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2000 Pts - Orcs & Goblins - T&T Orcs 2000

Name

Type

WS BS S

Ld AS WSv Mgc Cost

Great Shaman (1 , 265 pts)


Savage Orc Great 1
In
4
3
3 4+* 5
3
2
1/2
8
4+
4
Shaman Warpaint; General; Size Matters - Orcs; Level 4 Wizard; Hand Weapon; Choppas; Extra
Attack; Frenzy; Immune to Psychology
Channeling Staff
Talisman of Preservation

Name
Shaman (1 , 155 pts)
Savage Orc Shaman

Lucky Shrunken Head

Name
Savage Orc Boyz (38 , 453 pts)
Savage Orc Big'Uns

Savage Orc Boss

Name
Big Boss (2 , 156 pts)
Goblin Big Boss

1 +1 to channeling attempts.
1 Grants a 4+ ward save.

Type

WS BS S

[15]
[45]

Ld AS WSv Mgc Cost

1
In
4
3
3 3+* 4
2
2
1/2
7
5+
2
155
Warpaint; Size Matters - Orcs; Level 2 Wizard; Hand Weapon; Choppas; Extra Attack; Frenzy;
Immune to Psychology
1 Increases Warpaint save of bearer and unit to 5+.

Type

WS BS S

[50]

Ld AS WSv Mgc Cost

37
In
4
4
3 4+* 4
1
2
1/3
7
6+
453
Animosity; Size Matters - Orcs; Musician ; Standard Bearer ; Hand Weapon; Additional
Hand Weapon; Warpaint; Choppas; Extra Attack; Extra Attack; Frenzy; Immune to Psychology
1
In
4
4
3 4+* 4
1
2
2/3
7
6+
Hand Weapon; Additional Hand Weapon; Warpaint; Choppas; Extra Attack

Type

WS BS S

[11]

Ld AS WSv Mgc Cost

1
MC
4
4
3 4/6 4
3
3
3
7 2+ 4+
156
Battle Standard Bearer ; Hand Weapon; Great Weapon; Shield; Always Strikes Last; Fear
Elves: Elves cause Fear in this unit.

Gigantic Spider

1
7
3
4
4
3
7
Forest Strider; Obstacle Strider; Cause Fear
Creeping Assault: Do not have to dismount to assault building. May not garrison.;
Attacks; Stomp; Swiftstride
Armour of Destiny 1 Heavy armour; 4+ ward save.

Name
River Trolls (9 , 405 pts)
River Trolls

Name

265

Type

WS BS S

[0]

Poisoned

Ld AS WSv Mgc Cost

9
MI
6
3
1
5 4
3
1
3
4
Vomit Attack: Instead of normal attacks, causes one Strength 5 hit with no armour save.
River Trolls: Enemies are at -1 to hit in close combat.; Hand Weapon; Fear; Immune to
Psychology; Regeneration; Stomp; Stupidity

Type

WS BS S

[50]

405

Ld AS WSv Mgc Cost

Trolls (2 , 70 pts)
Trolls

Name
Big Boss (2 , 105 pts)
Night Goblin Big Boss

2
MI
6
3
1
5 4
3
1
3
4
Vomit Attack Instead of normal attacks, causes one Strength 5 hit with no armour save;
Weapon; Fear; Immune to Psychology; Regeneration; Stomp; Stupidity

Type

WS BS S

70
Hand

Ld AS WSv Mgc Cost

1
MC
4
4
3
4 4
3
4
3
6 4+ 6+
Hand Weapon; Fear Elves: Elves cause Fear in this unit.; Hatred (Dwarves)

Great Cave Squig

105

1
3D6
4
5
3
3
3
[0]
Extra Boingy: Gains Impact Hits (1) if you roll three 6s. Loners: May only join Squig
Hopper units. Supreme Bounder: May re-roll Random Movement as long as character still
alive. If in unit, re-roll for whole unit.; Hatred (Dwarves); Stomp; Swiftstride
Warrior Bane 1 Monster or character that suffers unsaved wounds from this weapon also loses 1
[5]
Attack per wound suffered.
Gambler's Armour 1 Heavy armour; 6+ ward save.
[20]

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Name
Shaman (1 , 75 pts)
Night Goblin Shaman

Dispel Scroll

Name
Savage Orc Boyz (14 , 146 pts)
Savage Orc Boyz

Name

Type

WS BS S

Ld AS WSv Mgc Cost

1
In
4
2
3
3 3
2
3
1
5
1
Magic Mushrooms: Roll D6 when spell is cast. Add to casting result, but does not count
towards Irresistible Force. If a 1 is rolled, roll a further D6. on a 1-3, the Shaman suffers a
wound with no saves allowed and, unless cast with Irresistible Force, spell fails.;
Level 1
Wizard; Hand Weapon; Fear Elves: Elves cause Fear in this unit.; Hatred (Dwarves)

75

1 One use: Automatically dispels an enemy spell.

Type

WS BS S

[25]

Ld AS WSv Mgc Cost

14
In
4
3
3 3+* 4
1
2
1/2
7
6+
Animosity; Size Matters - Orcs; Musician ; Standard Bearer ; Hand Weapon; Bow;
Warpaint; Choppas; Extra Attack; Frenzy; Immune to Psychology; Volley Fire

Type

WS BS S

Shooty Things (4 , 80 pts)


Goblin Doom Diver 1
WM
7
3
Catapult See Orc & Goblin rulebook p48 for Doom Diver rules
12-60", Strength 5, Ignores Armour Saves
Goblin Crew 3
4
2
3
3 3
1
2
Hand Weapon; Fear Elves: Elves cause Fear in this unit.

