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Orchi e Goblin da 1000 (Warhammer Armies Project) [997pts]

Standard (Orcs & Goblins) [997pts]

Heroes [302pts]

Big Boss [167pts]


Categories: HEROES
Black Orc Big Boss [167pts]
Selections: Army Battle Standard [25pts], Shield [2pts]
Rules: Armed to da Teef, Battle Standard Bearer, Choppas, Immunity (Psychology), Quell
Animosity
Armour: Heavy Armour, Shield, Model: Black Orc Big Boss, Weapon: Great Weapon,
Two/Additional Hand Weapons
Magic Items [50pts]
Selections: Armour of Protectyness [25pts], The Horn of Urgok [25pts]
Enchanted Item: The Horn of Urgok, Magic Armour: Armour of Protectyness, Spell:
The Horn of Urgok

Shaman [135pts]
Categories: HEROES
Orc Shaman [135pts]
Selections: General
Rules: Choppas, General, Size Matters, WAAAGH! Miscast
Model: Orc Shaman, Weapon: Hand Weapon
Magic Items [25pts]
Selections: Dispel Scroll [25pts]
Arcane Item: Dispel Scroll
Wizard Level 2 [35pts]
Waaagh! Miscast Table: Result, Wizard: Orc Shaman
Lore of the Big Waaagh!
Selections: 1. Wrath of Gork, 4. 'Ere we go!
Spell: 'Ere we go!, Gaze of Mork, Power of da Waaagh!, Wrath of Gork

Core [319pts]

Forest Goblins [80pts]


Categories: CORE
20x Forest Goblin [80pts]
Selections: 20x Hand Weapon & Shortbow [10pts], 20x Poisoned Attacks [20pts]
Rules: Animosity, Fear Elves, Poisoned Attacks, Strider (Forest)
Animosity Table: Result, Model: Forest Goblin, Weapon: Hand Weapon, Shortbow
Orc Arrer Boyz [76pts]
Selections: Musician [10pts]
Categories: CORE
Rules: Musician
11x Orc Arrer Boy [66pts]
Selections: 11x Bow, 11x Hand Weapon, 11x Light Armour
Rules: Animosity, Choppas, Size Matters
Animosity Table: Result, Armour: Light Armour, Model: Orc Arrer Boy, Weapon: Bow,
Hand Weapon

Orc Boyz [163pts]


Selections: Musician [10pts], Orc Boss [10pts], Standard Bearer [10pts]
Categories: CORE
Rules: Champion, Musician, Standard Bearer
Model: Orc Boss
19x Orc Boy [133pts]
Selections: 19x Hand Weapon & Shield, 19x Light Armour
Rules: Animosity, Choppas, Size Matters
Animosity Table: Result, Armour: Light Armour, Shield, Model: Orc Boy, Weapon: Hand
Weapon

Special [376pts]

Black Orcs [180pts]


Selections: Black Orc Boss [10pts], Musician [10pts], Standard Bearer [10pts]
Categories: SPECIAL
Rules: Champion, Musician, Standard Bearer
Model: Black Orc Boss
10x Black Orc [150pts]
Selections: 10x Great Weapon, 10x Heavy Armour, 10x Shield [10pts], 10x Two/Additional
Hand Weapons
Rules: Armed to da Teef, Choppas, Immunity (Psychology)
Armour: Heavy Armour, Shield, Model: Black Orc, Weapon: Great Weapon, Two/Additional
Hand Weapons

Goblin Rock Lobber [85pts]


Categories: SPECIAL
Model: Goblin Rock Lobber, Stone Thrower Misfire Chart: Result, War Machine: Stone
Thrower
3x Goblin Crew
Selections: 3x Hand Weapon
Rules: Fear Elves
Model: Goblin Crew, Weapon: Hand Weapon
Trolls [111pts]
Categories: SPECIAL
3x Troll [111pts]
Selections: 3x Hand Weapon
Rules: Fear, Regeneration (4+), Stupidity, Swiftstride, Troll Vomit
Model: Troll, Weapon: Hand Weapon

