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: 90
Battlefield Role: Leader
Base size: 40mm
Notes: Single

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

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

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Brutal Power: A Weirdnob Shaman channels the Waaagh! energy emitted by nearby orruk mobs.
If this unit is within 12" of 10 or more other friendly IRONJAWZ models at the end of your 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.

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

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

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

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

Artillery
Warscroll Battalion

and others...
Army List
Warscrolls collated

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

Leader, Behemoth
Leader
• Wardokk
© Vyacheslav Maltsev 2013-2024