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8000 Pts - Orcs & Goblins

Name
Shaman (40 , 604 pts) Savage Orc Shaman

Type

Mv WS BS St To Wo In

At

Ld Sv WSv Mgc Cost


120

1 In 4 3 3 3 4 2 2 1/2 7 5+ 1 Composition: Hero Warpaint; Berserk Rage; Choppas; Size Matters - Orcs; Hand Weapon; Frenzy Lucky Shrunken Head 1 Increases Warpaint save of bearer and unit to 5+, Wurrzag's save increased to 4+ Savage Orc Big'Uns 38 In 4 4 3 4 4 1 2 1/3 7 6+ Composition: Core Animosity; Berserk Rage; Choppas; Size Matters - Orcs; Musician ; Standard Bearer Big Stabbas; Hand Weapon; Extra Hand Weapon; Warpaint; Frenzy Savage Orc Boss 1 In 4 4 3 4 4 1 2 2/4 7 6+ Berserk Rage; Choppas; Hand Weapon; Extra Hand Weapon; Warpaint; Frenzy

[50] 484

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[11]

Wurrzag, Great Shaman (1 , 374 pts) Wurrzag Da Great Green Prophet 1 Ca 4 3 3 4 5 3 2 1/2 8 5+ 5+ 4 374 Composition: Lord Warpaint; Berserk Rage; Choppas; Size Matters - Orcs; Power of Da Waaagh!; Frenzy Baleful Mask 1 Bound spell (power level 3). Vindictive Gaze. [0] Bonewood Staff 1 Magic Resistance (3). Re-roll Miscast results. [0] Squiggly Beast 1 At end of either player's Magic phase, may store 1 unused dice from your [0] pool. At start of next Magic phase, may add to your Power or Dispel pool as appropriate. War Boar 1 7 3 3 4 1 3 1/2 3 [0] Tusker Charge: +2 Strength when charging; Swiftstride Power of Da Waaagh! 1 If a Spell of da Big Waaagh! has a Strength value or grants a Strength bonus, [0] that value or bonus is increased by +1 as long as there are more friendly units in combat than there are fleeing. 7. Wurrzag's Revenge 1 Hex . [0] 8+ Cast . Roll D6 for each enemy wizard within 12". On a 6 the wizard is turned into a squig, and the model is removed along with any mount. You may store one extra dice in your Squiggly Beast for each Wizard transformed. Great Shaman (10 , 580 pts) Goblin Great Shaman
1 In 4 2 3 3 4 3 2 1 7 6+ 4+ 4 580 Composition: Lord Arachnarok Spider; Level 4 Upgrade; Hand Weapon; Fear Elves 1 Mo 7 4 5 6 8 4 8 - 4+ [330] Forest Strider; Obstacle Strider Venom Surge: Before attacking nominate one attack and roll separately. This attack has the Multiple Wounds (D6) rule. Wall-crawler Treat ungarrisoned buildings as open terrain. May not finish move on or in building.; Catchweb Spidershrine; Forest Goblin Crew; Causes Terror; Immune to Psychology; Large Target; Poisoned Attacks; Stubborn; Swiftstride; Thunder Stomp 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; Volley Fire 1 One use: Automatically dispels an enemy spell. [25] 1 4+ Ward Save. [45] 1 In 4 8 1 5/7 5 3 5 5 9 1+ 5+ 355 Composition: Lord Hates Everybody Da Immortulz : One unit of Black Orcs is Grimgor's bodyguard, and only he can join it. If he does, the unit is also Immune to Psychology and Hates Everyone.; Choppas; Quell Animosity; Waaagh!; Immune to Psychology 1 1+ armour save, 5+ Ward Save [0] 1 +2 Strength; Bearer Always Strikes First [0] 38 In 4 4/5 3 4* 4 1 2 1* 8 4+ 6+* 552 Composition: Special Choppas; Musician ; Standard Bearer ; Hand Weapon; Armed to da Teef; Heavy Armour; Shield; Hatred; Immune to Psychology 1 In 4 5/6 3 4* 4 1 2 2* 8 4+ 6+* [13] Choppas; Hand Weapon; Armed to da Teef; Heavy Armour; Shield 1 Unit has Flaming Attacks. [10]

