Orruk Warclans – Orruk Great Shaman
 ]

This warscroll does not meet the selection criteria (see Filter combo-box or Settings tab).
5"
5
5+
6
WARSCROLL

Orruk Great Shaman*

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Totemic Staff
Totemic Staff2"14+3+-D3
Jagged Tusks
Jagged Tusks1"24+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 135
Battlefield Role: Leader
Notes: Single

DESCRIPTION

An Orruk Great Shaman is armed with a Totemic Staff.

MOUNT: This unit can have a War Boar mount that is armed with Jagged Tusks. A unit with a War Boar mount has a Move characteristic of 9" instead of 5".

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

ABILITIES

Waaagh! Energy: Add 1 to casting rolls for this unit if it is within 8" of 20 or more ORRUK models.

War Boar Charge: Add 1 to wound rolls for attacks made with Jagged Tusks if the attacking unit made a charge move in the same turn.

Gaze of Mork: Gaze of Mork is a spell that has a casting value of 6 and a range of 20". If successfully cast, pick up to 3 different enemy units within range and visible to the caster, and roll a dice for each of those units. On a 1, nothing happens. On a 2-5, that unit suffers 1 mortal wound. On a 6, that unit suffers D3 mortal wounds.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, GREENSKINZ, ORRUK, HERO, WIZARD, ORRUK GREAT SHAMAN
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.

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

Leader, Behemoth
Leader
• Wardokk
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.

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

Leader, Behemoth
Leader
Battleline
None
© Vyacheslav Maltsev 2013-2024