Orruk Warclans – Hedkrakka, Gob of Gork
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WARSCROLL

Hedkrakka, Gob of Gork

The self-proclaimed Gob of Gork says he can hear the voice of Gorkamorka through his pet squig-snake. It was that same serpent that convinced Hedkrakka and his mates to seek out and kill the Beastgrave, though it has yet to reveal how.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wurrgog Staff
Wurrgog Staff1"44+3+-D3
Fanged Maw
Fanged Maw1"24+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 235
Battlefield Role: Leader
Notes: Single, Unique. Hedkrakka, Gob of Gork and Hedkrakka’s Madmob must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

Hedkrakka, Gob of Gork, is a named character that is a single model. He is armed with a Wurrgog Staff.

COMPANION: Hedkrakka is accompanied by a Squiggly Snake that attacks with its Fanged Maw. For rules purposes, it is treated in the same manner as a mount.

ABILITIES

Gobby Mask: Hedkrakka’s special Wurrgog mask instils a primal dread in those who try to strike him.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

An Eye for Weakness: The canny Hedkrakka has an equally uncanny ability to spot an enemy’s weak point.
In your hero phase, you can pick 1 enemy unit within 18" of this model and visible to them. Until your next hero phase, add 1 to hit rolls for attacks made by this model that target that unit. In addition, until your next hero phase, add 1 to hit rolls for attacks made by a friendly HEDKRAKKA’S MADMOB unit that target that unit.

Venomous Bite: The retractable fangs of Hedkrakka’s squiggly snake drip with a deadly toxin.
If the unmodified hit roll for an attack made with a Fanged Maw is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound roll or save roll).

MAGIC

Hedkrakka is a WIZARD. He can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Bone Krusha spells.

Bone Krusha: A swirl of green energy coalesces around the shaman’s head before punching towards the enemy, breaking bones and rupturing organs.
Bone Krusha has a casting value of 6. If successfully cast, pick 1 enemy unit within 24" of the caster that is visible to them. If that unit is within 6" of the caster, it suffers D6 mortal wounds. If that unit is more than 6" from and within 12" of the caster, it suffers D3 mortal wounds. If that unit is more than 12" from the caster, it suffers 1 mortal wound.

KEYWORDS
DESTRUCTION, ORRUK, BONESPLITTERZ, BONEGRINZ, HERO, TOTEM, WIZARD, WURRGOG PROPHET, HEDKRAKKA
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.
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.
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 HEDKRAKKA’S MADMOB keyword is used in the following Orruk Warclans warscrolls:

None
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.
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).
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.
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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
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.
14.5 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 BONESPLITTERZ keyword is used in the following Orruk Warclans warscrolls:

None
Battleline
Leader
• Wardokk
Behemoth

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

None
Battleline
Leader
• Wardokk
Behemoth

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

Leader
Behemoth

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

Leader
• Wardokk

The WURRGOG PROPHET keyword is used in the following Orruk Warclans warscrolls:

Leader
© Vyacheslav Maltsev 2013-2021