Orruk Warclans – Orruk Warchanter
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4"
6
4+
7
WARSCROLL

Orruk Warchanter

The booming rhythm of a Warchanter’s drumming draws orruks to battle from miles around. As the tempo of violence increases, so does the furious energy of a Warchanter’s beat, driving those Ironjawz nearby into a destructive frenzy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gorkstikk and Morkstikk
Gorkstikk and Morkstikk1"64+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader

DESCRIPTION

An Orruk Warchanter is a single model armed with a Gorkstikk and Morkstikk.

ABILITIES

Rhythm of Destruction: TheWaaagh! power coursing through a Warchanter lends their attacks a boundless, febrile energy that enemies soon come to fear.
If the unmodified hit roll for an attack made with a Gorkstikk and Morkstikk is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

Violent Fury: Warchanters excel at stoking a wanton destructive fury in their lads.
In your hero phase, you can pick 1 friendly IRONJAWZ unit wholly within 15" of this model. Until your next hero phase, add 1 to the damage inflicted by attacks made with melee weapons by that unit. A unit cannot benefit from this ability more than once per phase.

KEYWORDS
DESTRUCTION, ORRUK, IRONJAWZ, HERO, TOTEM, WARCHANTER
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.

The IRONJAWZ keyword is used in following Orruk Warclans warscrolls:

None
Leader
Leader, Behemoth
Behemoth
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The IRONJAWZ keyword is used in following Orruk Warclans warscrolls:

None
Leader
Leader, Behemoth
Behemoth

The HERO keyword is used in following Orruk Warclans warscrolls:

Leader
• Wardokk
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020