Orruk Warclans – Savage Orruks
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5"
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6+
5
WARSCROLL

Savage Orruks

Savage Orruks cross the battlefield as a howling tide of tattooed green flesh. As more of these frenzied greenskins mob together, the Waaagh! energy flowing through them grows stronger, until they become akin to a raging storm of primal destruction.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chompa
Chompa1"24+3+-1
Savage Stikka
Savage Stikka2"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10 - 30      Points: 120/300
Battlefield Role: Battleline

DESCRIPTION

A unit of Savage Orruks has any number of models. The unit is armed with one of the following weapon options: Chompa; or Savage Stikka.

SAVAGE BOSS: 1 model in this unit can be a Savage Boss. Add 1 to the Attacks characteristic of that model’s Chompa or Savage Stikka.

SKULL THUMPER: 1 in every 10 models in this unit can be a Skull Thumper. Add 2 to charge rolls for a unit while it includes any Skull Thumpers.

BONE TOTEM BEARER: 1 in every 10 models in this unit can be a Bone Totem Bearer. Add 1 to the Bravery characteristic of a unit while it includes any Bone Totem Bearers.

ABILITIES

Spirit of Gorkamorka: Large groups of Bonesplitterz are soon filled by a primal battle lust that sees them strike with increased speed.
Add 1 to the Attacks characteristic of melee weapons used by this unit while it has 15 or more models.

Bone Shield: The primitive shields carried by the Bonesplitterz offer increased protection in melee.
Add 1 to save rolls for attacks made with melee weapons that target this unit.

KEYWORDS
DESTRUCTION, ORRUK, BONESPLITTERZ, SAVAGE ORRUKS
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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 keyword is used in following Orruk Warclans warscrolls:

None
Battleline
Leader
• Wardokk
Behemoth
© Vyacheslav Maltsev 2013-2020