
Gorbad Ironclaw
Lord· Lord· 1 model at Ultra size
Comes with Omens of Destruction – Greenskins(Warhammer III)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Gorbad Ironclaw is a legendary lord of Greenskins, leading Ironclaw Orcs at the start of a campaign: 5,648 HP, armour 100, melee attack 65, melee defence 50, weapon strength 480. It costs 1,100 in the campaign and in multiplayer. It comes with Omens of Destruction – Greenskins. Beating this lord in battle can earn the defeat trait Gonebad Ironclaw. Unit key wh3_dlc26_grn_cha_gorbad_ironclaw. Patch 9.0.4, from the game's data tables.
Health
5,648
Armour
100
Leadership
80
Speed
36
Melee attack
65
Melee defence
50
Weapon strength
100 base + 380 armour-piercing
480
Charge bonus
60
Attributes
- Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Abilities
- Da Boss 'as a Plan!Augment · +24 Melee Defence, +8 LeadershipactiveDa Boss 'as a Plan!Augment+24 Melee Defence+8 LeadershipCooldown 90 s · Duration 20 sAlthough Gorbad's soldiers occasionally wonder what kind of weapon this "Plan" of his is and when he's going to use it, knowing he has it bolsters their spirits nonetheless.
- Orcs are da Best!Augment · +24 Melee Attack, +50% Armour-Piercing Weapon Damage…activeOrcs are da Best!Augment+24 Melee Attack+50% Armour-Piercing Weapon Damage+50% Base Weapon DamageCooldown 90 s · Duration 27 s"...and if sumbody sez else, smash 'em to prove dat!"
- Da Great LeaderAugment (Area) · +10 Melee Attack, +10 Melee DefencepassiveDa Great LeaderAugment (Area)+10 Melee Attack+10 Melee DefencePassive · Range 35 mHaving led a mighty Waaagh! into the beating heart of Imperial territory, Gorbad Ironclaw can whip any Greenskins rabble into an effective fighting force.
- WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Counters
Good against
- Heavily armoured units — 380 of 480 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Greenskins: Rogue Idol, Lava Arachnarok Spider
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Greenskins: Rogue Idol, Colossal Squig
- Armour-piercing — armour 100e.g. Warp-Doom Magma-Cannon, Luminark of Hysh, Little Grom · Greenskins: Giant, Rogue Idol
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Defeat trait
Beat Gorbad Ironclaw in battle and your lord can earn the trait
Gonebad Ironclaw
- Leadership aura size: +25%
- Recruit rank: +1 for all units (Lord's army)
Gorbad's gone, but not forgotten. He's earned a place beside the mighty Gork and Mork in the Shaman's tales around the campfire.
Gorbad Ironclaw skill tree
50 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
- GnarlaGnarlaUnlocks at rank 6
- Mount: Gnarla
- Tunnel BossTunnel BossUnlocks at rank 5
- Leadership: +6 during subterranean siege battles (Lord's army)
- Leadership: +6 during subterranean intercept battles (Lord's army)
- BellowerBellowerUnlocks at rank 5
- Leadership aura size: +25%
- Big 'Ead TrophiesBig 'Ead TrophiesUnlocks at rank 12
- Bonus vs Large: +15
- Small 'Ead TrophiesSmall 'Ead TrophiesUnlocks at rank 12
- Bonus vs Infantry: +15
- Da Biggest Waaagh!Da Biggest Waaagh!Unlocks at rank 20
- Waaagh! reputation gained per turn: +3
- Dodgy GeezerDodgy GeezerUnlocks at rank 8
- Missile resistance: 10%
- Army of RenownArmy of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +4 (own army)
- Regiments of Renown army capacity: +6 (own army)
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character experience gain: +20% (Heroes in Lord's army)
- Character will share +15% of experience earned between all other active Lords
- Character experience gain: +35% (Heroes in Lord's army)
- Character will share +30% of experience earned between all other active Lords
- Character experience gain: +50% (Heroes in Lord's army)
- Character will share +50% of experience earned between all other active Lords
- Ere's da PlanEre's da PlanUnlocks at rank 12
- Ability: "Da Boss 'as a Plan!"
