave-Shamans claim are sent by Mork, the cunning side of the two-headed god Gorkamorka. While in the grip of these hallucinations, a Cave-Shaman can use his magical abilities to physically manifest what he sees, creating disembodied jaws, capering squigs, and visions of the Bad Moon from the cloud of spores that surround him.
- Magic Mushroom: Many strange and unusual varieties of mushroom grow in areas inhabited by Moonclan grots, either naturally or cultivated by the grots themselves. The effects of ingesting these mushrooms are many and varied, from enhancing the strength and magical ability to inducing visions. In-game, Moonclan Fungoid Cave-Shamans and Madcap Shamans carry deffcap mushrooms and the more dangerous madcap mushrooms respectively that allow them to cast and extra spell during the game.
- Mushroom Man: While they are not a true mushroom person, the Fungoid Cave-Shamans of the Moonclan have become half-fungus creatures due to the vast amount of Magic Mushrooms they have consumed. With a large deffcap mushroom growing from the top of their heads, these grot prophets have a similar silhouette to more traditional mushroom men, and have further species of mushroom growing on their bodies and possessions.
- Poisoned Weapons: Gobbapalooza Spikers carry a huge stock of poisons, venoms and other deadly substances that they will use to make the weapons of their fellow grots extra-nasty, making it more likely that they will wound their enemies.
- Psycho Serum: Before a battle, Moonclan Fanatics are fed a special brew created from a mixture of madcap mushrooms, squig blood, and foulecappe fungus. This potent cocktail gives the Fanatic intense hallucinations and sends them into a boggle-eyed frenzy where their strength and stamina are increased exponentially. Once they have drunk the brew, however, the Fanatics become all but uncontrollable and have to be paralyzed with spider venom so that they don't run amuck until battle is joined.
- Swallowed Whole: The largest part of most squigs is its mouth, and the monstrous Colossal Squig is no exception. Its mouth is so large that a Colossal Squig can swallow multiple man-sized creatures with a single bite, giving it the chance of causing mortal wounds against enemy units it is fighting.
- Sword Beam: The Spiteful Prodder is able to absorb the malice and cruelty radiated by grots and then release it as blasts pure energy to cause multiple mortal wounds on enemy units.
- Waddling Head: Many of the squigs that the Moonclan breed resemble tailed heads with a tooth massive, filled maw set atop a pair of powerful legs. These strange beasts can range in size, from that of a human head to almost the size of a gargant.
- Zerg Rush: While swamping their enemies with shear weight of numbers is a basic tactic used by grots of all cultures, Moonclan grots in particular are known to unleash near endless numbers of Skullmobs, having Warscroll Battalion and Loonshrine abilities that allow them to recycle basic Moonclan units that have been destroyed.
Spiderfang Grots have a tribal culture that revolves around the worship of arachnids in general, and the Great Spider God in particular, going to war to capture living beings to sacrifice to their many-legged demigods. Led by deranged Webspinner Shamans, stalktribes of Spiderfang Grots make their nests in deep woodlands and ancient ruins, sheltering from the hated sun by thick webbing, and rid spiders of all sizes into battle when the Gloomspite is upon them.
- Abnormal Ammo: The Flinger catapults, which the Spaderfangs mount on the backs of old Arachnarok Spiders, fire balls of venom-soaked webbing laced shards of bone that entangle any foe that they do not killnote .
- Amplifier Artifact: The catchweb spidershrines, which are carried into battle by the most ancient of Arachnarok Spiders, enhance the sorcerous powers of all Webspinner Shamans, making it more likely that they will be able to cast their spells and stop the spells of enemy Wizards.
- Badass Cape: The Spiderfang Artefact of Power, the Web-strung Cloak is thing cloak spun from the webbing of giant spiders. The wearer of this cloak can use it to entrap enemy units, preventing them from retreating from combat.
- Beast of Battle: Spiderfang Grots mount crude howdahs on the backs of the massive Arachnarok Spiders so that they can be ridden into battle. The war-platforms strapped to the youngest Arachnarok Spiders are typically crewed by the bravest of the stalktribe's warriors who pelt the enemy with arrows and spears while their mount attacks with its fangs and legs. The ramshackle howdahs of older Arachnaroks are typically fitted with crude catapults and used as artillery pieces, while the most ancient are turned into mobile shrines that are ridden by the tribe's ruling Webspinner Shaman.
