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403 Pts - Orcs & Goblins - Lizard Killers O&G

Name
Shaman (1 , 75 pts)
Night Goblin Shaman

Dispel Scroll

Name
Savage Orc Boyz (13 , 178 pts)
Savage Orc Big'Uns

Savage Orc Boss

Name

Type

WS BS S

Ld AS WSv Mgc Cost

1
In
4
2
3
3 3
2
3
1
5
1
75
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.;
General;
Level 1 Wizard; Hand Weapon; Fear Elves: Elves cause Fear in this unit.; Hatred (Dwarves)
1 One use: Automatically dispels an enemy spell.

Type

WS BS S

[25]

Ld AS WSv Mgc Cost

12
In
4
4
3
4* 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

178

1
In
4
4
3
4* 4
1
2
Hand Weapon; Bow; Warpaint; Choppas; Volley Fire

[11]

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

6+

Ld AS WSv Mgc Cost


80

[0]

Ld AS WSv Mgc Cost

Shooty Things (4 , 35 pts)


Goblin Spear Chukka

1
WM
7
3
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.
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

35

[0]

Ld AS WSv Mgc Cost

Shooty Things (4 , 35 pts)


Goblin Spear Chukka

1
WM
7
3
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.
Goblin Crew 3
4
2
3
3 3
1
2
1
6
Hand Weapon; Fear Elves: Elves cause Fear in this unit.

35

[0]
Total Cost:

Option Footnotes
Volley Fire

Bow
General
Hand Weapon
Level 1 Wizard
Musician
Standard Bearer
Warpaint

Equipment Special Rules


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
24" Range, Strength 3, Volley Fire.
Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.
6+ Parry Save in Close Combat and on foot while fighting with a shield vs. models to the front.
Can channel Power and Dispel dice. Adds +1 to all attempts to cast or dispel. Knows 1 spell.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift
Reform.
+1 to Combat Resolution, Standard can be captured if unit Flees.
6+ Ward Save.

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403

Animosity

Choppas
Extra Attack
Frenzy

Hatred (Dwarves)
Immune to Psychology
Size Matters - Orcs

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.
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.
Do not take Panic tests caused by Snotlings, Squigs, or Goblins.

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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