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Name
Type
Mv
WS BS St To Wo In
At
Name
Type
Mv
WS BS St To Wo In
At
149
Spider Banner
1 Goblins Only. Models in unit gain Poisoned Attacks. If they already have it,
[85]
models wound on a 5+
Night Goblins 46
In
4
2
3
3 3
1
3
1
5 6+
241
Composition: Core
Animosity; Musician ; Standard Bearer ; Nets; Hand Weapon; Spear; Shield; Fear Elves;
Hatred (Dwarves)
Night Goblin Boss 1
In
4
2
3
3 3
1
3
2
5 6+
[3]
Hand Weapon; Spear; Shield
Fanatics
Name
Great Shaman (47 , 765 pts)
Orc Great Shaman
1
Uq
2D6
5 3
1
3
D6 10 [25]
Immune to Psychology
Cannot be charged. Release the Fanatics: When unit concealing are within 8" of enemy release
fanatics 2D6" in any direction. Further Movement: 2D6 in random direction. Splat: When
moving through a unit, inflict D6 S5 armor piercing hits. Remove fanatic when: contacting
any terrain, roll double for movement (except on release), unit ends move over (unit takes D6
S5 AP hits)
Type
Mv
WS BS St To Wo In
At
1
In
4
3
3
4 5
3
2
1
Composition: Lord
Choppas; Size Matters - Orcs; Level 4 Upgrade; Hand Weapon
Razor Standard
1 Armour Piercing
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
225
[15]
[10]
540
[10]
[45]
Name
Type
Mv
WS BS St To Wo In
At
1
Mo
7
4
5 6
8
4
8
- 4+
320
Composition: Rare
Forest Strider; Obstacle Strider
Venom Surge Before attacking nominate one attack and roll seperately. This attack has the
Multiple Wounds (D6) rule.
Wall-crawler Treat ungarrisoned buildings as open terrain. May not finish move on or in
building.; Flinger; Forest Goblin Crew; Causes Terror; Immune to Psychology; Large Target;
Poisoned Attacks; Stubborn; Swiftstride; Thunder Stomp
Forest Goblin Crew 8
2
3
3
2
1
6
[0]
Crew are treated as part of the Spider. They may attack and shoot, but cannot be targeted in
return.; Short Bow; Spear
Name
Mangler Squig (1 , 65 pts)
Mangler Squig
Name
Mangler Squig (1 , 65 pts)
Mangler Squig
Name
Wolf Rider Mob (5 , 60 pts)
Goblin Wolf Riders
Giant Wolf
Name
Wolf Rider Mob (5 , 60 pts)
Goblin Wolf Riders
Giant Wolf
Type
Mv
WS BS St To Wo In
At
1
Uq
3D6
6 4
3
3
*
3
65
Composition: Rare
Random Movement (3D6)
Ker-splat: If move brings them into contact with unit, move through placing 1" beyond unit.
Inflicts 2D6 S6 Armour Piercing hits.
Gone Crazy : Once a Ker-splat attack is made, they move in a random direction in the
Cumpulsory Move phase.
Force of Total Destruction : Cannot be charged. Any unit moving into contact takes 2D6 S6
hits, and a further D6 S6 hits. Mangler Squig removed, and unit can continue move. Count as
in soft cover when taegeted with shooting attacks.
Completely Out of Control : Removed when they contact another Mangler Squig, roll triple
for movement, or a unit moves into contact.
Watch Out!: Take Dangerous Terrain test when moving over Forests, Marshland, Obstacles or
Mystical Monuments. If movement would take them into contact with a Building, Impassable
Terrain or off table, take Dangerous Terrain testt and stop 1" short.; Immune to Psychology
Type
Mv
WS BS St To Wo In
At
1
Uq
3D6
6 4
3
3
*
3
65
Composition: Rare
Random Movement (3D6)
Ker-splat: If move brings them into contact with unit, move through placing 1" beyond unit.
Inflicts 2D6 S6 Armour Piercing hits.
Gone Crazy : Once a Ker-splat attack is made, they move in a random direction in the
Cumpulsory Move phase.
Force of Total Destruction : Cannot be charged. Any unit moving into contact takes 2D6 S6
hits, and a further D6 S6 hits. Mangler Squig removed, and unit can continue move. Count as
in soft cover when taegeted with shooting attacks.
Completely Out of Control : Removed when they contact another Mangler Squig, roll triple
for movement, or a unit moves into contact.
Watch Out!: Take Dangerous Terrain test when moving over Forests, Marshland, Obstacles or
Mystical Monuments. If movement would take them into contact with a Building, Impassable
Terrain or off table, take Dangerous Terrain testt and stop 1" short.; Immune to Psychology
Type
Mv
WS BS St To Wo In
At
5
Ca
4
2
3
3 3
1
2
1
6 4+
Composition: Core
Animosity; Hand Weapon; Short Bow; Light Armour; Shield; Fast Cavalry; Fear Elves
60
5
WB
Swiftstride
[0]
Type
Mv
WS BS St To Wo In
At
5
Ca
4
2
3
3 3
1
2
1
6 4+
Composition: Core
Animosity; Hand Weapon; Short Bow; Light Armour; Shield; Fast Cavalry; Fear Elves
60
5
WB
Swiftstride
[0]
Total Cost:
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
2000
Option Footnotes
Flinger
Hand Weapon
Light Armour
Musician
Nets
Shield
Short Bow
Spear
Standard Bearer
Choppas
Size Matters - Orcs
Swiftstride
Thunder Stomp
Options
Range 12-48", S1(3), Multiple Wounds (D3), Stone Thrower, may fire if moved (but not marched), any unit
hit has Always Strikes Last rule until end of it's next turn, if Misfire just misses this turn.
6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.
6+ Armour save.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift
Reform.
Roll a D6 at the start of each close combat phase - on a 2-6, choose an enemy unit to net, which receives -1
to strength until the end of the phase. On a 1 the goblins net themselves, and suffer -1 strength instead.
+1 Armour save bonus.
18" Range, Strength 3. Volley Fire
Fight in Extra Rank (does not apply if charging); +1 Strength when mounted and charging.
+1 to Combat Resolution; Standard can be captured if unit Flees.
Special
+1S in first round of each combat.
Do not take Panic tests caused by Snotlings, Squigs, or Goblins.
When charging / fleeing, units made entirely of models with Swiftstride roll 3D6 and discard the lowest
instead of 2D6 for distance.
D6 automatic hits at creature's strength, Always strikes last
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.