Orruk Warclans – Wardokk
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5"
5
6+
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WARSCROLL

Wardokk

Each Wardokk is a potent shaman, their maddened capering a tribute to the Great Green God. The magic of their ritual dances can shield their allies from harm, attract yet more Waaagh! energy, and even heal the most grievous of wounds.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bonebeast Stikk
Bonebeast Stikk1"14+3+-D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Wardokk is armed with a Bonebeast Stikk.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Kop Rukk
 • Da Snorter’s Kop Rukk

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

Ritual Dance: Wardokks perform strange ritual dances to summon the power of Gorkamorka to aid them and their allies.
At the start of your hero phase, instead of attempting to dispel an endless spell or cast any spells with this unit in that phase, you can say that it is performing 1 of the following dances:

Grimdokk Dance: Pick 1 friendly BONESPLITTERZ model within 12" of this unit and roll a dice. On a 3+, heal up to D3 wounds allocated to that model.

Glyphdokk Dance: Pick 1 friendly BONESPLITTERZ unit wholly within 12" of this unit and roll a dice. On a 3+, add 1 to save rolls for attacks that target that unit until your next hero phase. A unit cannot be affected by this dance more than once per phase.

Weirddokk Dance: Pick 1 friendly BONESPLITTERZ WIZARD within 12" of this unit and roll a dice. On a 3+, add 1 to casting, dispelling and unbinding rolls for that WIZARD until your next hero phase. A unit cannot be affected by this dance more than once per phase.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, HERO, WIZARD, WARDOKK

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.
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.

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

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

Leader, Behemoth
Leader
• Wardokk
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.

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

Leader
• Wardokk
© Vyacheslav Maltsev 2013-2024