Orruk Warclans – Orruk Weirdnob Shaman
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4"
6
5+
6
WARSCROLL

Orruk Weirdnob Shaman

With crackling green light spilling from their eyes, Weirdnob Shamans channel the savage energy of the Waaagh! In battle, they unleash this power with glee, letting loose blasts of searing force that tear through the enemy ranks like a choppa through flesh.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Waaagh! Staff
Waaagh! Staff1"34+3+-1D3
PITCHED BATTLE PROFILE

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

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Brawl
 • Weirdfist
 • Dakkbad’s Brawl

DESCRIPTION

An Orruk Weirdnob Shaman is a single model armed with a Waaagh! Staff.

ABILITIES

Brutal Power: A Weirdnob Shaman channels the Waaagh! energy emitted by nearby orruk mobs.
If this model is wholly within 18" of a friendly IRONJAWZ unit with 10 or more models at the end of its hero phase, it can attempt to cast the Green Puke spell in addition to any other spells it can cast, and even if a WIZARD has already attempted to cast the Green Puke spell in that hero phase.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Green Puke spells.

Green Puke: The Weirdnob vomits forth a green river of searing ectoplasm.
Green Puke has a casting value of 6. If successfully cast, pick 1 point on the battlefield within 2D6" of the caster that is visible to them, and draw an imaginary straight line 1mm wide between that point and the closest part of the caster’s base. Each unit that has models passed across by this line suffers D3 mortal wounds.

KEYWORDS
DESTRUCTION, ORRUK, IRONJAWZ, HERO, WIZARD, WEIRDNOB SHAMAN

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

None
Leader
Leader, Behemoth
Behemoth
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.
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 IRONJAWZ keyword is used in the following Orruk Warclans warscrolls:

None
Leader
Leader, Behemoth
Behemoth

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

Leader
• Wardokk
© Vyacheslav Maltsev 2013-2021