- Fed to the Beast: Rather than simply kill their enemies, Spiderfang Spider Riders will often attempt to take them alive by paralyzing them with spider venom, and tying them up in webbing so that they can be fed to their arachnid demigods after the battle.
- Giant Spider:
- Regular giant spiders are around the size of a pony and are ridden into battle by the majority of the stalktribes warriors. They come in many breeds but all possess a highly venomous bite and can traverse any terrain at speed.
- Spiderfang Scuttlebosses, the war leaders of the stalktribes, ride gigantic spiders. Raised from a hatchling specifically to act as mount, gigantic spider grow larger than a warhorse and become vicious predators.
- Arachnorok Spiders are monstrous and intelligent arachnids that the Spiderfang Grots believe to be the children of the Great Spider God, and almost every stalktribe worships at least one of these beasts. Capable of growing to the size of a Kharadron airship, Arachnoroks are vicious predators that can depopulate entire villages, moving with terrifying speed in near silence.
- Junkie Prophet: The Webspinner Shamans are almost constantly being bitten by the various breeds of spider that live on their bodies, their hallucinogenic venom granting them visions that they believe to have been sent by the Great Spider God.
- Orifice Invasion: The Earskuttla Artefact of Power is a spider familiar that will carried by some Spiderfang Heroes. These small creatures will attempt to invade the ears of enemy magic users so that they can start eating their brains, doing mortal wounds and reducing the Wizard's ability to cast spells.
- Pest Controller: Through the blessing of the Spider God, Webspinner Shamans are able to exert control over arachnids, having access to spells such as Venomous Spiderlings and the Endless Spell Scuttletide that allow them to summon swarms of spiders to attack their enemies.
- Poisoned Weapons: Spiderfang Scuttlebosses wield spears anointed with venom milked from the Gigantic Spiders that they ride, giving them the ability to cause mortal wounds in combat.
- Psycho Serum: Scuttlebosses repeatedly undergo strange rituals where they drink potions made from spider venom and are bitten by spiders of various sizes. This cocktail of toxins toughens the Scuttleboss' body and grants them brief flashes of courage and tactical brilliance, often at the cost of their sanity. This venom also has a physical effect on the Scuttleboss, mutating them into strange spider-grot hybrids with multiple eyes, mandibles, and toxic blood.
- Thinking Up Portals: The semi-divine Skitterstrand Arachnaroks are able to weave their silk into temporary Realmgates, attacking their prey like multi-dimensional trapdoor spiders and dragging them back to the spider afterlife of the Evercrawl to be digested at their leisure. On the tabletop, this ability allows the Gloomspite Gitz player to deploy the Skitterstrand spider during the game instead of at the beginning.
- Wall Crawl: All the spider species that the Spiderfangs ride into battle of Giant Spiders and Arachnarok Spiders have a natural ability to skuttle across any surface, no matter its angle or condition. In-game, all Spiderfang spiders have the Wall Crawler ability that allows them to ignore all terrain when moving.
Disgusting and stupid creatures, Troggoths gather in the darkest places of the realms, typically only emerging from their lairs to destroy and eat anything they come across. Troggoths are extremely adaptable beings, and many breeds and races plague the Mortal Realms, with three kinds being particularly widespread and often seen accompanying Gloomspite hordes to war; the amphibious, foul-smelling Fellwater Troggoths, the mounting-dwelling Rockgut Troggoths, and the rarer Dankhold Troggoths, that live deep beneath the ground, absorbing the power of realmstone through the tainted fungus they eat and only coming to the surface when they feel the call of the Bad Moon. Sometimes, troggoths will band together in troggherds, slow-moving migrations led by a particularly powerful Dankhold Troggoth known as a Troggboss that destroy everything in their path.
- All Trolls Are Different: Troggoths, as the trolls of the Mortal Realms are called, are savage creatures that come in many different shapes and sizes, from the powerful and magical Dankhold Troggoths, to the stony Rockgut Troggoth and the disgusting, swamp-dwelling Fellwater Troggoths. This variety is due to the troggoth's ability to adapt to any environment, their bodies taking on aspects of what they eat until an entirely new species is born. Regardless of their type, all troggoths share some common characteristics, namely a connection to the Bad Moon, a lack of intelligence, monstrous strength, and the ability to regenerate almost any wound.