Arachnarok Spider

Forest Goblin Crew

Dispel Scroll Talisman of Preservation

Grimgor Ironhide (40 , 907 pts) Grimgor Ironhide

Blood-Forged Armour Gitsnik Da Immortulz

Black Orc Boss Banner of Eternal Flame

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Name
Snagla (20 , 411 pts) Snagla Grobspit

Type

Mv WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Fangspike Sting of Snagla Giant Spider Deff Creepers

Spider Rider Boss Giant Spider

1 Ca 4 4 3 4 4 2 4 3 7 5+ 6+* 115 Composition: Hero Forest Strider; Obstacle Strider; Hatred (Empire) Creeping Assault: Do not have to dismount to assault building. May not garrison. Wall-crawler: Treat ungarrisoned buildings as open terrain. May not finish move on or in building.; Shield; Fast Cavalry; Fear Elves; Vanguard 1 Poisoned Attacks and Multiple Wounds (D3) [0] 1 One use: Throwing weapon with Poisoned Attacks and Multiple Wounds (D3) [0] 1 WB 7 3 3 3 1 4 1 2 [0] Forest Strider; Obstacle Strider; Poisoned Attacks; Swiftstride 18 Ca 4 2 3 3 3 1 2 1 6 5+ 296 Composition: Core Animosity; Forest Strider; Obstacle Strider; Creeping Assault: Do not have to dismount to assault building. May not garrison. Wall-crawler Treat ungarrisoned buildings as open terrain. May not finish move on or in building.; Devastating Charge; Musician ; Standard Bearer ; Deff Creepers; Hand Weapon; Short Bow; Spear; Shield; Ambushers; Fast Cavalry; Fear Elves; Hatred (Empire); Vanguard; Volley Fire 1 Ca 4 2 3 3 3 1 2 2 6 5+ [14] Hand Weapon; Short Bow; Spear; Shield; Volley Fire 19 WB 7 3 3 3 1 4 1 2 [0] Forest Strider; Obstacle Strider; Poisoned Attacks; Swiftstride

Wolf Rider Mob (10 , 160 pts) Goblin Wolf Riders

9 Ca 4 2 3 3 3 1 2 1 6 4+ 160 Composition: Core Animosity; Musician ; Standard Bearer ; Hand Weapon; Short Bow; Spear; Light Armour; Shield; Fast Cavalry; Fear Elves; Vanguard; Volley Fire Wolf Rider Boss 1 Ca 4 2 3 3 3 1 2 2 6 4+ [13] Hand Weapon; Short Bow; Spear; Light Armour; Shield; Volley Fire Giant Wolf 10 9 3 3 3 1 3 1 3 [0] Fast Cavalry; Swiftstride; Vanguard

Skarsnik (30 , 500 pts) Skarsnik, Warlord of the Eight 1 In 4 5 3 4 4 6 5 4 8 6+ 275 Peaks Composition: Lord Sneaky Schemes: Each enemy unit rolls a D6 before deploying. On a roll of 6 that unit is delayed and enters the board from their deployment edge in the first turn. Tricksy Traps: Any Night Goblin unit that flees as a charge reaction and rallies next turn may reform and take a free move and shoot as normal.; Light Armour; Fear Elves; Hatred (Dwarves) Gobbla 1 5 6 4 4 [0] Removed only when Skarsnik is killed. Killing Blow. Skarsnik's Prodder 1 Bound spell (power level 5). Use every magic phase. Magic Missile, 24" [0] Range, D3 S6 hits (no armour save), increased to D6 if within 12" of a Night Goblin horde. Night Goblins 24 In 4 2 3 3 3 1 3 1 5 6+ 225 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 3 Uq 2D6 5 3 1 3 D6 10 [75] 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 AP hits. Remove fanatic when : Contacting any terrain, Roll double for movement (except on initial release), Any unit moves into contact with a Fanatic takes D6 S5 AP hits further D6 S5 AP hits due to the Fanatics death throes, It contacts another Fanatic (both Fanatics are removed).