- Character experience gain: +10% (all characters factionwide)
- Research rate: +15
- Boyz to da Front!Boyz to da Front!
- Melee attack: +3 for Melee Infantry units (all armies factionwide)
- Melee defence: +3 for Melee Infantry units (all armies factionwide)
- Weapon strength: +10% for Melee Infantry units (all armies factionwide)
- Shootaz to da Back!Shootaz to da Back!
- Passive ability: "Dig In!" for ranged units (Rank 7 and above) (Lord's army)
- Missile strength: +10% (Lord's army)
- Ammunition: +10% (Lord's army)
- Riderz on da Flankz!Riderz on da Flankz!
- Attribute: Strider for cavalry units (Rank 7 and above) (Lord's army)
- Charge bonus: +15% for Cavalry units (Lord's army)
- Speed: +10% for Cavalry units (Lord's army)
- I'll Lead da Charge!I'll Lead da Charge!
- Passive ability: "Da Great Leader"
- Attribute: Glorious Charge
- Charge bonus: +20
- Let's go to Waaagh!Let's go to Waaagh!
- Passive ability: "Frenzy" for Waaagh! Mobs units (Lord's army)
- Upkeep: -50% for Waaagh! Mobs units (Lord's army)
- Vigour loss reduction: -33% (Lord's army)
- Blade MasterBlade Master
- Melee attack: +5
- Devastating ChargeDevastating Charge2 levelsLevel 1
- Charge bonus: +15
- Charge bonus: +30
- ChoppasChoppas2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Scarred VeteranScarred Veteran2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- Deadly BladeDeadly Blade2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- Foe-SeekerFoe-Seeker
- Ability: "Foe-Seeker"
- Hard to HitHard to Hit2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- IndomitableIndomitable2 levelsLevel 1
- Leadership: +6
- Leadership: +12
- Thick-SkinnedThick-Skinned2 levelsLevel 1
- Armour: +7
- Armour: +15
- Wound-MakerWound-Maker2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Deadly OnslaughtDeadly Onslaught
- Ability: "Deadly Onslaught"
- Inspiring PresenceInspiring Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Da GobbosDa Gobbos3 levelsLevel 1
- Ammunition: +10% for Goblin and Night Goblin Missile Infantry units (Lord's army)
- Melee defence: +4 for Goblin and Night Goblin Infantry units (Lord's army)
- Ammunition: +15% for Goblin and Night Goblin Missile Infantry units (Lord's army)
- Melee attack: +4 for Goblin and Night Goblin Infantry units (Lord's army)
- Melee defence: +4 for Goblin and Night Goblin Infantry units (Lord's army)
- Missile strength: +6% for Goblin and Night Goblin Missile Infantry units (Lord's army)
- Ammunition: +20% for Goblin and Night Goblin Missile Infantry units (Lord's army)
- Melee attack: +6 for Goblin and Night Goblin Infantry units (Lord's army)
- Melee defence: +6 for Goblin and Night Goblin Infantry units (Lord's army)
- Missile strength: +8% for Goblin and Night Goblin Missile Infantry units (Lord's army)
- RiderzRiderz3 levelsLevel 1
- Speed: +6% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
- Charge bonus: +6 for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
- Speed: +9% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
- Charge bonus: +12 for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
- Speed: +12% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
- Da BoyzDa Boyz3 levelsLevel 1
- Weapon strength: +6% for Orc Infantry units (Lord's army)
- Base missile damage: +4% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- Melee attack: +4 for Orc Infantry units (Lord's army)
- Reload time reduction: +4% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- Weapon strength: +9% for Orc Infantry units (Lord's army)
- Base missile damage: +6% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- Melee attack: +6 for Orc Infantry units (Lord's army)
- Reload time reduction: +8% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- Weapon strength: +12% for Orc Infantry units (Lord's army)
- Base missile damage: +8% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- ‘Ard as Nailz‘Ard as Nailz3 levelsLevel 1
- Missile strength: +4% for Missile Cavalry and Chariot units (Lord's army)
- Armour: +4 for Chariots and Pump Wagon units (Lord's army)
- Missile strength: +6% for Missile Cavalry and Chariot units (Lord's army)
- Range: +5% for Missile Cavalry and Chariot units (Lord's army)
- Armour: +8 for Chariots and Pump Wagon units (Lord's army)
- Missile strength: +8% for Missile Cavalry and Chariot units (Lord's army)
- Range: +10% for Missile Cavalry and Chariot units (Lord's army)
- Armour: +12 for Chariots and Pump Wagon units (Lord's army)
- Da Big LadzDa Big Ladz3 levelsLevel 1
- Weapon strength: +6% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- Melee attack: +4 for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- Weapon strength: +9% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- Melee attack: +6 for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- Weapon strength: +12% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- Deff From AbuvDeff From Abuv3 levelsLevel 1
- Ammunition: +10% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
- Ammunition: +15% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
- Missile strength: +6% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
- Ammunition: +20% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
- Missile strength: +8% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
- Get Back 'Ere!Get Back 'Ere!