- Anti-Magic: The realmstone infused mushrooms they eat, and the lumps of realmstone they hammer into their skin, grant Dankhold Troggoths exceptional protection from magical effects, giving them a chance to ignoring any spell cast on them during a game.
- Dishing Out Dirt: Rockgut Troggoths have developed the ability to manipulate stone as if it were water. Due to their lack of intelligence, however, these troggoths don't use this strange ability for anything more than digging tunnels quickly, making stone weapons, and gouging out large boulders to throw at their enemies.
- Healing Factor: Troggoths can heal from even the most severe of wounds in a matter of minutes. On the tabletop, all troggoths have the Regenerate ability that gives them a chance to regain lost wounds every turn.
- Multiple-Choice Past: There are many theories and myths surrounding the origin of troggoths. Many civilised scholars that have studied the beasts claim that they appear to have been formed from primordial, arcane gunge that pooled in dark recesses of the Realms after their creation, while some grots think that they used to live on the Bad Moon itself, before traveling to the realms on lost scrap-ships. For their part, the troggoths themselves neither known, nor care, about their origins.
- The Pig-Pen: While all Troggoths are filthy creatures, Fellwater Troggoths are the most disgusting of their kind. These swamp dwelling Troggoths are covered in dirty, slimy scales and smell so bad that some say it is worse than that of a plague daemon. These repulsive creatures are smell so foul that they have the Terrible Stench ability, which reduces their enemy's chances of hitting them as they struggle not to vomit.
- Rock Monster: Possessing a hide of solid stone, Stalagsquigs are one of stranger breed of squig to inhabit the dank holes beneath the realms. Resembling a living stalagmite with big teeth and beady eyes, Stalagsquigs can barely move but have been known to form strange attachments to Dankhold Troggoths, protecting their master with their near impenetrable skin.
- Sizeshifter: Dankhold Troggoths have the strange ability to grow and shrink in size so that they can comfortably fill whichever hole or craven that they sleep in. The Troggoths themselves appear to have no conscious control over this power, however, as have never been witnessed using it while awake.
- Super Spit: The stomach acids of Fellwater Troggoths are notoriously corrosive, and these foul creatures are capable of vomiting up a stream of digestive juices at will, potentially doing more damage to the enemy than they can with their spiked clubs.
- Super Toughness: The stone-like skin of a Rockgut Troggothen is so tough that it can stop almost any attack, whether it is physical or magical, their Stony Skin ability giving them a chance to ignore any wound or mortal wound.
- That's No Moon!: The background material for Rockgut Troggoths mentions that there have been occasions where a traveller has mistaken them for boulders or poorly carved statues, only for them to seemingly come to life and attempt to eat anything they find.
The Bad Moon
A strange, living planetoid worshiped by various grot cultures throughout the Mortal Realms. Seen variously as an incarnation of Gorkamorka, the egg sac of the Great Spider God, or the physical manifestation of the combined spirits of dead grot shamans, the Bad Moon has existed for since before mortal records began but has become far more active since the necroquake, something its goblinoid followers believe to be a sign of the coming Everdank.
- Ethnic God: The Bad Moon is a demi-god venerated by all grots, particularly those of the Moonclan. How the Bad Moon is worshipped depends on the specific grot culture and tribe, with some believing it absorbed some of Gorkamorka's divine power after he was unable to eat it, others that it is the god of destruction's ship, or the egg sac of an arachnid godbeast that bit Gorkamorka.
- Genius Loci: The Bad Moon is a living celestial body that seems to possess a malevolent intelligence. Travelling seemingly at random through the skies of the Mortal Realms, the Bad Moon spreads madness, destruction, ill luck, and mushrooms wherever it shines its loonlight. It has even been known to attack other sentient planetoids.
- Lunacy: Made from the insanity inducing rock known as loonstone, the Bad Moon has a strange effect on all it passes over. While grots and their allies find themselves, and their magical abilities, empowered by the light of their god-moon, animals and members of the civilized races are often driven mad by its sickly yellow light, while the natural magic of the Mortal Realms weakens. The effect of the Bad Moons passing has an in-game mechanic that boosts the abilities of Gloomspite units, while weakening the spellcasting abilities of the enemy.
