- 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.
- 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: Hes the God of the orruks, what do you expect?
- 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.
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 Berserker Bonesplitterz; and the heavily armoured Ironjawz. Although more generic clans are still mentioned in the background material, the 2nd Edition release of Destruction Battletome: Orruk Warclans saw the removal of the Greenskinz as an official faction.
- 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 warclans of the orruks 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 university with the result that there you can get both the properly spelled words and alternately spelled words, like Ironjawz Warclans, 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. The 2nd Edition Destruction Battletome: Orruk Warclans rules represent this with a large number of powerful attacks and the ability to make multiple charge moves if it's Destructive Bulk ability leaves it unable to attack the enemy.
- Blade Below the Shoulder: The bladed gauntlet known as Metalrippa's Klaw are 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.
- Counter Attack:
- 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. The 2nd Edition Destruction Battletome: Orruk Warclans rules represent this by giving the Mageaboss a chance of inflicting 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-game this is represented by the Gore-grunta Charge ability that, 2nd Edition Destruction Battletome: Orruk Warclans rules, allows a mob of Gore-gruntas to the chance to cause mortal wounds against an enemy unit, as well as improving the chances of the gruntas and their riders hitting with their regular attacks.
- 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. The 2nd Edition Destruction Battletome: Orruk Warclans rules represent this with the Fixin' Beat Warchanter 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 in a manner similar to 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 Ironawz 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. The 2nd Edition Destruction Battletome: Orruk Warclans rules represent this with a Warclan Ability, a Command Ability, and an Artefact of Power that all enhance the speed of the crimson Bloodtoofs.
- 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.
- 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. The 2nd Edition Destruction Battletome: Orruk Warclans represents this with the Freezing Strike Icebone ability that improves the ability of the warclans 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.
- 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 the Bonegrinz are able to use it infect their enemies with an uncontrollable fury. The 2nd Edition Destruction Battletome: Orruk Warclans rules represent this with the Bring It On! Bonegrinz 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. The 2nd Edition Destruction Battletome: Orruk Warclans rules represent this by allowing the bearer to 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.
- 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 beast they hunt, savage mystics are attuned to the will of the Great Green God Gorkamorka, able to 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 the 2nd Edition Destruction Battletome: Orruk Warclans rules this is represented by these Bonesplitter Wizards having a number of spells and abilities that 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, differs from others of its wyvern-like kind as it wears an armoured helmet made of crudely beaten metal. This isn't represented in the game itself however as Gordrakk and Bigteef have 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.
- 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 the massive wyvern-like creature 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 Starscream: While he currently follows Gordrakk as part of the Great Waaagh!, Dakkbad's ultimate goal is to usurp the Fist of Gork's position as the leader. The cunning 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.
- Combat Pragmatist: Grots are weak and cowardly creatures who will use any means necessary to gain an advantage over a foe in battle. Gitmobs hordes will generally use ambushes, flanking manoeuvres and superior numbers to overwhelm their foes, while individual grots will attempt to seek out their enemies weaknesses. The grot assassins, known as Nasty Skulkers, are particularly infamous for the dirty tactics they employ and Grot Shamans even have a unique spell that guides their follower's attacks to the foe's weak spot.
- Zerg Rush: The most basic tactic used by grots is to swamp their enemies with shear weight of numbers.
Moonclan GrotsA tribe of subterranean grots, the Moonclan worship the Bad Moon, the only thing in the Mortal Realms that proved too tough for Gorkamorka to eat. Emerging from the caverns beneath great mountains, that they believe are the broken teeth of Gorkamorka, the Moonclan attack the kingdoms of the Realms, making great bonfires of their cities and feeding their populations to ravenous squigs.
- Abnormal Ammo: The massive Squig Gobbas are living artillery bread by the Moonclan who spit mouthfuls of lesser squigs towards the enemy battle line. When they strike the ground these drug addled Splat-Squigs burst, spreading poisonous slime across the surrounding area.
- Attack Animal: Moonclan Grots breed strange beasts known as cave squigs that they herd into battle with various prodders and cacophonous musical instruments. Once driven into the enemy the ravenous squigs become all but uncontrollable, attacking and biting everything around them.
- Battle Trophy: A Fungoid Cave-Shaman wears the spine of some unfortunate creature as a trophy.
- Big Eater: The Squig Gobba has an oversized maw and a ravenous appetite to rival even that of a Troggoth.
- Epic Flail: The Fanatics of the Moonclan Grots wield heavy Ball and Chains as they spin wildly into the ranks of the enemy, leaving a trail of shattered and pulped corpses in their wake.
- Ethnic God: The Moonclan worship their own god, a Bad Moon which Gorkamorka wasn't able to eat.
- In a Single Bound: Squigs typically move around the battlefield in a series of hops and leaps that get progressively larger as the squig becomes more and more excited until they become fleshy meteors of teeth that smash into the ranks of the enemy.
- Knightly Lance: The grot equivalent of knights, Boingrot Bounderz, ride squigs and skewer their enemies with pointed lances.
- Magic Mushroom: For those brave enough to consume them, deffcap mushrooms provide arcane insights and enhance magical capabilities.
