Professional Documents
Culture Documents
HCF FB ORC & GOBLIN ARMY WFB Style-13c
HCF FB ORC & GOBLIN ARMY WFB Style-13c
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.
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.
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.
Steve