- The Man in the Moon: The most obvious feature of the Bad Moon is its hideous, goblinoid face that appears to change its expression as it waxes and wanes. The Bad Moon's mouth is filled with mountain-sized teeth that often spits at the civilized kingdoms it passes over.
Skragrott, the Loonking
The Loonking of Skrappa Spill, Skagrott also claims to be the supreme ruler of all Moonclan Grots and the prophet of the Bad Moon. A shaman of great cunning, Skagrott led the Gloomspite Gits in the conquest of the Ayadah region of Chamon, turning the once bountiful land into a twilight kingdom of fungus. In his desire to keep control of his scheming followers, Skagrott has become obsessed with predicting the appearances of the Bad Moon, kidnapping prophets and seers from across the Mortal Realms to transform into insane scryshrooms.
- Amplifier Artifact: Skragrott's magical abilities have been boosted considerably by the fungal crown that grows from his head, making it more likely that he will cast his spells or disrupt the magic of his enemies.
- Baleful Polymorph: Skragrott's Magic Staff, Da Moon Onna Stikk, can transform those it touches into fungus, a power that the Loonking uses to transform captures Seers into insane scryshrooms. When used on the battlefield, all those Skagrott strikes with his staff will also begin the slow process of transforming into a mushroom, suffering additional wounds every turn.
- The Collector: As part of his obsession with predicting the course of the Bad Moon, Skragrott collects powerful Seers, oracles, and other individuals capable of foreseeing the future. These unfortunate diviners are kidnapped, transformed into the mad fungus known as scyreshrooms, and kept within the extra-dimensional cave known as the fungal asylum. Driven mad by their situation, these transmogrified seers constantly babble a stream of prophesies that are interpreted by his Babbling Wand.
- Cool Crown: The Loonking's Crown that Skragrott found growing from his head after the Bad Moon spoke to him is a cluster of magical fungus that boosts his intelligence and arcane abilities, while also making him harder to hurt.
- Sorcerous Overlord: While most Moonclan lurklairs are ruled by a cunning Loonboss, Skragrott is a shaman who has risen to control over an entire empire of lurklairs, Spiderfang stalktribes, and miscellaneous troggoths. Skragrott rules through the intelligence and cunning that allowed him to lead his horde to victory in Ayadah, his ability to accurately predict the appearance of the Bad Moon, and the strength of enhanced magic that ensures that anyone who tries to challenge him meets a messy end.
- Super Toughness: The fungal roots of the Loonking's Crown make Skragrott exceptionally tough for a grot, giving him the ability to ignore wounds during a game.
As a whole, the Ogor race is divided into Maw-tribes, nomadic hordes of ravenous flesh that follow traditional Mawpaths in an endless migritaion to seek food. Often consisting of both traditional Gutbusters and mounted Beatclaw Raiders, the Maw-tribes are a great threat to anything in their path.
GutbustersThe majority of ogors are members of the Gutbuster tribes. These nomadic empires wander the Mortal Realms, stealing, killing and destroying as they please. The Gutbusters worship Gorkamorka as the Great Beast that Consumes the World and they seek to help their ever hungry god devour everything in the realms.
- Adipose Rex: The Tyrants who lead the Gutbuster tribes are able to appropriate the largest share of food and other provisions, leading them to grow fat on the spoils of war.
- Blade Below the Shoulder: Some Ogor Butchers replace their hands with Stump Blades so that they are always ready to carve their opponents into juicy morsels.
- BFG: Leadbelcher Guns are basically cannons stuffed with rocks, broken weapons and other detritus. Ogors are able to wield these weapons as easily as other races use handguns and crossbows.
- Extreme Omnivore: Ogors see all things as food, the only difference is whether it is to be eaten immediately or saved for later.
- The Horde: Gutbusters roam the realms in great, hungry, nomadic clans, consuming everything in their path.
- I'm a Humanitarian: Their obsession with eating leads to Gutbuster ogors feeding on their own kind when other sources of food are scarce.
- Magic Cauldron: Some Butchers go into battle carrying a Great Cauldron on their back.
- Power-Up Food: Ogor magic users, known as Butchers, are able to cast different spells depending on what they eat. Eating troggoth guts allows him to heal himself for example.
