Orruk Warclans – Wardokk
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WARSCROLL

Wardokk

Each Wardokk is a potent shaman, their maddened capering a tribute to the Great Green God. Themagic of their ritual dances can shield their allies from harm, attract yet more Waaagh! energy, and even heal the most grievous of wounds.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bonebeast Stikk
Bonebeast Stikk1"14+3+-D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader

DESCRIPTION

A Wardokk is a single model armed with a Bonebeast Stikk.

ABILITIES

Ritual Dance: Wardokks perform strange ritual dances to summon the power of Gorkamorka to aid them and their allies.
At the start of your hero phase, you can say that this model is performing one of the following dances:

Grimdokk Dance: Pick 1 friendly BONESPLITTERZ model within 12" of this model and roll a dice. On a 3+, you can heal up to D3 wounds allocated to that model.

Glyphdokk Dance: Pick 1 friendly BONESPLITTERZ unit wholly within 12" of this model and roll a dice. On a 3+, add 1 to save rolls for attacks that target that unit until your next hero phase. A unit cannot benefit from this ability more than once per phase.

Weirddokk Dance: Pick 1 friendly BONESPLITTERZ WIZARD wholly within 12" of this model and roll a dice. On a 3+, add 1 to casting, dispelling and unbinding rolls for that WIZARD until your next hero phase. A unit cannot benefit from this ability more than once per phase.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt and Mystic Shield spells.

KEYWORDS
DESTRUCTION, ORRUK, BONESPLITTERZ, HERO, PRIEST, WIZARD, WARDOKK

The BONESPLITTERZ keyword is used in following Orruk Warclans warscrolls:

None
Battleline
Leader
• Wardokk
Behemoth
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
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 BONESPLITTERZ and WIZARD keywords are used in following Orruk Warclans warscrolls:

Leader
• 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.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.
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.

The BONESPLITTERZ keyword is used in following Orruk Warclans warscrolls:

None
Battleline
Leader
• Wardokk
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