Orruk Warclans – Hedkrakka, Gob of Gork
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WARSCROLL

Hedkrakka, Gob of Gork

The self-proclaimed Gob of Gork says he can hear the voice of Gorkamorka through his pet squig-snake. It was that same serpent that convinced Hedkrakka and his mates to seek out and kill the Beastgrave, though it has yet to reveal how.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wurrgog Staff
Wurrgog Staff1"44+3+-D3
Fanged Maw
Fanged Maw1"24+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 200
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Hedkrakka, Gob of Gork and Hedkrakka’s Madmob must be taken as a set. Although taken as a set, each is a separate unit.

Hedkrakka, Gob of Gork, is armed with a Wurrgog Staff.

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 Snake that is armed with a Fanged Maw.

Gobby Mask: Hedkrakka’s special Wurrgog mask instils a primal dread in those who try to strike him.
Subtract 1 from hit rolls for attacks made with melee weapons that target this unit.

An Eye for Weakness: The canny Hedkrakka has an equally uncanny ability to spot an enemy’s weak point.
In your hero phase, you can pick 1 enemy unit within 18" of this unit and visible to it. Until your next hero phase, add 1 to hit rolls for attacks made by this unit that target that enemy unit. In addition, until your next hero phase, add 1 to hit rolls for attacks made by a friendly HEDKRAKKA’S MADMOB unit that target that enemy unit.

Venomous Bite: The retractable fangs of Hedkrakka’s squiggly snake drip with a deadly toxin.
If the unmodified hit roll for an attack made with this unit’s Fanged Maw is 6, the target suffers 1 mortal wound and the attack sequence ends (do not make a wound roll or save roll).

Bone Krusha: A swirl of green energy coalesces around the shaman’s head before punching towards the enemy, breaking bones and rupturing organs.
Bone Krusha is a spell that has a casting value of 6 and a range of 24". If successfully cast, pick 1 enemy unit within range and visible to the caster. If that unit is within 6" of the caster, it suffers D6 mortal wounds. If that unit is more than 6" from and within 12" of the caster, it suffers D3 mortal wounds. If that unit is more than 12" from the caster, it suffers 1 mortal wound.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, BONEGRINZ, HERO, TOTEM, WIZARD, WURRGOG PROPHET, HEDKRAKKA
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.

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.
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.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
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 BONEGRINZ 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
© Vyacheslav Maltsev 2013-2024