Orruk Warclans – Hedkrakka’s Madmob

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Hedkrakka’s Madmob

Together, the claw-fisted Boss Toofdagga, the club-wielding Wallop da Skul and the arrowboy Dakko Sharp-stikka form the faithful entourage of the shaman Hedkrakka. These mad lads gladly follow their Wurrgog Prophet into the most dangerous wilds of Ghur.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stinga Bow
Stinga Bow18"24+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Paired Toofdaggas
Paired Toofdaggas1"43+4+-1
Big Chompa
Big Chompa1"24+3+-2
Bone Shiv
Bone Shiv1"14+4+-1

Unit Size: 3      Points: 200
Battlefield Role: None
Wollop da Skul, Dakko Sharp-stikka32mm
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.

The models in Hedkrakka’s Madmob are Toofdagga, Wollop da Skul and Dakko Sharp-Stikka. Toofdagga is armed with Paired Toofdaggas. Wollop da Skul is armed with a Big Chompa. Dakko Sharp-Stikka is armed with a Stinga Bow and a Bone Shiv.

CHAMPION: Toofdagga is the unit champion.

Primal Surge: Hedkrakka’s Madmob ride the wave of Waaagh! energy that courses through their veins as they crash into the enemy.
Add 1 to wound rolls for attacks made by this unit if this unit made a charge move in the same turn.

Da Mad Mob: Hedkrakka’s Madmob will fight fanatically to protect the Wurrgog Prophet from harm.
If a friendly HEDKRAKKA is within 3" of this unit, before you allocate a wound or mortal wound to him, or instead of making a ward roll for him, you can roll a dice. On a 4+, that wound is allocated to this unit instead and cannot be negated.

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.

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

The ORRUK WARCLANS keyword is used in the following Orruk Warclans warscrolls:

Warscroll Battalion

and others...
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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).

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

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

14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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