Profile Summary

Animosity
1 2-5 6 Ref
Table
Squabble: If it
Get 'Em: Inflict D6 S 3 hits We'll Show 'Em: Pivot the unit on the
is possible to
on the closest friendly unit spot to face the nearest visible enemy
do so, the unit
that has 5 or more models, unit, and then make a full (non-march)
must declare
is subject to Animosity, and move in a straight line towards it. If
a charge
is within 3". The victim (if there is no visible enemy, the unit must
against the
there is one) then inflicts move straight ahead instead. If it is
closest enemy
D6 S 3 hits back. Neither impossible for the unit to pivot to face
unit in the
unit can charge or move in the closest enemy, it will pivot towards
Charge sub- Orcs &
the Movement phase, cast it as far as it can, and will then move as
phase. If the Goblins
Result spells, nor shoot this turn. far forward as it can while still keeping
unit is unable v.1.24
If the victim has not yet the enemy within its forward arc. After
to declare a p106
taken an Animosity test, the move is complete the unit must
charge, then
then it does not do so this declare a charge in the Charge sub-
the unit may
turn. If there isn't an phase against the closest visible enemy
not move in
eligible victim, the unit will unit, if it is possible to do so. If the unit
the Movement
Squabble instead. Wounds cannot declare a charge then it may
phase, cast
caused by the Get 'Em carry on with the rest of its turn
spells nor
result never cause Panic normally, as if it had not yet moved this
shoot this
tests. turn.
turn.

Arcane
Special Rules Ref
Item
One use only. When an enemy spell has been cast, a wizard who has a dispel scroll
Rulebook
Dispel can read it instead of attempting to dispel the spell by using dispel dice. This gives
v.1.9
Scroll them 6 free dice to attempt to dispel the spell, which cannot be combined with any
p153
other dispel dice. This may also be used to dispel spells that Remains in Play.

Armour Combat Missile Special Rules Ref


Heavy Rulebook
4+ 4+
Armour v.1.9 p92
Light Rulebook
6+ 6+
Armour v.1.9 p92
Parry (6+) (Only applies if used with a hand weapon.). **(Infantry
armed with shields get an additional +1 to their armour save
Rulebook
Shield 6+ 6+** against missile attacks to their front. However, no Troop Type
v.1.9 p92
gains any armour saves from shields against missile attacks to
their rear.

Enchanted Item Special Rules Ref


The Horn of One use only. The horn can be used at the start of any of Orcs & Goblins v.1.24
Urgok your turns. p204
Magic Armour Combat Missile Special Rules Ref
Armour of Medium armour. The Armour of Protectyness gives Magic Items
Protectyness the wearer Regeneration (5+). v.0.9 p37

