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Orc Marauders • 1995pts


Orc Sharman [1] - 75pts Ultra Boss [1] - 195pts Orc Mob [20] - 380pts
Orc Leader
Joined to Orc Mob
Quality 4+ Defense 5+
Quality 4+ Defense 5+ Tough Quality Defense Tough
3+ 4+ Bad Shot, Furious, 2x Mad Doctor
Bad Shot, Furious, Hero, Tough(3) Bad Shot, Furious, Hero, Tough(6)
Weapon RNG ATK AP SPE
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE 20x CCWs - A2 - -
CCW - A2 - - Ultra Great
- A6 2 Reliable 20x Pistols 12" A1 - -
Boss Pistol 12" A2 - - Weapon

Upgrade SPE
Upgrade SPE Specialist Orcs [6] - 190pts
Shaman Caster(2) Cyborg Body Regeneration
Quality 4+ Defense 5+
Battle Chief War Cry
Goblin Herd [10] - 100pts Bad Shot, Furious, Shooty

Orc Mob [20] - 420pts Weapon RNG ATK AP SPE


Quality 6+ Defense 6+
6x CCWs - A1 - -
Good Shot Quality 4+ Defense 5+
6x Blast(3),
Weapon RNG ATK AP SPE Bad Shot, Furious, 2x Mad Doctor 12" A1 -
Flamers Reliable
10x CCWs - A1 - - Weapon RNG ATK AP SPE

10x Pistols 12" A1 - - 16x CCWs - A2 - -

Upgrade SPE 20x Pistols 12" A1 - -

Goblin Herder Fearless, Shooty 4x Ultra Claws - A2 4 -

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Specialist Orcs [6] - 180pts Boss Leader [1] - 95pts Orc Bikers [3] - 170pts
Joined to Orc Bikers
Quality 4+ Defense 5+ Quality 4+ Defense 5+ Tough
Quality 3+ Defense 4+ Tough
Bad Shot, Furious, Shooty Bad Shot, Fast, Furious, Shooty, Tough(3)
Bad Shot, Furious, Hero, Tough(3)
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

6x CCWs - A1 - - Weapon RNG ATK AP SPE 3x CCWs - A2 - -


Boss Pistol 12" A2 - -
6x Rocket 3x Pistols 12" A1 - -
18" A1 2 Deadly(3)
Launchers Ultra Claw - A2 4 -
3x Twin Mini-MGs 18" A3 1 -
Upgrade SPE

Battle Chief War Cry Truck [1] - 190pts

Cyborg Body Regeneration Quality Defense Tough


4+ 2+
Fast, Impact(6), Tough(6), Transport(11)

Weapon RNG ATK AP SPE

Rocket
18" A1 2 Deadly(3)
Launcher

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Orc Marauders Army Spells Special Rules


Warpath (1): Target friendly unit within
12" gets Stealth next time it is shot at. AP: Targets get -X to Defense rolls when Impact: Gets X attacks that hit on 2+
Crackling Bolt (1): Target enemy unit blocking hits. when charging.
within 18” takes 1 hit with Blast(3). Bad Shot: This model shoots at Quality Mad Doctor: This model and its unit get
Headbang (2): Target 2 friendly units 5+. Regeneration.
within 18" get Rending next time they Blast: Each attack ignores cover and Regeneration: When taking a wound, roll
fight in melee. multiplies hits by X, but canʼt deal more one die. On a 5+ it is ignored.
Death Bolt (2): Target enemy unit hits than models in the target unit. Reliable: Attacks at Quality 2+.
within 9" takes 1 hit with AP(4) and Caster: Gets X spell tokens at the Rending: Targets get -1 to Regeneration
Deadly(3). beginning of each round, but canʼt hold rolls, and unmodified results of 6 to hit
Teleport (3): Target 2 friendly units more than 6 tokens at once. At any point count as having AP(4).
within 18" get Flying next time they before attacking, spend as many tokens Shooty: When shooting, hits from
activate. as the spellʼs value to try casting one or unmodified rolls of 6 are multiplied by 2
Psychic Vomit (3): Target enemy unit more spells (only one try per spell). Roll (only the original hit counts as a 6).
within 12" takes 6 hits with AP(2). one die, on 4+ resolve the e�ect on a Stealth: Enemies get -1 to hit rolls when
target in line of sight. This model and shooting at units where all models have
other casters within 18” in line of sight this rule from over 12" away.
may spend any number of tokens at the Tough: This model must take X wounds
same time before rolling, to give the before being killed. If a model with tough
caster +1/-1 to the roll per token. joins a unit without it, then it is removed
Deadly: Assign each wound to one last when the unit takes wounds. Note
model, and multiply it by X. Hits from that you must continue to put wounds on
Deadly must be resolved first, and these the tough model with most wounds in
wounds don't carry over to other models the unit until it is killed, before starting to
if the target is killed. put them on the next tough model
Defense: Gets +X to Defense rolls. (heroes must be assigned wounds last).
Fast: Moves +2” when using Advance, and Transport: May transport up to X models
+4” when using Rush/Charge. or Heroes with up to Tough(6), and non-

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+4” when using Rush/Charge. or Heroes with up to Tough(6), and non-


Fearless: When failing a morale test, roll Heroes with up to Tough(3) which occupy
one die. On a 4+ itʼs passed instead. 3 spaces each. Units may deploy inside or
Flying: May go through obstacles and embark by moving into contact, and may
ignores terrain e�ects when moving. use any move action to disembark, but
Furious: When charging, hits from must stay within 6” of it. When a
unmodified rolls of 6 are multiplied by 2 transport is destroyed, units inside must
(only the original hit counts as a 6). take a dangerous terrain test, are
Good Shot: This model shoots at Quality immediately Shaken, and surviving
4+. models must be placed within 6” of the
Hero: Heroes with up to Tough(6) may transport before removing it.
deploy as part of one multi-model unit War Cry: This model and its unit move
without another Hero. The hero may take +2” on Advance, and +4” on Rush/Charge.
morale tests on behalf of the unit, but
must use the unitʼs Defense until all other
models have been killed.

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