Orruk Warclans – Wurrgog Prophet
 ]

This warscroll does not meet the selection criteria (see Filter combo-box or Settings tab).
5"
7
5+
8
WARSCROLL

Wurrgog Prophet

Filled with the power of the Waaagh!, the Wurrgog Prophets lead the endless beast hunts of the Bonesplitter warclans. The magic of these powerful wizards is awe-inspiring to behold – that is, for those not on the receiving end of their destructive spells.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wurrgog Staff
Wurrgog Staff1"34+3+-1D3
Fanged Maw
Fanged Maw1"24+3+-1
PITCHED BATTLE PROFILE

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

A Wurrgog Prophet is armed with a Wurrgog Staff.

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 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

COMPANION: This unit is accompanied by a Squiggly Beast that is armed with a Fanged Maw.

Wurrgog Mask: By tapping into the power of this mask, the wearer can shoot deadly green bolts from their eyes - but if they stare too long, their head may explode!
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 pick 1 enemy unit within 12" of this unit that is visible it and roll a dice. On a 3+, that enemy unit suffers D3 mortal wounds.

If you wish, you can say that this unit will continue staring at the enemy unit. If you do so, roll an additional dice. On a 3+, the enemy unit suffers D3 mortal wounds, but on a 1-2, this unit suffers D6 mortal wounds. You can keep rolling additional dice in this way until the enemy unit is destroyed, this unit is destroyed or you decide to stop.

Fists of Gork: Great green fists rain down from the sky to pummel the foe.
Fists of Gork is a spell that has a casting value of 5 and a range of 24". If successfully cast, pick 1 enemy unit within range and visible to the caster, 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+, that unit suffers 1 mortal wound for each 4+ instead of each 6.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, HERO, TOTEM, WIZARD, WURRGOG PROPHET

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

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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 BONESPLITTERZ keyword is used in the following Orruk Warclans warscrolls:

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

Leader, Behemoth
Leader
Behemoth

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

Leader, Behemoth
Leader
• Wardokk

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

Leader
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.
© Vyacheslav Maltsev 2013-2024