Orruk Warclans – Da Snorter’s Kop Rukk
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Warscroll Battalion

Da Snorter’s Kop Rukk

The Wurrgog Prophet known as Da Snorter has become infamous across the wastes of central Thondia. This connection to the beast-spirits runs deep, as does the spiritual power bound into his warpaint. When Da Snorter leads the boyz of his Kop Rukk on a rampage, enemies are wise to take cover.
ORGANISATION
 • 1 Wurrgog Prophet (Da Snorter)
 • 2-5 Wardokks or Savage Big Bosses in any combination
 • 2-5 Savage Orruk Morboys, Savage Boarboy Maniaks, Savage Big Stabbas or Savage Orruk Arrowboys units in any combination
The Wurrgog Prophet in this battalion is a Unique unit.
ABILITIES

Rukk Warpaint: When the Bonesplitterz gather in Rukks, the Waaagh! energy that surrounds them becomes even more potent, enhancing the protection granted by their warpaint.
You can re-roll ward rolls of 1 for models in this battalion.

Da Snorter’s Glyphs: Da Snorter is covered head to toe in potent tattoos charged with bestial energies.
Once per battle, at the start of your hero phase, you can pick 1 spell from the Lore of the Savage Beast that Da Snorter does not know and has not attempted to cast during the battle. He can attempt to cast that spell in that hero phase in addition to any other spells that he can attempt to cast.
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19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
© Vyacheslav Maltsev 2013-2024