- Ability: "Get Back 'Ere!"
- Sneaky StabberzSneaky Stabberz
- Leadership: +5 for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)
- 'Ard Ladz'Ard Ladz
- Armour: +12 for Orc units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Orc units (Rank 7 and above) (Lord's army)
- Ward save: +8% for Orc units (Rank 7 and above) (Lord's army)
- Biggest ‘n' StrongestBiggest ‘n' Strongest
- Melee defence: +5 for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)
- Savage SmartzSavage Smartz
- Ammunition: +20% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)
- Smash 'Em FasterSmash 'Em Faster
- Ability: "Smash 'Em Faster"
- Replaces: "Get Back 'Ere!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- Deff From BelowDeff From Below3 levelsLevel 1
- Evasion chance when using Tunnelling: +6%
- Evasion chance when using Tunnelling: +16%
- Evasion chance when using Tunnelling: +30%
- RaiderRaider3 levelsLevel 1
- Income from raiding: +10% (Lord's army)
- Income from raiding: +20% (Lord's army)
- Income from raiding: +30% (Lord's army)
- LooterLooter3 levelsLevel 1
- Income from looting settlements: +3% (Lord's army)
- Income from looting settlements: +8% (Lord's army)
- Income from looting settlements: +15% (Lord's army)
- RavagerRavager3 levelsLevel 1
- Income from sacking settlements: +3% (Lord's army)
- Income from sacking settlements: +8% (Lord's army)
- Income from sacking settlements: +15% (Lord's army)
- Iron-HardIron-Hard
- Casualty replenishment rate: +30% for this Lord (Lord's army)
- Wound recovery time: -1 turns
- Lightning StrikeLightning Strike3 levelsLevel 1
- Enemy battle reinforcement time: +25%
- Battle reinforcement time: -10%
- Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -20%
- Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -30%
- Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
- Enables lightning strike battles when reinforcements are present
- Out-CleveringOut-Clevering3 levelsLevel 1
- Ambush success chance: +6% (Lord's army)
- Ambush success chance: +16% (Lord's army)
- Ambush success chance: +30% (Lord's army)
- Mob BossMob Boss3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -9% (Lord's army)
- Really GreenReally Green3 levelsLevel 1
- Corruption: -1 (local province)
- Corruption: -2 (local province)
- Corruption: -3 (local province)
- Renowned & FearedRenowned & Feared
- Enemy Hero action success chance: -10%
- Hero self-defence: +25% chance of wounding aggressors
- Campaign movement range: +5%
- Recruit rank: +1 for all units (Lord's army)
- Upkeep: -8% (Lord's army)
Every version of Gorbad Ironclaw
2 units share this name (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| GreenskinsLord | 5,648 | 1 | 100 | 80 | 36 | 65 | 50 | 480 | 60 | 1,100 | 275 | wh3_dlc26_grn_cha_gorbad_ironclaw |
| GreenskinsLord | 6,256 | 1 | 100 | 80 | 70 | 65 | 50 | 480 | 80 | 1,300 | 325 | wh3_dlc26_grn_cha_gorbad_ironclaw_gnarla |
Who can field it
- Greenskins · Grimgor's 'Ardboyz
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.