Orruk Warclans – Maniak Weirdnob
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12"
6
6+
7
WARSCROLL

Maniak Weirdnob

Their minds utterly consumed by furious beast spirits, Maniak Weirdnobs hurtle into battle atop hulking war boars. Their staffs are carved from the bones of the mightiest monsters, the caged power within driving the Bonesplitterz into a deadly fury.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bonebeast Staff
Bonebeast Staff1"34+3+-1D3
Tusks and Hooves
Tusks and Hooves1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Base size: 60 x 35mm
Notes: Single

A Maniak Weirdnob is armed with a Bonebeast Staff.

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

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

MOUNT: This unit’s War Boar is armed with Tusks and Hooves.

Bone Spirit: The Maniak Weirdnob draws out the great spirit locked within his bonebeast staff and infuses nearby mobs of Bonesplitterz with its bestial fury.
Bone Spirit is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 friendly BONESPLITTERZ unit wholly within range and visible to the caster. Until your next hero phase, add 1 to wound rolls for attacks made with melee weapons by that unit.

Tusker Charge: The charge of a maddened war boar is terrifying to behold.
Add 1 to hit rolls and wound rolls for attacks made with Tusks and Hooves by this unit if this unit made a charge move in the same turn.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, HERO, WIZARD, MANIAK WEIRDNOB
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
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.
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).

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

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

Leader, Behemoth
Leader
• Wardokk
© Vyacheslav Maltsev 2013-2024