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Name

Type

Mv WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Night Goblin Mob (28 , 195 pts) Night Goblins 25 In 4 2 3 3 3 1 3 1 5 195 Composition: Core Animosity; Nets; Hand Weapon; Short Bow; Fear Elves; Hatred (Dwarves); Volley Fire Fanatics 3 Uq 2D6 5 3 1 3 D6 10 [75] 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 AP hits. Remove fanatic when : Contacting any terrain, Roll double for movement (except on initial release), Any unit moves into contact with a Fanatic takes D6 S5 AP hits further D6 S5 AP hits due to the Fanatics death throes, It contacts another Fanatic (both Fanatics are removed). Big Boss (30 , 405 pts) Orc Big Boss
1 In 4 5 3 4/6 5 2 3 3 8 6+ 6+ 109 Composition: Hero Always Strikes Last; Choppas; Size Matters - Orcs; Hand Weapon; Great Weapon; Light Armour 1 6+ Ward Save. [15] 1 Wearer is Stubborn. [35] 28 In 4 4 3 4 4 1 2 1/2 7 6+ 296 Composition: Core Animosity; Choppas; Size Matters - Orcs; Musician ; Standard Bearer ; Hand Weapon; Extra Hand Weapon; Light Armour 1 In 4 4 3 4 4 1 2 2/3 7 6+ [9] Choppas; Hand Weapon; Extra Hand Weapon; Light Armour

Talisman of Protection Crown of Command Gorbad's Big'Uns

Orc Boss

Gorbad Ironclaw (1 , 375 pts) Gorbad Ironclaw

1 Ca 4 7 3 5 5 3 5 4 10 3+ 375 Composition: Lord Da Boss 'as a Plan!: General and Battle Standard Bearer. Inspiring Presence and Hold Your Ground! increased to 18" Da Great Leader: Friendly units within 18" that fail Animosity add Gorbad's current Wounds to Animosity table. Orcs are da Best: Any number of units of Orc Boyz and/or Orc Boar Boyz may be upgraded to Big'Uns; Choppas; General; Size Matters - Orcs; Waaagh!; Heavy Armour Morglor the Mangler 1 Always Strikes First, Multiple Wounds (D3), No armour save. [0] Gnarla 1 7 3 - 3/4 4 1 3 1 3 [0] Tusker Charge: +2 Strength when charging; Swiftstride 395

Boyz Mob (40 , 395 pts) Gorbad's Big'Uns 39 In 4 4 3 4 4 1 2 1/2 7 6+ Composition: Core Animosity; Choppas; Size Matters - Orcs; Musician ; Standard Bearer Extra Hand Weapon; Light Armour Orc Boss 1 In 4 4 3 4 4 1 2 2/3 7 6+ Choppas; Hand Weapon; Extra Hand Weapon; Light Armour Giant (1 , 220 pts)
Giant

; Hand Weapon;
[9]

1 Mo 6 3 3 6 5 6 3 * 10 6+ 220 Composition: Rare Longshanks : Ignore normal obstacles (e.g. walls), but test to fall over when you cross them; Special Giant attacks; Fall Over; Warpaint; Causes Terror; Large Target; Stubborn; Thunder Stomp 80

Shooty Things (4 , 80 pts) Goblin Doom Diver Catapult

1 WM 7 3 Composition: Rare See Orc & Goblin rulebook p48 for Doom Diver rules 12-60", S5, Ignores Armour Saves Goblin Crew 3 4 2 3 3 3 1 2 Hand Weapon; Fear Elves 1 WM 7 3 Composition: Rare See Orc & Goblin rulebook p48 for Doom Diver rules 12-60", S5, Ignores Armour Saves Goblin Crew 3 4 2 3 3 3 1 2 Hand Weapon; Fear Elves

[0]

Shooty Things (4 , 80 pts) Goblin Doom Diver Catapult

80

[0]

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Name
Shooty Things (4 , 80 pts) Goblin Doom Diver Catapult

Type

Mv WS BS St To Wo In

At

Ld Sv WSv Mgc Cost


80

1 WM 7 3 Composition: Rare See Orc & Goblin rulebook p48 for Doom Diver rules 12-60", S5, Ignores Armour Saves Goblin Crew 3 4 2 3 3 3 1 2 Hand Weapon; Fear Elves 1 WM 7 3 Composition: Rare See Orc & Goblin rulebook p48 for Doom Diver rules 12-60", S5, Ignores Armour Saves Goblin Crew 3 4 2 3 3 3 1 2 Hand Weapon; Fear Elves 1 WM 7 3 Composition: Rare See rulebook p114 for Stone Thrower rules 12-60", S3(9), Multiple Wounds (D6); Stone Thrower Goblin Crew 3 4 2 3 3 3 1 2 Hand Weapon; Fear Elves