Name

Type

WS BS S

146

Ld AS WSv Mgc Cost


80

[0]

Ld AS WSv Mgc Cost

Shooty Things (5 , 45 pts)


Goblin Spear Chukka

1
WM
7
4
See rulebook p111 for Bolt Thrower rules
48", Strength 6, Multiple Wounds (D3), Ignores Armour Saves.
Slipshod: If you roll a 1 To-Hit, roll on Stone Thrower Misfire table.
Orc Bully 1
4
3
3 3+* 4
1
2
1
7
Size Matters - Orcs; Hand Weapon; Light Armour; Choppas
Goblin Crew 3
4
2
3
3 3
1
2
1
6
Hand Weapon; Fear Elves: Elves cause Fear in this unit.

Name

Type

WS BS S

45

6+

[10]

[0]

Ld AS WSv Mgc Cost

Shooty Things (5 , 45 pts)


Goblin Spear Chukka

1
WM
7
4
See rulebook p111 for Bolt Thrower rules
48", Strength 6, Multiple Wounds (D3), Ignores Armour Saves.
Slipshod: If you roll a 1 To-Hit, roll on Stone Thrower Misfire table.
Orc Bully 1
4
3
3 3+* 4
1
2
1
7
Size Matters - Orcs; Hand Weapon; Light Armour; Choppas
Goblin Crew 3
4
2
3
3 3
1
2
1
6
Hand Weapon; Fear Elves: Elves cause Fear in this unit.

45

6+

[10]

[0]
Total Cost:

2000

Option Footnotes
Always Strikes Last
Extra Attack
Volley Fire

Additional Hand Weapon


Battle Standard Bearer
Bow
General
Great Weapon
Hand Weapon
Level 1 Wizard
Level 2 Wizard
Level 4 Wizard
Light Armour
Musician
Shield
Shield Script
Standard Bearer
Warpaint

Equipment Special Rules


Always Strikes Last in Close Combat, regardless of initiative. If Always Strikes First is also present this
ability is nullified.
+1 Attack.
Half the models in third and subsequent ranks (rounding up) may shoot. A unit cannot Volley Fire if it
moved this turn or as a Stand & Shoot reaction.
Options
(Foot) Extra Attack, Requires Two Hands.
Hold your Ground! : If not fleeing, friendly models within 12" may re-roll failed Leadership tests.
24" Range, Strength 3, Volley Fire.
Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.
+2 Strength, Always Strikes Last, Requires Two Hands.
6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.
Can channel Power and Dispel dice. Adds +1 to all attempts to cast and dispel. Knows 1 spell.
Can channel Power and Dispel dice. Adds +2 to all attempts to cast and dispel. Knows 2 spells.
Can channel Power and Dispel dice. Adds +4 to all attempts to cast and dispel. Knows 4 spells.
6+ armour save.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift
Reform.
+1 armour save bonus.
+1 to Combat Resolution, Standard can be captured if unit Flees.
6+ ward save.

Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.

Download it for FREE at http://www.wolflair.com!

Animosity

Choppas
Extra Attack
Fear
Frenzy

Hatred (Dwarves)
Immune to Psychology
Poisoned Attacks
Regeneration
Size Matters - Orcs
Stomp
Stupidity

Swiftstride

Special Rules
Units subject to Animosity must roll at Start of Turn sub-phase, with the following restrictions: (Contain less
than 5 models, In Close Combat, garrisoning a building, Fleeing or off battlefield) Roll D6: On a 1, roll on
chart:
(1) Get 'Em : Inflict D6 Strength 3 hits (2D6 if Horde) on nearest eligible unit, which must test for
Animosity and within 12", the victim does D6 Strength 3 hits back. Neither unit can charge or move in the
Movement phase, cast spells, nor shoot this turn. If the victim has not yet taken Animosity test, then it does
not do so this turn. If no eligible victim the unit will Squabble instead (See below).
(2-5) Squabble : Charge if possible, or do nothing.
(6) We'll Show 'Em : Pivot unit on the stop towards closest visible enemy, and make a full (non-march)
move in straight line toward it. If impossible for the unit to pivot to face closest enemy, it will pivot towards
it as far as it can, and will then move as far forward as it can while keeping the enemy within its forward
arc. After the move is complete unit must declare a charge in the Charge sub-phase against the closest enemy
unit, if it is possible to do so. If the unit cannot declare a charge then it may carry on with the rest if its turn
normally, as if it had not moved this turn.
+1 Strength in first round of each Close Combat.
+1 Attack.
Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed,
their Weapon Skill is reduced to 1 for that round of Combat.
Gives Berserk Rage, Extra Attack and Immune to Psychology. Frenzy models cannot parry. If a frenzied unit
loses a combat round, this rule is lost.
Berserk Rage : Must declare charge if able to unless a Leadership test is passed. Cannot choose to restrain
pursuit.
Re-roll misses every first round of close combat against models of the specified army. If none is specified
applies against every enemy.
Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.
Wounds automatically on a To Hit roll of 6.
4+ Save. Wounds caused by flaming attacks stop regeneration for the remainder of the phase.
Do not take Panic tests caused by Snotlings, Squigs, or Goblins.
Deals 1 automatic hit at creature's Strength with the Always Strikes Last special rule. Applies only against
Infantry, War Beasts or Swarms in base contact.
If not engaged, at the start of every turn this unit must take a Leadership test. If failed, the unit immediately
stumbles D6" forwards and can't make any other action that turn, as well as channeling power or dispel dice
until a stupidity test is passed.
When charging / fleeing / pursuing, units made entirely of models with Swiftstride roll 3D6 and discard the
lowest instead of 2D6 for distance.

Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.

Download it for FREE at http://www.wolflair.com!

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