Orruk Warclans – Wurrgog Prophet
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Wurrgog Prophet

Filled with the power of the Waaagh!, the Wurrgog Prophets lead the endless beast hunts of the Bonesplitter warclans. Themagic of these powerful wizards is aweinspiring to behold – that is, for those not on the end of their destructive spells.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wurrgog Staff and Bone Shiv
Wurrgog Staff and Bone Shiv1"44+3+-D3
Fanged Maw
Fanged Maw1"D34+3+-1

Unit Size: 1      Points: 170
Battlefield Role: Leader
Base size: 32mm
Notes: Single


This warscroll can be used in the following warscroll battalions:
 • Big Rukk


A Wurrgog Prophet is a single model armed with a Wurrgog Staff and Bone Shiv.

COMPANION: A Wurrgog Prophet is accompanied by a Squiggly Beast that attacks with its Fanged Maw. For rules purposes, it is treated in the same manner as a mount.


Beast Mask: Themask of a Wurrgog Prophet radiates the primal aura of Gorkamorka.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

Prophet of Da Waaagh!: A Wurrgog Prophet’s visions have a knack of aiding in battle.
If this model is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 command point.


This model is a WIZARD. It can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Fists of Gork spells.

Fists of Gork: Great green fists rain down from the sky to pummel the foe.
Fists of Gork has a casting value of 5. If successfully cast, pick 1 enemy unit within 24" of the caster that is visible to them, and roll a number of dice equal to the number of models in that unit. For each 6, that unit suffers 1 mortal wound. If the casting roll was 10+, inflict 1 mortal wound for each 4+ instead of each 6.

22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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 BONESPLITTERZ keyword is used in the following Orruk Warclans warscrolls:

• Wardokk

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

• Wardokk

The WURRGOG PROPHET keyword is used in the following Orruk Warclans warscrolls:

© Vyacheslav Maltsev 2013-2021