Orruk Warclans – Gordrakk, the Fist of Gork
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WARSCROLL

Gordrakk, the Fist of Gork

Gordrakk is the mightiest of all orruks, a living embodiment of the power of Gorkamorka. From atop his armoured Maw-krusha, Bigteef, the Fist of Gork fights at the head of his Great Waaagh!, brutally crushing the mightiest enemy warriors.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Innard-bursting Bellow
Innard-bursting Bellow8"62+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Smasha
Smasha1"52+3+-1D3
Kunnin’
Kunnin’1"52+3+-11
Mighty Fists and Tail
Mighty Fists and Tail1"3+3+-22
DAMAGE
Wounds SufferedMoveMighty Fists and TailMassively Destructive Bulk
0-312"99 dice
4-610"88 dice
7-108"77 dice
11-136"66 dice
14+4"55 dice
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 580
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single, Unique

DESCRIPTION

Gordrakk, the Fist of Gork, is a named character that is a single model. He is armed with Smasha and Kunnin’.

MOUNT: Gordrakk’s Maw-krusha, Bigteef, attacks with an Innard-bursting Bellow and his Mighty Fists and Tail.

FLY: This model can fly.

ABILITIES

Massively Destructive Bulk: Bigteef is such an unstoppable avalanche of ill-tempered muscle that he turns all in his path into pulverised meat, and reduces terrain to rubble.
After this model makes a charge move, you can pick 1 enemy unit within 1" of this model and roll a number of dice equal to the Massively Destructive Bulk value on this model’s damage table. For each 5+, that enemy unit suffers 1 mortal wound.

In addition, after this model makes a charge move, you can pick 1 terrain feature within 1" of this model and roll a number of dice equal to the Massively Destructive Bulk value on this model’s damage table. If any of the dice are a 6, units no longer receive the cover modifier to their save rolls for being on or within that terrain feature.

If the mortal wounds inflicted by this model’s Massively Destructive Bulk mean there are no enemy models left within 3" of it, then it can attempt to make another charge move, and can make another Massively Destructive Bulk attack after that move if the charge is successfully carried out. This model can attempt to make any number of charge moves in a single turn, so long as each one results in all enemy models within 3" being slain.

Kunnin’: Kunnin’ is filled with the power of Mork and eagerly seeks out enemy wizards to slay.
If the unmodified wound roll for an attack made by Kunnin’ that targets a WIZARD is 4+, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a save roll).

Smasha: Smasha is filled with the brutal power of Gork, making it especially lethal to enemy champions.
If the unmodified wound roll for an attack made by Smasha that targets a HERO that is not a WIZARD is 4+, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a save roll or damage roll).

Strength from Victory: Themore fights a Megaboss wins, the stronger they become.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, add 1 to this model’s Wounds characteristic and add 1 to the Attacks characteristic of Smasha and Kunnin’.

COMMAND ABILITIES

Voice of Gork: Gordrakk’s bellow carries the elemental force of his god and inspires his forces to surge into the enemy, hacking, bludgeoning and stomping with furious abandon.
You can use this command ability at the start of the combat phase. If you do so, pick up to 3 friendly DESTRUCTION units wholly within 24" of this model. Until the end of that phase, add 1 to hit rolls for attacks made by that unit. A unit cannot benefit from this command ability more than once per phase, and a unit cannot benefit from this ability and the Go on Ladz, Get Stuck In! ability in the same phase.

KEYWORDS
DESTRUCTION, ORRUK, MAW-KRUSHA, IRONJAWZ, MONSTER, HERO, MEGABOSS, GORDRAKK
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.
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.
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.
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
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.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
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.

The MAW-KRUSHA keyword is used in the following Orruk Warclans warscrolls:

Leader, Behemoth

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

None
Leader
Leader, Behemoth
Behemoth

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

Leader, Behemoth
Behemoth
• Merwyrm

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

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021