You are on page 1of 2

ORC & GOBLIN ARMY WFB style for HAIL CAESAR v13

For the Warhammer Fantasy World

Infantry 50%+ At least half the units in the army must be made up of infantry.
Cavalry up to 33% No more than a third of the units in the army can be cavalry.
Specials up to 25% No more than a quarter of the units in the army can be specials.
Divisions Divisions must contain at least 4 units and be led by a commander. Except up to two Divisions that can
contain 1+ units of Cavalry and Specials. Typically these fought on the flanks.
Maximum number of Goblin+Orc Shaman = Number of Divisions

TROOP VALUES
Type/Stats Clash Susta Short Long Morale Stam Special Points
ined Save ina Value
Infantry
Snotlings 2 2 2 0 4 SK, Small sub unit , Fearless 16
Night Goblins 5 4 3 3/12 0 6 MI, Levy 2+, Militia 18
Night Goblin Fanatics Wild Fighters4, Strong (both for one turn only) +3
Goblin Skirmishers 4 4 3 3/12 0 6 SK, Militia 18
Goblins 4 4 3 0 6 LI, Militia 17
Orc Arrers 5 5 3 3/18 0 7 LI, Militia 30
Orcs 8 6 2 6+ 7 MI, Militia 25
Savage Orcs 9 5 2 0 7 LI, Frenzied Charge, Militia 25
Trolls 9 8 2/0 5+ 6 MI, Big, Levy 2+, Militia, Strong, Regenerate 36

Cavalry
Goblin Wolf Riders 6 4 3 3/12 6+ 6 HA, FearInHorses, Militia, Feigned Flight 39
Forest Goblin Spider Riders 6 6 3 6+ 6 LI, Move 7.5” , Militia, Spiders 24
Savage Orc Boar Boyz 10 5 2/0 6+ 6 MC, Frenzied Charge, Militia, Strong 38
Orc Boar Boyz 9 6 2/0 5+ 6 MC, Militia, Strong 42
Goblin Wolf Chariots 6 6 3 3/12 5+ 6 LCh, FearInHorses , Militia, Parthian Shot 47
Orc Boar Chariot 9 5 2 3+ 6 HCh, Militia 45

Special
Black Orcs 8 7 3 4+ 8 HI, Strong, Quell Animosity 59
Ogres 8 7 2/0 5+ 8 MI, Big, Strong, Food 40
Giant 8 7 3 5+ 8 MI, Small, Goes Wild, Huge 50
Night Goblin Squig Herd 6 4 0 0 4 LI, Small, Frenzied Charge, Fearless, Strong 21
Night Goblin Squig Hoppers 7 5 0 0 4 LC, Small, Fearless, Strong 36
Snotling Pump Wagon 7 0 0 3+ 4 HSCh, Pump Wagon 17
Goblin Spear Chukka 1 1 2 2/24 0 3 LightArt 18
Goblin Rock Lobber 1 1 0 3/36 0 3 Med Art 22
Goblin Doom Diver Catapult 1 1 0 3/36 0 3 Med Art, Marksmen x3 25

Commanders
Warboss 0-3 0-3 LR:8 General,1* 10
Orc Boss (Hero) 0-2 0-2 LR:8 10
Goblin Boss (Hero) 0-1 0-1 LR:7 (free) 0
Orc Shaman 0-1 0-1 IC Wizard 12
Goblin Shaman 0 0 IC Wizard 10

Mounts
Wyvern Warboss/Orc Boss 4 3 2/0 4+ 4 HF, small, Fly, Huge , CommUnit +50
Chariot–Warboss/Orc Boss +2 +1 HCh, move 18” +5

ARMY RULES
Generals Waaagh. Once per battle the General can declare Waaagh before any orders are issued. All Orcs(all types) are Eager for this turn. All
Goblins (but not Squigs of any type or Snotlings) are Eager for this turn. Note this is an ability and not a spell.

Animosity & Quell Animosity(+9)


For Orcs and Goblins militia is used to represent animosity. Having a Black Orc unit within 6” of any Orc or Goblin unit negates the militia special
rule. Trolls retain their militia special rule, because they are just, well, “thick”. (Trolls are not an Orc or a Goblin.)

Goblin Fanatics
If the unit is forced to release their Fanatics in a Wood or Built up Area then the Fanatics get tangled up in the terrain and so have no effect on
Clash melee and are thus wasted.

