Orruk Warclans – Gobsprakk, the Mouth of Mork
This warscroll does not meet the selection criteria (see Filter combo-box or Settings tab).

Gobsprakk, the Mouth of Mork

Canniest and gnarliest of all Swampcalla Shamans, Gobsprakk is heralded by the Kruleboyz as the Prophet of Mork. Bedecked in the gruesome remains of rival wizards, he has a flair for wreaking arcane devastation, and can rely on his hideous steed Killabeak to shred the enemy when the fighting gets up close and personal.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bogbark Staff
Bogbark Staff3"23+3+-1D3
Beak and Flesh-tearing Talons
Beak and Flesh-tearing Talons1"4+3+-12
Back-up Stabba
Back-up Stabba1"24+4+-1
Wounds SufferedMoveBeak and Flesh-tearing TalonsStinger

Unit Size: 1      Points: 300
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single, Unique

Gobsprakk, the Mouth of Mork, is armed with a Bogbark Staff.

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. If this unit is part of an Orruk Warclans army, it knows all of the spells from the Lore of the Swamp in addition to the other spells it knows.

MOUNT: This unit’s Corpse-rippa Vulcha is armed with a Beak and Flesh-tearing Talons, and a Stinger. The Venom-encrusted Weapons battle trait applies to attacks made with a Corpserippa Vulcha’s Beak and Flesh-tearing Talons and its Stinger even though it is a mount.

COMPANION: This unit is accompanied by the grot Rinklefinga, who is armed with a Back-up Stabba.

FLY: This unit can fly.

Glyphic Banners: The leathery banners upon Gobsprakk’s trophy rack have a potent spiritual connection to Kragnos, and the magical glyphs marked upon them channel a measure of the Drogrukh god’s immortal energies.
This model has a ward of 6+.

Mork Sez No!: Gobsprakk takes particular pride in hunting down enemy wizards to add their grisly remains to his trophy rack. As they foolishly attempt to weave their magics, he summons tapewyrm sguigs into their guts and fills their minds with so much Waaagh! energy that they sometimes explode!
Each time this unit unbinds a spell, the caster suffers D3 mortal wounds. If the spell was unbound with an unbinding roll of 10+, the caster suffers D6 mortal wounds instead.

Mouth of Mork: Gobsprakk speaks words he claims come to him directly from Mork - gibbering, rumbling foretellings that thunder across the battlefield and give warning to the assembled Kruleboyz of the enemy’s intentions.
If this unit issues the Redeploy command to a KRULEBOYZ unit, you can re-roll the dice that determines the distance the unit that receives the command can move.

If this unit issues the Unleash Hell command to a KRULEBOYZ unit, you do not have to subtract 1 from the hit rolls for the attacks made by the unit that receives the command.

Screamin’ Mandrakk: Rinklefinga carries with him a hideous root that emits a shrill cry when squeezed or pinched. The awful sound wreaks havoc on the concentration of enemy wizards who are trying to cast spells.
Once per battle, when this unit attempts to unbind a spell, you can say that it is using its Screamin’ Mandrakk. If you do so, the unbinding roll for that attempt is made with 3D6 instead of 2D6.

Summon Boggy Mist: Raising their hands with a guttural belch, the Swampcalla transmutes the ground into marshland. As they do so, thick and foul-smelling swamp mists smother the field, distracting enemies and aiding the Kruleboyz in a stealthy advance.
Summon Boggy Mist is a spell that has a casting value of 7. If successfully cast, until your next hero phase, add 1 to charge rolls for friendly KRULEBOYZ ORRUK units on the battlefield and subtract 1 from charge rolls for other units on the battlefield.

11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Army List
Warscrolls collated
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.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

The TOTEM keyword is used in the following Orruk Warclans warscrolls:

Leader, Behemoth

The WIZARD keyword is used in the following Orruk Warclans warscrolls:

• Wardokk
Leader, Behemoth
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. 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. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.

The SWAMPCALLA SHAMAN keyword is used in the following Orruk Warclans warscrolls:

Leader, Behemoth
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
As the enemy draw close, battle-hardened warriors adjust their position to leave their foe at a disadvantage.
You can use this command ability in the enemy movement phase after an enemy unit finishes a normal move, run or retreat. The unit that receives the command must be within 9" of that enemy unit and more than 3" from all enemy units. You can make a D6" move with the unit that receives the command, but it must finish the move more than 3" from all enemy units and cannot shoot later in the turn.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 9" of that enemy unit and more than 3" from all other enemy units. The unit that receives the command can shoot in that phase, but when it does so, you must subtract 1 from hit rolls for its attacks and it can only target the unit that made the charge move.

The CORPSE-RIPPA VULCHA keyword is used in the following Orruk Warclans warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2021