Orruk Warclans – Savage Big Stabbas
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Savage Big Stabbas

Carrying Gorktoof spears, massive weapons capable of felling a Stardrake, Big Stabbas seek to slay the greatest of beasts. Even should these daring orruks be killed, they will hurl their huge spears to bring down their target in a final act of defiance.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg

Unit Size: 2 - 8      Points: 100
Battlefield Role: None


This warscroll can be used in following warscroll battalions:
 • Teef Rukk


A unit of Savage Big Stabbas has any number of models, each armed with a Gorktoof.


Da Final Fling: Should a Big Stabba team be slain, they will use their final breath to hurl their Gorktoof spear at the foe.
Each time a model from this unit is slain by an attack made with a melee weapon, before the model is removed from play, pick 1 enemy unit within 3" of the slain model and roll a dice. Add 2 to the roll if that enemy unit is a MONSTER. On a 4+, that unit suffers D3 mortal wounds.

The Bigger They Are...: A Gorktoof spear is so large that it can inflict crippling wounds on even the most monstrous of foes.
The Damage characteristic of an attack made with a Gorktoof is D6 if the target is a MONSTER.

Savagely Enthusiastic: The orruks of a Big Stabba team waste no time in getting to grips with their prey.
This unit can run and still charge in the same turn.

Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
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.

The BONESPLITTERZ keyword is used in following Orruk Warclans warscrolls:

• Wardokk
© Vyacheslav Maltsev 2013-2021