The Alfrostun tribes of the Beastclaw Raiders are nomadic hordes of Ogors who roam the Mortal Realms atop great beasts from icy mountains and endless tundra. Driven forward by their ravenous hunger and the freezing storm of the Everwinter, the Beastclaw Raiders are masterful hunters who worship Gorkamorka as the greatest predator of the Realms.
- Big Eater: It takes a truly staggering amount of meat to satisfy the Beastclaw Raiders.
- Bigfoot, Sasquatch and Yeti: Icefall Yhetees, carrion creatures that follow the Beastclaw Raiders to share in their food.
- Breath Weapon: Icebrow Hunters can breathe ice by drinking a magical elixir distilled from the blood of Frost Sabres.
- Eat Dirt, Cheap: The diet of a Stonehorn consists of rocks and jewels rather than the meat and vegetation of other animals. As a side effect of this a Stonehorns skeleton is made of rock and if it ever stops moving then it will fuse into place and become a living statue.
- Elemental Weapon: Icefall Yhetees wield clubs and axes made from magically hardened ice.
- Elite Army: Beastclaw Raider armies have an extremely low model count, with the Stonehorns and Thundertusks being the only units (alongside the Royal Zombie Dragons and Terrorgheists of the Gristlegore Flesh-eater Court) that are treated as both Battlelinenote and Behemothnote , and their strength and power are undeniable.
- Endless Winter: Places destroyed by the Beastclaw Raiders become wastelands buried under a heavy blanket of sorcerous snow that can take centuries to thaw.
- Extreme Omnivore: Beastclaws are notoriously broadminded when it comes to food.
- The Horde: The Beastclaw Raiders are ravenous, cannibalistic nomads that hunt everything in the realms and leave behind only an icy wasteland.
- Horse of a Different Color: Among the Beastclaw Raiders, Mournfang Riders ride Mournfangs, and Frostlords and Huskards ride Thundertusks and Stonehorns.
- An Ice Person: There are the Thundertusks, which breathe frost and is surrounded in a permanent aura of magical cold; Icebrow Hunters, who can breathe ice with a magical elixir; and Huskards, who can harness the wintery magic around Thundertusks.
- Lightning Bruiser: Beastclaw Raiders tend to move fast, hit hard and be very resilient to damage. This is offset by one of the lowest model counts in the game.
- Magically Inept Fighter: The Beastclaw Raiders have no access to Wizards and there is no opportunity to cast or dispel spells, which can be a problem against some magic heavy army lists unless if you choose to take an allied Gutbuster Butcher.
- Our Ogres Are Hungrier: The Beastclaw Raiders are a group of snowy nomads who bring winter wherever they go and fight to eat. And their appetites are still huge.
- Palette Swap: Appearance-wise, the Frost Sabres are no more than a recoloured version of the Sabretusks of the old Warhammer world. They are now blue instead of brown, presumably to make them fit better with the aesthetics of the Age of Sigmar Beastclaw Raiders.
- Panthera Awesome: Frost Sabres are large sabre-toothed cats with no discernible body temperature who accompany Icebrow Hunters while they scout ahead of the Beastclaw tribes.
- Retcon: The first Age of Sigmar book mentions Beastclaw Raiders to be led by Hunters and make use of Ironblaster cannons. Later, the Grand Alliance: Destruction book moved the Ironblasters to the Gutbusters faction, and the Beastclaw Raiders battletome relegated the Hunters (renamed Icebrow Hunters) to the role of scouts and specialists, with the leadership now fulfilled by Frostlords and Huskards.
- Theme Naming: The wintery theme of the Beastclaw Raiders extends to the names of their units, such as Icefall Yhetees, Icebrow Hunters, Frost Sabres and Frostlords.
- To Serve Man: The Beastclaw Raiders harvest their enemies' bodies as food.
- War Elephants: Thundertusks, which are used by the Beastclaw Raiders as mounts, strongly resemble a white, frozen woolly mammoth.
An ogor cult that worships the Sun-eater aspect of Gorkamorka, the Firebellies dream of emulating their god by consuming a sun themselves. Until they can achieve this feat, Firebellies make do with eating fiery beasts and volatile minerals that grant them the ability to breathe fire over their victims.
- Breath Weapon: In emulation of their god, Firebellies use a diet of highly combustible materials combined with fiery arcane rituals to grant themselves the ability to breathe fire.