Pump Wagon (7+16+4)x(Hch 1.25) / 2 (Last one round of combat) is a Heavy Scythed Chariot. (HSCh)
For 28mm figures mount on 80mm Frontage (Elephant base) and 10/15mm figures mount on 60mm frontage.
Pump Wagon have the following special rules.
1. Frenzied Charge – Must charge with 3 moves allowed.
2. Defeated enemy become disordered , before taking a Break Test.
3. Are removed at the end of one round of combat.
4. Cannot support or be supported.
5. Do not count as a Broken unit in a division when removed.

Giants. Each Giant must always be given a separate order. If you attempt to give an order to a Giant and fail then you must take a test to see what
it does. Ignore potential blunders - these are taken into account by the following rules. Roll a dice and consult the Giant Goes Wild chart.

Giant Goes Wild(-6) Chart


D6 On no! What's he doing now!
1. The Giant will neither move nor fight this turn but simply stands rooted to the spot looking dopey.
2. Move the Giant directly towards the nearest table edge. If he moves into another unit he will attack it regardless of which side it is on. If
victorious in combat the Giant will hold his ground.
3. The Giant picks up a rock, tree, abandoned cart, outhouse or whatever comes to hand and throws it at the closest unit - friend or foe -
that he can see. The object travels 5xD6” and, if it travels far enough to hit its target, strikes with 3 Attacks as Medium Artillery, worked
out in the usual way.
4. The Giant moves straight forward 6” in the direction he is facing in. If he reaches an enemy unit he will attack as normal. If he reaches a
friendly unit he will walk straight through and out the other side if there is room and he has sufficient move. If he reaches a friendly unit
and does not have sufficient move or enough room to walk all the way through then he halts on contact. A friendly unit that is walked
through or contacted in this way instantly becomes disorganised.
5. The Giant moves towards the nearest enemy unit that he can see as fast as he can. If he reaches the foe he will attack as normal. If
friends are in the way he will walk through them causing disorganised as described above.
6. The Giant gives a mighty bellow and rushes straight at the nearest enemy unit that he can see. Move the Giant 12”. If he reaches an
enemy unit, he fights by jumping up and down on the foe, furiously doubling his Attacks to 16 in the first round of combat.

GOBLIN AND ORCS SPELLS


WAAAGH! 4+ to cast, Range 18”, no LoS to friendly unit.
The shaman summons the power of the mighty Waaagh! to invigorate the Greenskins.
This spell can be cast on a friendly unit of Orc or Goblins engaged in combat; including Black Orcs, Wolf Riders, Boar Boyz and any type of Orc or
Goblin troops but not Trolls, Ogres, Giants or other non-greenskins. The spell can be cast regardless of whether the Shaman can see the target or
not. The spell lasts for the duration of the following Combat phase. The unit adds +3 to its Clash or Sustain value. Any one Commander in the unit
also adds +1 to its Clash or Sustain value

GAZE OF GORK OR MORK 5+ to cast , Range 18”, LoS to unengaged enemy unit.
Green beams of searing light shine from the eyes of the Shaman cutting in to the enemy.
This spell is cast on an enemy unit. The Wizard must be able to see his target to use this spell. The spell cannot be directed at a unit engaged in
combat. The Gaze is treated like three ordinary shooting attacks except that Morale Saves have no effect (all targets count as having no Morale
Save). Take Break Tests as with ordinary shooting.

GOTCHA! 5+ to cast, Range 18”, LoS to enemy unit.


With a mighty heave a huge green fist erupts from the the Shamans gaping mouth and strikes all within its path.
Draw an imaginary line 18” long from the Wizard's stand in any direction you wish. The line will pass through any intervening units but not beyond
terrain that would normally stop a missile shot, e.g. over the crest of a hill, more than 1” of woodland, and so forth. Each unit under the line takes
three shooting attacks worked out in the usual way., with the associated Break Tests if required. The spell can also be cast into combat as long as
the wizard has a clear line of sight to the enemy unit, only one unit can be affected this method. If the target is engaged in combat hits inflicted by
the spell are carried over into the Combat phase and count towards the combat result in the first round.

FOOT OF GORK 6+ to cast, Range 18”, no LoS to unengaged enemy unit.


A gigantic spectral green foot descends from the heavens with a mighty thunk, crushing the enemy to pulp and grinding their bones into the dirt.
This spell can be cast on any unengaged enemy unit within range regardless of whether the Shaman can see it or not. The spell cannot be cast on a
unit engaged in combat. The unit suffers 6 attacks worked out in the usual way, but does not take a Break Test (Gork's foot descends from above!).

Steve

You might also like