Orruk WarclansOrruk Weirdnob Shaman
4"
6
5+
6
WARSCROLL

Orruk Weirdnob Shaman

With crackling green light spilling from their eyes, Weirdnob Shamans channel the savage energy of the Waaagh! In battle, they unleash this power with glee, letting loose blasts of searing force that tear through the enemy ranks like a choppa through flesh.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Waaagh! Staff
Waaagh! Staff1"34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader

DESCRIPTION

An Orruk Weirdnob Shaman is a single model armed with a Waaagh! Staff.

ABILITIES

Brutal Power: A Weirdnob Shaman channels the Waaagh! energy emitted by nearby orruk mobs.
If this model is wholly within 18" of a friendly IRONJAWZ unit with 10 or more models at the end of its hero phase, it can attempt to cast the Green Puke spell in addition to any other spells it can cast, and even if a WIZARD has already attempted to cast the Green Puke spell in that hero phase.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Green Puke spells.

Green Puke: The Weirdnob vomits forth a green river of searing ectoplasm.
Green Puke has a casting value of 6. If successfully cast, pick 1 point on the battlefield within 2D6" of the caster that is visible to them, and draw an imaginary straight line 1mm wide between that point and the closest part of the caster’s base. Each unit that has models passed across by this line suffers D3 mortal wounds.

KEYWORDS
DESTRUCTION, ORRUK, IRONJAWZ, HERO, WIZARD, WEIRDNOB SHAMAN

The IRONJAWZ keyword is used in following Orruk Warclans warscrolls:

None
Leader
Leader, Behemoth
Behemoth
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.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
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.

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

The WIZARD keyword is used in following Orruk Warclans warscrolls:

Leader
• Wardokk
© Vyacheslav Maltsev 2013-2020