[0]

Shooty Things (4 , 80 pts) Goblin Doom Diver Catapult

80

[0]

Shooty Things (4 , 85 pts) Goblin Rock Lobber

85

[0]

Mangler Squig (1 , 65 pts) Mangler Squig

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 Compulsory 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 targeted 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 test and stop 1" short.; Immune to Psychology

Pump Wagon (1 , 90 pts) Snotling Pump Wagon

1 Ch 3D6 4/5 4 3 6+ 90 Composition: Rare Random Movement (2D6), Impact Hits (2D6), Unbreakable, Unstable. Pump Harder Ladz!: Roll 3D6 for Random Movement. Too Pumped Up : If you roll two or more 1s, re-roll Random Movement (including extra dice for 'pumping harder' if you used rule) and move in random direction. If you roll two 1s, remove model. If you hit friendly unit, causes 2D6 Impact Hits.; Explodin' Spores; Flappas; Giant Explodin' Spores; Spiky Roller; Out-rigga Snotling Crew 0 2 2 3 5 4 [0] 1 Ch 3D6 4/5 4 3 6+ 90 Composition: Rare Random Movement (2D6), Impact Hits (2D6), Unbreakable, Unstable. Pump Harder Ladz!: Roll 3D6 for Random Movement. Too Pumped Up : If you roll two or more 1s, re-roll Random Movement (including extra dice for 'pumping harder' if you used rule) and move in random direction. If you roll two 1s, remove model. If you hit friendly unit, causes 2D6 Impact Hits.; Explodin' Spores; Flappas; Giant Explodin' Spores; Spiky Roller; Out-rigga Snotling Crew 0 2 2 3 5 4 [0] 1 WM 7 3 Composition: Special See rulebook p111 for Bolt Thrower rules 48", S6, 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
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Pump Wagon (1 , 90 pts) Snotling Pump Wagon

Shooty Things (4 , 35 pts) Goblin Spear Chukka

35

[0]

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Name
Shooty Things (4 , 35 pts) Goblin Spear Chukka

Type

Mv WS BS St To Wo In

At

Ld Sv WSv Mgc Cost


35

1 WM 7 3 Composition: Special See rulebook p111 for Bolt Thrower rules 48", S6, 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 1 Ch 5 4 3 Composition: Special Chariot; Scythed Wheels Goblin Crew 3 4 2 3 3 3 1 2 1 Hand Weapon; Short Bow; Spear; Fear Elves; Volley Fire Giant Wolf 2 WB 9 3 3 3 1 3 1 Swiftstride 1 Ch 5 4 3 Composition: Special Chariot; Scythed Wheels Goblin Crew 3 4 2 3 3 3 1 2 1 Hand Weapon; Short Bow; Spear; Fear Elves; Volley Fire Giant Wolf 2 WB 9 3 3 3 1 3 1 Swiftstride 1 Ch 5 4 3 Composition: Special Chariot; Scythed Wheels Goblin Crew 3 4 2 3 3 3 1 2 1 Hand Weapon; Short Bow; Spear; Fear Elves; Volley Fire Giant Wolf 2 WB 9 3 3 3 1 3 1 Swiftstride 1 Ch 5 4 3 Composition: Special Additional Wolf; Chariot; Scythed Wheels Goblin Crew 3 4 2 3 3 3 1 2 1 Hand Weapon; Short Bow; Spear; Fear Elves; Volley Fire Giant Wolf 3 WB 9 3 3 3 1 3 1 Swiftstride 5+

[0]

Chariots (1 , 50 pts) Goblin Wolf Chariot

50

6 3

[0] [0]

Chariots (1 , 50 pts) Goblin Wolf Chariot

5+

50

6 3

[0] [0]

Chariots (1 , 50 pts) Goblin Wolf Chariot

5+

50

6 3

[0] [0]

