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.
Unit Size: 1 Points: 120
Battlefield Role: Leader
Base size: 40mm
BATTALIONS: An Orruk Warchanter is armed with a Gorkstikk and Morkstikk.
This warscroll can be used in the following warscroll battalions:
• Da Bossfist
• Dakkbad’s Brawl
• Moggorz’s Rekrootin’ Krew
Violent Fury: Warchanters excel at stoking a wanton destructive fury in their lads.Warbeats: In battle, the pounding rhythms and warbeats of each Warchanter inspire nearby Ironjawz to wreak destruction and ruin upon their enemies.
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.
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.