Orruk Warclans – Rogue Idol

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Rogue Idol*

Crudely fashioned by orruk shamans from rocks and battlefield debris, Rogue Idols are daubed with sigils and animated by Waaagh! energy. They are drawn inexorably to the biggest battles, storming out of the wilderness to clobber their foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boulder Fists
Boulder Fists3"23+-2D6
Stompin’ Feet
Stompin’ Feet2"3+3+-22
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
Wounds SufferedMoveBoulder FistsStompin’ Feet

Unit Size: 1      Points: 430
Battlefield Role: Behemoth
Base size: 170 x 105mm
Notes: Single


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


A Rogue Idol is armed with Boulder Fists and Stompin’ Feet.


Avalanche!: Even in death, Rogue Idols cause widespread devastation, their stony forms collapsing in a rain of heavy boulders and rubble that has left more than one elated champion crushed flat by the remains of the very beast he just bested.
If this model is slain, before removing it from play, roll a dice for each unit within 3" of this model. On a 4+, that unit suffers D3 mortal wounds. This model is then removed from play.

Livin’ Idol: The crackling spiritual power of the Waaagh! is the lifeblood of the Rogue Idol, such that orruk shamans can tap into it when casting their magic.
Add 1 to casting rolls for friendly ORRUK WIZARDS while they are within 6" of any friendly models with this ability. In addition, add 1 to the Bravery characteristic of friendly ORRUK units while they are wholly within 18" of any friendly models with this ability.

Da Big ’Un: Nothing more, in truth, than a monumental pile of rocks in motion, the Rogue Idol has few weaknesses and does not feel pain.
This model has a ward of 5+.

Rubble and Ruin: A Rogue Idol doesn’t particularly care about where it’s treading, and chunks of stone and bits of former victims are forever falling off its thunderous bulk.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this model. On a 4+, that unit suffers 1 mortal wound.

Spirit of the Waaagh!: Rogue Idols storm relentlessly into battle, driven ever onwards by the will of Gorkamorka, smashing their enemies flat with one thunderous charge after another.
Add 1 to hit rolls for attacks made by this model if it made a charge move in the same turn.

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

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

Leader, Behemoth
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.

The ORRUK and WIZARD keywords are used in the following Orruk Warclans warscrolls:

Leader, Behemoth
• Wardokk
© Vyacheslav Maltsev 2013-2024