Chariots (1 , 55 pts) Goblin Wolf Chariot

5+

55

6 3

[0] [0]

Squig Herd (40 , 270 pts) Night Goblin Squig Herd

30 In 4 4 5 3 1 3 2 3 270 Composition: Special Animosity Squig Herds : Missile hits and impact hits hit squigs on 1-4, goblins on 5-6. Squigs Go Wild : If the unit flees, or there are no herders alive at the start of the controllers turn, the squigs go wild. All units within 2D6" take D6 S5 hits and the unit is removed. Obnoxious: Characters cannot join unit.; Hatred (Dwarves); Immune to Psychology Night Goblins 10 In 4 2 3 3 3 1 3 1 5 [30] Hand Weapon; Fear Elves; Hatred (Dwarves); Immune to Psychology 1 Ch 5 5 4 Composition: Special Chariot; Scythed Wheels War Boar 2 7 3 3 4 1 3 1 Tusker Charge: +2 Strength when charging; Swiftstride Orc Crew 2 4 3 3 3 4 1 2 1 Choppas; Size Matters - Orcs; Hand Weapon; Spear 4+ 85

Chariot (1 , 85 pts)
Orc Boar Chariot

3 7

[0] [0]

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Name
Chariot (1 , 85 pts)
Orc Boar Chariot

Type

Mv WS BS St To Wo In

At

Ld Sv WSv Mgc Cost


4+ 85

1 Ch 5 5 4 Composition: Special Chariot; Scythed Wheels War Boar 2 7 3 3 4 1 3 1 Tusker Charge: +2 Strength when charging; Swiftstride Orc Crew 2 4 3 3 3 4 1 2 1 Choppas; Size Matters - Orcs; Hand Weapon; Spear 1 Ch 5 5 4 Composition: Special Chariot; Scythed Wheels War Boar 2 7 3 3 4 1 3 1 Tusker Charge: +2 Strength when charging; Swiftstride Orc Crew 2 4 3 3 3 4 1 2 1 Choppas; Size Matters - Orcs; Hand Weapon; Spear

3 7

[0] [0]

Chariot (1 , 85 pts)
Orc Boar Chariot 4+ 85

3 7

[0] [0]

Savage Boar Boyz Mob (15 , 350 pts) Savage Orc Boar Boyz 14 Ca 4/5 3 3 3 4 1 2 1/3 7 5+ 6+ 350 Composition: Special Animosity Wild Abandon: When mounted, may use two hand weapons, but Dangerous Terrain tests are taken with -1.; Berserk Rage; Choppas; Size Matters - Orcs; Musician ; Standard Bearer ; Hand Weapon; Extra Hand Weapon; Warpaint; Frenzy Savage Boar Boy Boss 1 Ca 4/5 4 3 4 4 1 2 2/4 7 5+ 6+ [20] Berserk Rage; Choppas; Size Matters - Orcs; Hand Weapon; Extra Hand Weapon; Warpaint; Frenzy War Boar 15 7/8 3 3 4 1 3 1 3 [0] Tusker Charge: +2 Strength when charging; Swiftstride Banner of Swiftness 1 Unit has +1 to Movement [15] Trolls (6 , 210 pts)
Trolls 6 MI 6 3 1 5 4 3 1 3 4 Composition: Special Vomit Attack Instead of normal attacks, causes one S5 hit with no armour save; Weapon; Causes Fear; Immune to Psychology; Regeneration; Stomp; Stupid 210

Hand

Arrer Boyz Mob (20 , 140 pts) Orc Arrer Boyz

20 In 4 3 3 3 4 1 2 1 7 6+ 140 Composition: Core Animosity; Choppas; Size Matters - Orcs; Hand Weapon; Bow; Light Armour; Volley Fire
Total Cost: 7276

