Ironjawz – Weirdnob Shaman

This warscroll does not meet the selection criteria (see Settings tab).
IRONJAWZ WARSCROLL
Weirdnob Shaman
4"
6
6+
2
Gibbering, spasming, shuffling forwards on bandy legs, a Weirdnob gripped by the power of the Waaagh! seems rather curious despite their obvious size and muscularity. Yet this is an orruk possessed. When the clash of steel, the din of chanting orruks and the scent of spilt blood is in the air, they are a conduit for the elemental force of Gorkamorka. Their eyes glow, ectoplasm spilling from their mouth as they shudder in the grip of a grand frenzy. Then, with a convulsive roar, they belch forth killing green magic in a vomitous tide of pure Waaagh! energy. Much like the orruks themselves, Waaagh! magic is violent, unpredictable and dangerous to everything in its vicinity. Its essence sits outside the typical ‘laws’ of magic, neither drawn from a particular realmsphere nor corrupted by dark sorcery. The scholars of other races have long had difficulty defining where the primal energy of an orruk horde ends and proper Waaagh! magic begins. In truth, these concepts are one and the same. More than one Tzeentchian sorcerer or Lumineth mystic has entered into a magical duel with a mad-eyed Weirdnob, only to find themselves overwhelmed by a wild power that simply cannot be undone.
IRONJAWZ WARSCROLL
Weirdnob Shaman
RANGED WEAPONS
RngAtkHitWndRndDmg
Green Puke [Shoot in Combat]
Green Puke
Shoot in Combat
10"42+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Waaagh! Staff
Waaagh! Staff34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 40mm
Can be reinforced: No
Regiment Options: Any IRONJAWZ

Passive
BRUTAL POWER: A Weirdnob Shaman channels the Waaagh! energy emitted by nearby orruk mobs.

Effect: Add 1 to this unit’s power level while there are any friendly IRONJAWZ units that have 10 or more models wholly within 12" of it.

KEYWORDS
HERO, WIZARD (1), INFANTRY
DESTRUCTION, IRONJAWZ
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.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new 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!

The INFANTRY keyword is used in the following Ironjawz warscrolls:

• Ardboyz
• Brutes
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.
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.
© Vyacheslav Maltsev 2013-2024