Orruk WarclansGordrakk, the Fist of Gork
16
3+
8
WARSCROLL

Gordrakk, the Fist of Gork

Gordrakk is the mightiest of all orruks, a living embodiment of the power of Gorkamorka. From atop his armoured Maw-krusha, Bigteef, the Fist of Gork fights at the head of his Great Waaagh!, brutally crushing the mightiest enemy warriors.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Innard-bursting Bellow
Innard-bursting Bellow8"62+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Smasha
Smasha1"52+3+-1D3
Kunnin’
Kunnin’1"52+3+-11
Mighty Fists and Tail
Mighty Fists and Tail1"3+3+-22
DAMAGE
Wounds SufferedMoveMighty Fists and TailMassively Destructive Bulk
0-312"99 dice
4-610"88 dice
7-108"77 dice
11-136"66 dice
14+4"55 dice
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 540
Battlefield Role: Leader, Behemoth
Notes: Unique

DESCRIPTION

Gordrakk, the Fist of Gork, is a named character that is a single model. He is armed with Smasha and Kunnin’.

MOUNT: Gordrakk’s Maw-krusha, Bigteef, attacks with an Innard-bursting Bellow and his Mighty Fists and Tail.

FLY: This model can fly.

ABILITIES

Massively Destructive Bulk: Bigteef is such an unstoppable avalanche of ill-tempered muscle that he turns all in his path into pulverised meat, and reduces terrain to rubble.
After this model makes a charge move, you can pick 1 enemy unit within 1" of this model and roll a number of dice equal to the Massively Destructive Bulk value on this model’s damage table. For each 5+, that enemy unit suffers 1 mortal wound.

In addition, after this model makes a charge move, you can pick 1 terrain feature within 1" of this model and roll a number of dice equal to the Massively Destructive Bulk value on this model’s damage table. If any of the dice are a 6, units no longer receive the cover modifier to their save rolls for being on or within that terrain feature.

If the mortal wounds inflicted by this model’s Massively Destructive Bulk mean there are no enemy models left within 3" of it, then it can attempt to make another charge move, and can make another Massively Destructive Bulk attack after that move if the charge is successfully carried out. This model can attempt to make any number of charge moves in a single turn, so long as each one results in all enemy models within 3" being slain.

Kunnin’: Kunnin’ is filled with the power of Mork and eagerly seeks out enemy wizards to slay.
If the unmodified wound roll for an attack made by Kunnin’ that targets a WIZARD is 4+, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a save roll).

Smasha: Smasha is filled with the brutal power of Gork, making it especially lethal to enemy champions.
If the unmodified wound roll for an attack made by Smasha that targets a HERO that is not a WIZARD is 4+, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a save roll or damage roll).

Strength from Victory: Themore fights a Megaboss wins, the stronger they become.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, add 1 to this model’s Wounds characteristic and add 1 to the Attacks characteristic of Smasha and Kunnin’.

COMMAND ABILITIES

Voice of Gork: Gordrakk’s bellow carries the elemental force of his god and inspires his forces to surge into the enemy, hacking, bludgeoning and stomping with furious abandon.
You can use this command ability at the start of the combat phase. If you do so, pick up to 3 friendly DESTRUCTION units wholly within 24" of this model. Until the end of that phase, add 1 to hit rolls for attacks made by that unit. A unit cannot benefit from this command ability more than once per phase, and a unit cannot benefit from this ability and the Go on Ladz, Get Stuck In! ability in the same phase.

KEYWORDS
DESTRUCTION, ORRUK, MAW-KRUSHA, IRONJAWZ, MONSTER, HERO, MEGABOSS, GORDRAKK
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Cover
Add 1 to save rolls for a unit if all of its models are wholly on or within a terrain feature when the rolls are made. This modifier does not apply in the combat phase if the unit you are making save rolls for made a charge move in the same turn, and never applies to units containing models with the MONSTER or WAR MACHINE keyword that have a Wounds characteristic of 8 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The MAW-KRUSHA keyword is used in following Orruk Warclans warscrolls:

Leader, Behemoth

The IRONJAWZ keyword is used in following Orruk Warclans warscrolls:

None
Leader
Leader, Behemoth
Behemoth

The MONSTER keyword is used in following Orruk Warclans warscrolls:

Leader, Behemoth
Behemoth
• Merwyrm

The HERO keyword is used in following Orruk Warclans warscrolls:

Leader
• Wardokk
Leader, Behemoth

The MEGABOSS keyword is used in following Orruk Warclans warscrolls:

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020