- Drop the Hammer: Firebellies typically carry massive hammers made from volcanic rock to deal with those foes who survive their fiery breath.
- Playing with Fire: Their magic focuses on manipulating fire and heath, chiefly in the form of fiery breath weapons and auras.
- Star Killing: The dream of the Firebellies is to consume a sun themselves.
- Walking the Earth: Firebellies are a nomadic cult whose members constantly travel across the Mortal Realms in search of a sun close enough to the ground to eat.
- Wreathed in Flames: Firebellies have access to a unique spell known as Cascading Fire-Cloak. This spell surrounds the caster with a fiery aura that burns any enemy who gets too close to the Firebelly.
Ogors who have left their tribe to partake in the of the life of a mercenary, Maneaters travel from conflict to conflict, fighting for their own entertainment as much as their pay. Wandering the Mortal Realms alone or in small groups of like-minded ogors, Maneaters have a reputation as gluttons and thieves but their abilities in battle are such that there are always lord s and generals willing to hire their services.
- Dressed to Plunder: One of the Maneater models is dressed in traditional pirate garb complete with tricorn hat, longcoat (worn as an open vest due to being too small to fit the size of the ogor), cutlass, brace of Ogor Pistols and Grot in a parrot costume.
- The Exile: Some Ogors are forced to take up the life of a Maneater after being banished from their tribe, not that they mind as they can now be paid for doing what they love.
- Parrot Pet Position: The pirate-themed Maneater model has a Grot wearing a parrot costume sitting on the ogor's shoulder in place of a Pirate Parrot.
- Private Military Contractors: Maneaters enjoy war and conflict more than anything else and spend their lives traveling from warzone to warzone, selling their services to anyone willing to pay.
- Pro Bono Barter: Ogors have little understanding of currency or wealth and as such Maneaters generally prefer their pay to take the form of particularly tasty food or ostentatious clothing.
- Weapons Kitchen Sink: Maneaters are armed with a variety of weapons that they have picked up in their travels from flails and hammers to scimitars and large ninjatō. The model for the pirate costumed Maneater even wields a large rusted anchor.
Sons of Behemat
Descendants of the godbeast Behemat, the Sons of Behemat are massive humanoids known as gargants and the largest known humanoid species of the Mortal Realms. While most inhabitants of the realms are most familiar with the drunken Aleguzzler Gargants, there are legends of even larger Mega-gargants with the power to destroy entire armies. Large, dumb and quick to anger, gargants often follow tribes of orruks and ogors into battle for the promise of vast quantities of alcohol, but are also known to form their own roaming bands.
- Dumb Muscle: Gargants make up strong but not especially smart allies for orruks and ogors.
- Dumbass No More: Some Kraken-Eater Gargants, such as Bundo Whalebiter, have been exposed to magic items that raises their intelligence to average human levels, even giving some of them magic. Bundo has been exposed for so long he's become outright smart.
- Improvised Weapon: Gargants lack the skills, patience and sobriety to craft weapons. Therefore, when entering battle, gargants make do with anything they can get their hands, on such as tree trunks, large rocks or enemy troops too slow to get out of reach.
- Mercenary Units: Any Warhammer: Age of Sigmar army can hire a single Mega-Gargant mercenary, even when it costs more points than available for the player to spend on allies and mercenaries. Any of them can be added to a Destruction force, while Chaos, Order and Death each have access to one of the three named mercenaries (One-eyed Grunnock for Chaos, Bundo Whalebiter for Order, Big Drogg Fort-kicka for Death).
- Multiple-Choice Past: In initial lore, opinion is divided amongst the scholars of the Mortal Realms as to the origins of Gargants. Some think they are the degenerate dependents of a race of titanic builders while others theorize that they are the offspring of the zodiac godbeast Behemat. There is even a theory that they are refugees from somewhere outside the Mortal Realms. As for the gargants themselves, they are generally too drunk to care about their origins. When the Sons of Behemat got their own Battletome, they were eventually revealed to be descendants of Behemat.
- One-Gender Race: Averted. Despite being called the Sons of Behamat, Soulbound mentions some female Gargants.
- Our Giants Are Bigger: Gargants loom over even the largest warriors of other races, crushing their enemies under their feet or, for the particularly unlucky, stuffing them down their trousers. Mega-Gargants are even larger, standing heads and shoulders above their more common relatives.