- Mushroom Man: A Fungoid Cave-Shaman has consumed so much hallucinogenic fungus that a toadstool is growing from the top of his head. Further spores and mushrooms are dotted about his cloak and staff.
- Mushroom Samba: Fungoid Cave-Shamans are insane mushroom-gobbling grots. To them, to get lost in a hallucinogenic vision is to grow closer to the side of Gorkamorka that epitomises cunning and trickiness over brute strength, which is the side that all grots like the best. Whether these visions are gifted by Gorkamorka, or simply the side effects of ingesting deffcap mushrooms, doesn't matter.
- Psycho Serum: Before a battle, Moonclan Fanatics drink a special potion brewed from the rare Mad Cap fungus. This potion boosts the strength of the Fanatic considerably, allowing them to swing their massive flails and turning them into near uncontrollable madmen who spin randomly across the battlefield.
- Rock Monster: Some squigs, known as Stalagsquigs, infest the rock itself, becoming immobile, ravenous creatures.
- Swallowed Whole: The eternally hungry Colossal Squig has a cavernous mouth that allows it to wholly devour multiple smaller creatures with a single bite. This is represented in-game by a rule that gives the monster a chance of causing unstoppable mortal wounds against the enemy.
- Waddling Head: The squigs that the Moonclan breed resemble large heads, with a massive tooth filled maw, set upon a pair of powerful legs.
The Spiderfang tribes of Grots worship the great spider that once bit Gorkamorka on the foot and absorbed a portion of the god's power. The Spiderfang Grots live in web-choked lairs beneath the ruins of the civilizations that they have destroyed and ride into battle on the backs of the arachnid monsters that they worship.
- Abnormal Ammo: The Flinger catapults, mounted on the back of the monstrous Arachnaroks, fire balls of web filled with venomous spiders.
- Beast of Battle: The Spiderfang Grots mount crude howdahs on the backs of the massive Arachnaroks when they go into battle. These war-platforms are typically crowded with Grots and often mount crude catapults or are turned into mobile shrines tended to by a Spiderfang Shaman.
- Giant Spider: The Spiderfang Grots make great use of giant spiders, from the pony sized spiders that the majority of the tribe ride, all the way up to the gargantuan Arachnarok spiders.
- Mushroom Samba: The Spiderfang Big Bosses and Shaman consume great quantities of spider venom in order to induce hallucinations that they believe are messages from the arachnid aspect of Gorkamorka that they worship.
Aleguzzler GargantsAleguzzler gargants are the largest known humanoid species of the Mortal Realms who stomp around the landscape absentmindedly destroying anything in their path while continuously drinking any alcohol they can lay their oversized hands on. Large, dumb and quick to anger, gargants follow the tribes of orruks and ogors into battle for the promise of vast quantities of alcohol.
- The Alcoholic: As befitting their name, Aleguzzler Gargants have an insatiable thirst for strong alcohol and it is incredibly rare for them to be sober. This is represented in-game by the Drunken Stagger Ability that gives them a chance of falling over when the charge.
- Dumb Muscle: Gargants make up strong but not especially smart allies for orruks and ogors.
- 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.
- Multiple-Choice Past: Opinion is divided amongst the scholars of the Mortal Realms as to the origins of the Aleguzzler Gargants. Some think they are the degenerate dependents of a race of titanic builders while others theorise 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.
- 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.
- 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 make do with wearing crudely stitched together loincloths or trousers and little else.
TroggothsDisgusting and stupid creatures, Troggoths are children of destruction that gather in darkest places of the realms that emerge from their lairs only to destroy and eat anything they come across. Many races of Troggoth plague the Mortal Realms with the ruin dwelling Sourbreath Troggoths being the most numerous, but the amphibious Fellwater Troggoths and the mounting dwelling Rockgut Troggoths are also relatively common. Troggoths are instinctively attracted to the destruction of battle and can often be found accompanying Orruk tribes when they march to war.
- All Trolls Are Different: Troggoths, renamed from the Trolls of the World-that-was, are savage bestial creatures with huge appetites and the ability to quickly heal their wounds.
- Anti-Magic: The mushrooms and realmstone consumed by Dankhold Troggoths protect them from the effects of magic.
- Healing Factor: Troggoths are incredibly difficult to kill due to their amazing healing abilities, which allow their flesh to knit back together as fast as their enemies can cut it.
- The Pig-Pen: While all Troggoths are filthy creatures, the Fellwater Troggoths are the most disgusting of their kind. These swamp dwelling Troggoths are covered in dirty, slimy scales and smell so bad that even orruks cannot stand the stench. So discussing are the Fellwater Troggoths that they have a special rule that reduces their enemys chances of hitting them as they struggle not to vomit.
- Super Spit: The stomach acids of Troggoths are notoriously corrosive and all these foul creatures are capable of vomiting up a stream of digestive juices at will in order to attack their enemies.
Skragrott, the Loonking
- Sorcerous Overlord: Skragrott is both a king and a Shaman. He's not someone who rules through might, but through magic and cunning.
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.
FirebelliesAn 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.
- 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.
ManeatersOgors 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.
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.
- 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 Basilisks 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 swallowing enemies with its jaws.
- Kraken and Leviathan: The Merwyrm is a breed of sea monster which is able to crawl upon land to wreak havoc.
- The Pig-Pen: The air around tha 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.