Model M WS BS S T W I A LD Type Ref


Orcs & Goblins v.1.24
Black Orc 4 4 3 4 4 1 2 1 8 Infantry (Black Orc)
p125
Black Orc Big Infantry (Character, Black Orcs & Goblins v.1.24
4 6 3 4 5 2 3 3 8
Boss Orc) p125
Orcs & Goblins v.1.24
Black Orc Boss 4 4 3 4 4 1 2 2 8 Infantry (Black Orc)
p125
Orcs & Goblins v.1.24
Forest Goblin 4 2 3 3 3 1 2 1 6 Infantry (Forest Goblin)
p157
Orcs & Goblins v.1.24
Goblin Crew 4 2 3 3 3 1 2 1 6 Infantry (Goblin)
p134
Goblin Rock War Machine (Stone Orcs & Goblins v.1.24
7 3
Lobber Thrower) p135
Orcs & Goblins v.1.24
Orc Arrer Boy 4 3 3 3 4 1 2 1 7 Infantry (Orc)
p113
Orcs & Goblins v.1.24
Orc Boss 4 3 3 3 4 1 2 2 7 Infantry (Orc)
p112
Orcs & Goblins v.1.24
Orc Boy 4 3 3 3 4 1 2 1 7 Infantry (Orc)
p112
Orcs & Goblins v.1.24
Orc Shaman 4 3 3 3 4 2 2 1 7 Infantry (Character, Orc)
p110
Orcs & Goblins v.1.24
Troll 6 3 1 5 4 3 1 3 6 Monstrous Infantry
p169
Spell Casting
Spell Type Range Details Ref
Level Value
Targets all Orc units (of any kind) that are
Orcs &
in range, including the Shaman himself.
'Ere we Goblins
4 Augment 11+ 2D6" The target units may re-roll To Hit rolls in
go! v.1.24
close combat until the start of the caster's
p199
next Magic phase.
Extend a straight line, within the Shaman's Orcs &
Gaze of Signature Direct forward arc and directly away from his Goblins
7+/10+ 4D6"/8D6"
Mork Spell Damage base. Any model whose base falls under v.1.24
the line suffers a S 4 hit. p199
For each friendly Orc (any type) unit in
close combat within range of the Shaman, Orcs &
Power
Lore he adds +1 to his casting roll. Conversely, Goblins
of da 12"
Attribute for each friendly Orc unit fleeing within v.1.24
Waaagh!
range of the caster, he suffers -1 to his p199
casting roll.
When this horn is sounded, all friendly Orcs &
The
Bound units within 24" receive +1 LD and all Goblins
Horn of 3+ 24"
Spell enemy units within 24" suffer a -1 penalty v.1.24
Urgok
to their LD until the end of the turn. p204
Orcs &
Inflicts D6 S 5 hits for every friendly unit of
Wrath of Magic Goblins
1 7+/10+ 18"/36" 5 or more Orc models (of any race) within
Gork Missile v.1.24
6" of the caster.
p199

Stone
Thrower
1 2-3 4-6 Ref
Misfire
Chart
Destroyed!: Disabled: The stone thrower suffers a May not Shoot: The stone
Rulebook
The war wound, with no armour saves allowed. thrower is unharmed and can
Result v.1.9
machine is The stone thrower cannot fire this turn shoot as normal again in the
p109
destroyed. or in the controlling player's next turn. controlling player's next turn.

Waaagh!
Miscast 2-3 4-5 6-7 8-9 10-11 12 Ref
Table
"I Fink I'm
"Me 'Ead 'Eadbang!:
"Yuuurgh!": "I've Forgot!": Gonna...":
'Urts!": All Place the large
The The Shaman The
greenskins round template
Shaman is may not cast Shaman
Fzzzzzzap!: (friend or over the
subject to this spell for suffers a S
Resolve foe) within Shaman
Frenzy and the rest of the 10 hit and
the effects 12" that are before
Stupidity game. In all
as if the capable of removing him
for the rest addition, the Greenskin
Shaman channeling from play. Any
of the resulting units (friend Orcs &
had cast power or model under
game, brainstorm or foe) Goblins
Result the Gaze of dispel dice the template
although permanently within 12" v.1.24
Mork spell suffer a S 4 must pass a T
he may reduces his suffer D6 S p107
and then hit which test or also be
never lose Wizard Level 5 hits which
deduct D3 Ignores killed outright
his Frenzy. by 1 (to a Ignores
dice from Armour with no armour
He may minimum of 0) Armour
the power saves. In saves allowed.
cast no and he may saves. In
pool. addition, D6 In addition, D6
further not cast any addition, D6
dice are lost dice are lost
spells this further spells dice are lost
from the from the power
turn. this phase. from the
pool. pool.
pool.
War Machine Type Range Strength Special Rules Ref
Stone Thrower Stone Thrower 12-60" 4(10) Multiple Wounds (D6). Rulebook v.1.9 p108

