The booming rhythm of a Warchanter’s drumming draws orruks to battle from miles around. As the tempo of violence increases, so does the furious energy of a Warchanter’s beat, driving those Ironjawz nearby into a destructive frenzy.
Unit Size: 1 Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single
An Orruk Warchanter is armed with a Gorkstikk and Morkstikk.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Ardfist •
Da Bossfist •
Dakkbad’s Brawl •
Moggorz’s Rekrootin’ Krew
Violent Fury: Warchanters excel at stoking a wanton destructive fury in their lads.
In your
hero phase, you can pick 1 friendly
IRONJAWZ unit wholly within 15" of this unit. Until your next hero phase, add 1 to the damage inflicted by attacks made with melee weapons by that unit. A unit cannot benefit from this ability more than once per phase.
Warbeats: In battle, the pounding rhythms and warbeats of each Warchanter inspire nearby Ironjawz to wreak destruction and ruin upon their enemies.
When you pick this unit to be part of your army, you can pick 1 of the following warbeats for it to know and write it on your army roster. A unit can only attempt the warbeat that it knows.
When this unit attempts its warbeat, roll a dice. On a 3+, the attempt is successful. This unit cannot attempt a warbeat that has been attempted by another friendly unit in the same turn.
Fixin’ Beat: This warbeat can be attempted in your
hero phase. If the attempt is successful, pick 1 friendly model within 12" of this unit and
heal up to D3 wounds allocated to that model.
Get ’Em Beat: This warbeat can be attempted at the start of your
charge phase. If the attempt is successful, pick 1 friendly
IRONJAWZ unit wholly within 12" of this unit. In that charge phase, you can attempt a charge with that friendly
IRONJAWZ unit if it is within 18" of an enemy unit instead of 12". In addition, roll 3D6 instead of 2D6 when making a
charge roll for that unit in that charge phase.
Killa Beat: This warbeat can be attempted at the start of the
combat phase. If the attempt is successful, pick 1 enemy unit within 12" of this unit. Add 1 to
hit rolls for attacks made with melee weapons that target that enemy unit in that phase.