Bonesplitterz – Wurrgog Prophet

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BONESPLITTERZ WARSCROLL
Wurrgog Prophet
5"
6
6+
2
Filled with the power of the Waaagh!, the Wurrgog Prophets lead the endless beast hunts of the Bonesplitterz 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.
BONESPLITTERZ WARSCROLL
Wurrgog Prophet
RANGED WEAPONS
RngAtkHitWndRndDmg
Deadly Green Bolts [Shoot in Combat]
Deadly Green Bolts
Shoot in Combat
10"D64+2+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Wurrgog Staff
Wurrgog Staff44+3+-D3
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Savage Big Boss, Any BONESPLITTERZ
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Once Per Battle (Army), Your Shooting Phase
WURRGOG MASK: The shaman taps into the power of their mask, unleashing the full might of their deadly green bolts – but if they stare too long, their head may explode!

Effect: For the rest of the turn:
  • The Attacks characteristic of this unit’s Deadly Green Bolts is 12 instead of D6.
  • For each unmodified hit roll of 1 for a shooting attack made by this unit, inflict D3 mortal damage on this unit after the SHOOT ability has been resolved.

Your Hero Phase
4
SUIGGLY CURSE: The shaman transforms an enemy into a tiny squiggly beast. Scooping up the indignant creature, the shaman bags himself a new squeaky wotsit that he can squeeze to boost his spells.

Declare: Pick an enemy HERO in combat with the caster to be the target, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target. If the target is destroyed by this spell, add 1 to this unit’s power level for the rest of the battle.
KEYWORDSSPELL, UNLIMITED

KEYWORDS
HERO, WIZARD (2), INFANTRY, WARD (6+)
DESTRUCTION, BONESPLITTERZ

The HERO keyword is used in the following Bonesplitterz warscrolls:

• Wardokk
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The WIZARD keyword is used in the following Bonesplitterz warscrolls:

18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.

The INFANTRY keyword is used in the following Bonesplitterz warscrolls:

• Wardokk
© Vyacheslav Maltsev 2013-2024