Weapon Range Strength Special Rules Ref


Multiple Shots (2) (Only applies in turns the model has
Rulebook
Bow 24" 3 not moved. Cannot be used to Stand and Shoot.).
v.1.9 p90
Volley Fire.
Rulebook
Great Weapon Combat +1 Requires Two Hands. Strength Bonus (1). -2 I.
v.1.9 p89
Rulebook
Hand Weapon Combat
v.1.9 p88
Multiple Shots (2) (Only applies in turns the model has
Rulebook
Shortbow 18" 3 not moved. Cannot be used to Stand and Shoot.).
v.1.9 p90
Volley Fire.
Two/Additional Rulebook
Combat Parry (6+). Requires Two Hands. +1 A.
Hand Weapons v.1.9 p89

Wizard Known Spell Max. Power Dice Bonus to


Wizard Ref
Level Spells Level Per Spell Casting/Dispel Value
Orc Orcs & Goblins
2 2 1-4 4 1
Shaman v.1.24 p110

Selection Rules
Animosity: Animosity is represented by an Animosity test. This test is taken in the Start of Turn sub-phase
during each of your turns, by every unit that is subject to Animosity, with the following restrictions:

• Units only test if they contain at least 5 models.

• Units engaged in close combat don't test.

• Units garrisoning a building don't test.

• Units fleeing or currently off the battlefield don't test.

Roll a D6 for each eligible unit. If the dice roll is a 2 or more, the unit behaves normally this turn. If the roll is
a 1, however, the unit has failed its Animosity test and must roll on the Animosity table and apply the result
immediately. (Orcs & Goblins v.1.24 p106)
Armed to da Teef: At the start of each combat, the models can choose which of their weapons they wish to
fight with. If a Black Orc character has a magic weapon, he loses the benefit of this rule. (Orcs & Goblins
v.1.24 p125)
Battle Standard Bearer: Unless specified otherwise, the model that carries the battle standard cannot be
the General.

The battle standard bearer is automatically killed if they flee from combat.

If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its
unit, it loses the Hold Your Ground rule until the end of the turn. Note, however, that if the Battle Standard
Bearer has a magic standard its effects continue to apply as normal.

Combat Resolution Bonus


A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.

Hold your Ground!


Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability
cannot be used if the Battle Standard Bearer is also fleeing.

If your Battle Standard Bearer has a Unit Strength of 5 or more, then the range of their Hold Your Ground!
ability is increased from 12" to 18". (Rulebook v.1.9 p102)
Champion: "Follow Me!"
A unit that is accompanied by a champion may re-roll failed rolls to march due to nearby enemies, reform
and restraining from pursuit. (Rulebook v.1.9 p94)
Choppas: Models with Choppas get Strength Bonus (1). However, they cannot make use of Parry if used
with two hand weapons. (Orcs & Goblins v.1.24 p107)
Fear: Units in base contact with one or more models that cause Fear suffer -1 to their LD (including units
that are Steadfast).
If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and ignore the -1
Leadership penalty. (Rulebook v.1.9 p71)
Fear Elves: Models with this rule treat models from Warhammer: High Elves, Dark Elves and Wood Elves
rule as causing Fear against them. (Orcs & Goblins v.1.24 p107)
General: Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own (so
rally your General first), unless specified (such as having to test on their unmodified LD). War Beasts,
Monstrous Beasts and Monsters (not including Monsters that are Mounts, Characters or which have the
Mixed Unit special rule) may not use the Inspiring Presence ability.

If your General has a Unit Strength of 5 or more, then the range of their Inspiring Presence ability is
increased from 12" to 18".

If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s
Leadership.

If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after
applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.

Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to
be the army's General. (Rulebook v.1.9 p102, 125)
Immunity (Psychology): Models with the Immunity rule ignore the effects of the rule(s) in the brackets.
Note that in most of these cases, the model only ignores the effects of the rule itself, the physical attack still
cause damage as normal. Note that unless clearly specified, all attacks are considered to be physical
attacks.

Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity
(Panic, Fear or Terror), the unit ignores the effects of Panic, Fear or Terror and any such tests it would
otherwise had to take.
Models that are Immune to all three above effects have Immunity (Psychology). This also includes
automatically passing any Psychology tests they might need to take (such as restraining from pursuit, being
allowed to march near enemies and many spell effects or special rules that would otherwise force a unit to
take a Psychology test). However, they may never choose Flee! as a charge reaction (though they may still
use Feigned Flight or Fire & Flee). (Rulebook v.1.9 p73)
Musician: "Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1,
unless the opposing side has a musician also, in which case they cancel each other out.

"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally.

Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves
sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the
following exceptions apply:

The unit may only turn on the spot by pivoting like a lone model.

would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.

moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving
and firing, and will not be able to shoot Move or Fire weapons. (Rulebook v.1.9 p95)
Poisoned Attacks: A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour
saves are modified by the Strength of the attack as normal.

Unless otherwise stated, a model has both Poisoned shooting and close combat attacks. Any spells cast by
the model are unaffected, as are any attacks made with magic weapons they might be wielding, whether
they be shooting or close combat attacks. (Rulebook v.1.9 p76)
Quell Animosity: If a Black Orc character is in a unit that fails an Animosity test, he immediately inflicts D6
hits at his base S on his unit, distributed as shooting attacks. After removing casualties, the unit is treated as
if the Animosity test was passed. These hits cannot be allocated to the Black Orc character, and do not
cause a Panic test. (Orcs & Goblins v.1.24 p125)
Regeneration (4+): A model with Regeneration is permitted a special regenerate saving throw (indicated by
the number in the brackets) after it has failed any armour save or ward save it may have.

If the save is passed, the damaged flesh regrows. However, any Wounds caused against a model with
Regeneration still counts towards Combat Resolution, regardless of whether it has been saved or not. This
rule is cumulative with other sources of Regeneration, to a maximum of 4+ (unless specified).

Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing
Blow) or wounds caused due the unit being Unstable. (Rulebook v.1.9 p77)
Size Matters: Models with this rule treat Goblins and Snotlings of all types as Expendable. (Orcs & Goblins
v.1.24 p107)
Standard Bearer: Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result. (Rulebook v.1.9 p94)
Strider (Forest): Models with Strider will normally have a subset of Strider that is mentioned in the brackets.
The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open
ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests
otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat. (Rulebook
v.1.9 p79)
Stupidity: Provided that they are not engaged in close combat, a unit that contains one or more models with
Stupidity must take a LD test at the start of its Movement phase. If the test is passed, the unit will act
normally this turn.

If the test is failed, it immediately moves directly forwards using the Random Movement (D6). The Stupid
unit cannot take any further action that turn. A unit that has failed a Stupidity test can still be forced to move,
or perform any other action, by a spell, or other special rule/magic item.

Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity
(Psychology) and Random Movement (D6). They cannot choose to do a combat reform or choose any other
charge reaction except Hold. In addition, Wizards cannot attempt to cast or channel power dice or dispel
dice. (Rulebook v.1.9 p80)
Swiftstride: When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6,
discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6.

When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result
to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.

Swiftstride has no effect on models with a M value lower than 4. (Rulebook v.1.9 p80)
Troll Vomit: Instead of attacking normally, the whole unit can choose to vomit on the enemy. Each model
inflicts one automatic S 5 hit which Ignores Armour Saves. (Orcs & Goblins v.1.24 p169)
WAAAGH! Miscast: If an Orc or Goblin Shaman rolls a Miscast, they roll 2D6 on the WAAAGH! Miscast
table instead of the normal Miscast Table used by other wizards. (Orcs & Goblins v.1.24 p107)

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