Option Footnotes Armed to da Teef Big Stabbas Bow Catchweb Spidershrine Deff Creepers Explodin' Spores Extra Hand Weapon Flappas Giant Explodin' Spores Great Weapon Hand Weapon Heavy Armour Light Armour Musician Nets Out-rigga Shield Options The Black Orc can count as having two Choppas, a Great Weapon, or a single Choppa, chosen at the start of each combat. A unit with 2+ ranks of 5 models has the Impact Hits (D3) rule. Strength 5. Against Large Targets causes Multiple Wounds (D3). 24" Range, Strength 3, Volley Fire. Goblin Great Shaman has Loremaster (Little Waaagh!) rule. He and any friendly Wizard within 12" add +2 to Channelling. Cause Fear in any turn they successfully charge into combat Base can make single shooting attack, and stand and shoot reaction. Throwing weapon, hits automatically, no armour saves allowed. +1 Attack, Requires two hands. Only take Dangerous Terrain tests if they finish move in terrain. First set of Impact Hits inflicted in game ignores armour saves. +2 Strength, Always Strikes Last. Two-handed. 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted. 5+ armour save. 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. Movement increased to 3D6". If you 'pump harder', moves 4D6" +1 armour save bonus.
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Short Bow Spear Spiky Roller Standard Bearer Warpaint Always Strikes Last Animosity

Berserk Rage Choppas Devastating Charge Fall Over

Immune to Psychology Quell Animosity Regeneration Size Matters - Orcs Stomp Swiftstride Thunder Stomp Volley Fire Waaagh!

18" Range, Strength 3, Volley Fire. Fight in Extra Rank (does not apply if charging), +1 Strength when mounted and charging. Impact Hits have +1S +1 to Combat Resolution, Standard can be captured if unit Flees. 6+ Ward Save. Special Rules Always Strikes Last in Close Combat 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 S3 hits (2D6 if Horde) on nearest eligible unit, which must test for Animosity and within 12", the victim does D6 S3 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. Must declare charge if able to unless a Leadership test is passed. Cannot choose to restrain pursuit. +1 Strength in first round of each Close Combat. +1 Attack when charging. A Giant must test when *It is beaten in close combat (test before Break test) *It is fleeing at start of Movement phase *It crosses obstacle *It 'Jumps Up and Down' Roll a D6. On a 1, the Giant falls over. A slain Giant automatically falls over. Roll scatter dice and place template touching base. Anything hit takes a Strength 6 hit with the Multiple Wounds (D3) rule. If in combat, this counts towards combat resolution. A Giant that falls over suffers 1 Wound. If in combat, this counts towards combat resolution. Once on ground, the Giant may get up in it's following Movement phase, but may not move as well. Whilst on the ground, the Giant may not attack, but can defend. If forced to flee, the Giant is slain. If he may pursue, he gets up instead. Automatically passes Fear, Terror or Panic tests. May not Flee! if charged. If the Black Orc's unit fails an Animosity test, the unit takes D6 S5 hits and counts as passing instead. 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. 1 automatic hit at creature's Strength, Always Strikes Last 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. 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. If a Warboss is your General, may call once per game. Must declare charge first, and before reaction. Every unit of 5+ Orc Boyz, Savage Orc Boyz, Black Orcs, Boar Boyz and Savage Orc Boar Boyz (including Big'Uns) adds +1 to combat resolution. The General and his unit add +D3.

Roster Design Information Units of Goblins Fear Elves . Animosity : Roll D6 for each eligible unit. On a 1, roll on chart: 1- Get 'Em: Inflict D6 S3 hits (2D6 if Horde) on nearest eligible unit, unit does same back. 2-5- Squabble: Charge if possible, or do nothing. 6- We'll Show 'Em: Move towards closest visible enemy, or straight forward. Must declare charge. Validation Report Edition: 8th Edition; Game Type: Normal Game; Army Subtype: Orc & Goblin Horde; Special Rules: Allow Obsolete Armies, Allow Unofficial Units, Allow Warhammer Forge; File Version: 2.73 Roster satisfies all enforced validation rules Roster Statistics General's Ld: 10 # Models: 370 Total Characters: 2303 Total Core: 2191
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Total Magic Items: 195 Total Rare: 870 Total Special: 1912 % Characters: 31.7 % Core: 30.1 % Magic Items: 2.7 % Rare: 12 % Special: 26.3 Fortitude: 10 Group Points of Lords Points of Heroes Points of Core Points of Special Points of Rare Min 0 0 2000 0 0 Max 2000 2000 Unlimited 4000 2000 Used 1959 344 2191 1912 870

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