Orruk Warclans – Orruk Warchanter

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Orruk Warchanter

The booming rhythm of a Warchanter’s drumming draws orruks to battle from miles around. As the tempo of violence increases, so does the furious energy of a Warchanter’s beat, driving those Ironjawz nearby into a destructive frenzy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gorkstikk and Morkstikk
Gorkstikk and Morkstikk1"63+3+-D3

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single

An Orruk Warchanter is armed with a Gorkstikk and Morkstikk.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Ardfist
 • Da Bossfist
 • Dakkbad’s Brawl
 • Moggorz’s Rekrootin’ Krew

Violent Fury: Warchanters excel at stoking a wanton destructive fury in their lads.
In your hero phase, you can pick 1 friendly IRONJAWZ unit wholly within 15" of this unit. Until your next hero phase, add 1 to the damage inflicted by attacks made with melee weapons by that unit. A unit cannot benefit from this ability more than once per phase.

Warbeats: In battle, the pounding rhythms and warbeats of each Warchanter inspire nearby Ironjawz to wreak destruction and ruin upon their enemies.
When you pick this unit to be part of your army, you can pick 1 of the following warbeats for it to know and write it on your army roster. A unit can only attempt the warbeat that it knows.

When this unit attempts its warbeat, roll a dice. On a 3+, the attempt is successful. This unit cannot attempt a warbeat that has been attempted by another friendly unit in the same turn.

Fixin’ Beat: This warbeat can be attempted in your hero phase. If the attempt is successful, pick 1 friendly model within 12" of this unit and heal up to D3 wounds allocated to that model.

Get ’Em Beat: This warbeat can be attempted at the start of your charge phase. If the attempt is successful, pick 1 friendly IRONJAWZ unit wholly within 12" of this unit. In that charge phase, you can attempt a charge with that friendly IRONJAWZ unit if it is within 18" of an enemy unit instead of 12". In addition, roll 3D6 instead of 2D6 when making a charge roll for that unit in that charge phase.

Killa Beat: This warbeat can be attempted at the start of the combat phase. If the attempt is successful, pick 1 enemy unit within 12" of this unit. Add 1 to hit rolls for attacks made with melee weapons that target that enemy unit in that phase.

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.

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...
Army List
Warscrolls collated

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14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
© Vyacheslav Maltsev 2013-2024