- Took a Level in Badass: An Aleguzzler Gargant who falls into the orbit of a Mega-Gargant's Stomp is quickly forced to clean up, becoming a far more focused, and even more lethal, Mancrusher Gargant.
- Use Your Head: When fighting in close combat, Gargants are able to unleash a devastating head-butt against their foes. Although it is their less accurate, when it hits this 'Eadbutt is capable of doing far more damage than any of its other attacks.
- Walking Shirtless Scene: Due to their sheer size and their lack of craft skills, finding clothes for a Gargant is extremely difficult. As a result of this, most Gargants wear crudely stitched together loincloths or trousers and little else.
Behemat was a godbeast in the form a titan taller than mountains, and the progenitor of the gargants. He was formed from a stone within the belly of an even older, vaster titan, the ancient Ymnog, and after escaping from his father's stomach he continued to birth further generations of gargants in the same way. He served as Gorkamorka's champion until he lost a fight with Sigmar and fell into a deep slumber that lasted for the rest of the Age of Myth and all of the Age of Chaos. He was awoken by Archaon's machinations, and perished in the battle that followed his awakening.
- "Just So" Story: The gargants have a number of myths attributing the traits and features of other races to the deeds of Behemat. The reason why a race of aelves lives under the ocean, for instance, is because Behemat flooded an aelven city when he fell into the sea and many aelves hid under the ocean to avoid a repeat of this disaster; the duardin are short because Behemat stamped them flat when fighting them; the Seraphon were created when Behemat threw a great stone at the star-dragon Dracothion, causing many of his scales to fall to earth and spring to life as a new race to harry the gargants forevermore; and Shyish is filled with walking skeletons because Behemat ate away all their meat during an eating contest. Notably, all of these claims are completely and demonstrably wrong.
- Mercy Kill: Behemat was slain by the Stormcast in order to prevent him from being corrupted and enslaved by Archaon.
- Monster Progenitor: He's the progenitor of the gargants, having birthed the first of their kind by vomiting them out from his mouth, and continued to birth new tribes of them in this manner until his eventual death.
- Ribcage Ridge: After he died, his skeletal remains continued to dominated the landscape of the Scabrous Sprawl — his ribcage, for instance, houses a large commercial hall.
- That's No Moon!: After he fell into slumber after losing a battle with Sigmar, he became covered by soil and rock and was eventually buried under he was indistinguishable from the landscape. His recumbent form became known as the Scabrous Sprawl, and eventually people forgot that its valleys, ridges and hills were simply the soil-covered body parts of an immense titan... until he woke up.
- Truly Single Parent: Behemat birthed gargants without aid, simply vomiting them up and out into the world.
Large, reptilian monsters that sport a single baleful eye and a prehensile tail, the Fimir are degenerate creatures of destruction that make their homes in mist shrouded bogs and swamps.
- Beware My Stinger Tail: Fimir have tails that end in a bony club perfect for bludgeoning any enemies who approach too close.
- Cyclops: A Fimir only has a single, large eye on his forehead.
- Evil Is Not Well-Lit: All Fimir despise the light and are always covered in mists.
- Healing Factor: Fimir are able to shrug off injuries that would slay a mortal man outright.
- Lizard Folk: The Fimir resemble bipedal, hunchbacked lizards with a single malevolent eye.
- Ominous Fog: Fimir only go abroad shrouded in sorcerous mists which conceal them from their enemies.
- Put on a Bus: The Fimir were removed from sale in December 2019.
- Counter-Attack: Any unit which inflicts wounds on a Magma Dragon in close combat suffers mortal wounds itself from the Magma Dragon's burning blood.
- Deadly Gaze: The Basilisk's most infamous and deadly gift is its gaze, which causes flesh to slough from bone, metal to blister and plants to wither.
- Hyperactive Metabolism: Merwyrms can quickly recover wounds by eating enemies.
- The Pig-Pen: The air around the Merwyrm is filled with a stench of rotting flesh and filth.
- Sand Worm: The Dread Maw is a vast worm which erupts from beneath the earth to devour its victims or crush them to pulp.
- Tail Slap: The Merwyrm's powerful tail can be used as a weapon to snap bones and crush enemies.
- Walking Wasteland: Basilisks are so inimical to life that they poison the very ground they walk upon.