Orruk WarclansKop Rukk
Warscroll Battalion

Kop Rukk

 • 2-5 Wardokks
 • 2-5 Savage Orruk Morboys units

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion


Savage Weird Power: The build up of Waaagh! energy in the presence of so many crazed orruks supercharges the Wardokks’ power, making them even more dangerous.
At the start of your hero phase, you can pick 1 WARDOKK from this battalion that is wholly within 18" of 2 or more units from the same battalion that each have 10 or more models. That WARDOKK can attempt to cast the Fists of Gork spell from the Wurrgog Prophet warscroll in that phase, in addition to any other spells it can cast.

The WARDOKK keyword is used in following Orruk Warclans warscrolls:

• Wardokk
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
© Vyacheslav Maltsev 2013-2020