Orruk Warclans – Swampcalla Shaman and Pot-grot
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5"
6
5+
6
WARSCROLL

Swampcalla Shaman and Pot-grot

Even for Kruleboyz, Swampcalla Shamans are foul creatures. These spell-flingers have an innate connection to the mires they inhabit, which they channel into noisome spells of debilitation while brewing up vile elixirs to aid their green-skinned kin.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bogbark Staff
Bogbark Staff3"23+3+-1D3
Back-up Stabba
Back-up Stabba1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 125
Battlefield Role: Leader
MODELBASE SIZE
Swampcalla Shaman40mm
Pot-grot25mm
Notes: Single

DESCRIPTION

A Swampcalla Shaman and Pot-grot is armed with a Bogbark Staff.

COMPANION: This Swampcalla Shaman is accompanied by a Pot-grot that attacks with its Back-up Stabba. The Pot-grot must remain within 1" of the Swampcalla Shaman. For rules purposes, the Swampcalla Shaman and Pot-grot are treated as a single model.

ABILITIES

Poisons and Elixirs: Swampcalla Shamans brew up deadly poisons and disgusting but life-saving elixirs, which they distribute to their Kruleboy mates to aid them in battle.
In your hero phase, if this unit is more than 3" from all enemy units, instead of attempting to cast any spells with this unit, you can say that they are brewing either a poison or an elixir. If you do so, pick 1 friendly KRULEBOYZ ORRUK unit wholly within 12" of this unit, more than 3" from all enemy units and that has at least 1 model within 3" of this unit to be given that poison or elixir. A unit that has been given a poison or elixir cannot be given another poison or elixir in the same hero phase.

If that unit is given a poison, until your next hero phase, when you use the Venom-encrusted Weapons allegiance ability for that unit, mortal wounds are caused on an unmodified roll of 5+ instead of 6. If that unit is given an elixir, add 1 to save rolls for that unit until your next hero phase.

MAGIC

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

Summon Boggy Mist: Raising their hands with a guttural belch, the Swampcalla transmutes the ground into marshland. As they do so, thick and foul-smelling swamp mists smother the field, distracting enemies and aiding the Kruleboyz in a stealthy advance.
Summon Boggy Mist is a spell that has a casting value of 7. If successfully cast, until your next hero phase, add 1 to charge rolls for friendly KRULEBOYZ ORRUK units on the battlefield and subtract 1 from charge rolls for other units on the battlefield.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, HERO, WIZARD, SWAMPCALLA SHAMAN, SWAMPCALLA SHAMAN AND POT-GROT
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.

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

None
Battleline
Leader
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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
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.
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.
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.

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

None
Battleline
Leader
Leader, Behemoth
Behemoth

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

None
Battleline
Leader
Behemoth

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

Leader
• Wardokk
© Vyacheslav Maltsev 2013-2021