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2500 Pts - Orcs & Goblins - Wurrzag w.

Arachnorok and Giant


Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Wurrzag, Great Shaman (1 , 350 pts)


Wurrzag Da Great Green 1
In
4
3
3
4* 5
3
2
1/2
8
5+
4
Prophet Warpaint; Berserk Rage; Choppas; General; Size Matters - Orcs; Power of Da Waaagh!;
Frenzy

Baleful Mask
Bonewood Staff
Squiggly Beast

Spells of the Big Waaagh


Power of Da Waaagh!

7. Wurrzag's Revenge

Name
Shaman (1 , 155 pts)
Savage Orc Shaman

Lucky Shrunken Head

Name
Big Boss (2 , 103 pts)
Night Goblin Big Boss

350

1 Bound spell (power level 3). Vindictive Gaze.


1 Magic Resistance (3). Re-roll Miscast results.
1 At end of either player's Magic phase, may store 1 unused dice from your pool.
At start of next Magic phase, may add to your Power or Dispel pool as
appropriate.
1 Must choose spells from Spells of the Big Waaagh
1 If a Spell of da Big Waaagh! has a Strength value or grants a Strength bonus, that
value or bonus is increased by +1 as long as there are more friendly units in
combat than there are fleeing.
1 Hex.
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.

Type

Mv

WS BS St To Wo In

At

[0]
[0]
[0]

[0]
[0]

[0]

Ld Sv WSv Mgc Cost

1
In
4
3
3
3* 4
2
2
1/2
7
5+
2
Warpaint; Berserk Rage; Choppas; Size Matters - Orcs; Level 2 Upgrade; Hand Weapon;
Frenzy

155

1 Increases Warpaint save of bearer and unit to 5+, Wurrzag's save increased to 4+

Type

Mv

WS BS St To Wo In

At

[50]

Ld Sv WSv Mgc Cost

1
MC
4
4
3
4* 4
3
4
3
6 4+ 6+
103
Hand Weapon; Short Bow; Spear; Light Armour; Shield; Fear Elves; Hatred (Dwarves); Volley
Fire

Great Cave Squig

1
3D6
4
5
3
3
3
[0]
Extra Boingy: Gains Impact Hits (1) if you roll three 6s. Loners: May only join Squig
Hopper units. Supreme Bounder: May re-roll Random Movement as long as character still
alive. If in unit, re-roll for whole unit.; Hatred (Dwarves); Stomp; Swiftstride
Talisman of Protection 1 6+ Ward Save.
[15]

Name
Boyz Mob (31 , 361 pts)
Savage Orc Big'Uns

Name
Boyz Mob (10 , 110 pts)
Savage Orc Boyz

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

31
In
4
4
3
4* 4
1
2
1/3
7
6+
Animosity; Berserk Rage; Choppas; Size Matters - Orcs; Musician ; Standard Bearer
Hand Weapon; Extra Hand Weapon; Warpaint; Frenzy

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

10
In
4
3
3
3* 4
1
2
1/3
7
6+
Animosity; Berserk Rage; Choppas; Size Matters - Orcs; Musician ; Standard Bearer
Hand Weapon; Extra Hand Weapon; Warpaint; Frenzy

Type

Mv

WS BS St To Wo In

At

110

Ld Sv WSv Mgc Cost

Big Boss (2 , 154 pts)


Goblin Big Boss (Battle 1
MC
4
4
3 4/6 4
3
3
3
7 3+ 4+
Standard Bearer) Always Strikes Last; Hand Weapon; Great Weapon; Battle Standard Bearer; Fear Elves

Gigantic Spider

1
7
3
4
4
3
7
Forest Strider; Obstacle Strider; Cause Fear
Creeping Assault: Do not have to dismount to assault building. May not garrison.;
Attacks; Stomp; Swiftstride
Armour of Destiny 1 Heavy armour; 4+ Ward Save.

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361

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154

[0]

Poisoned
[50]

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Trolls (12 , 420 pts)


Trolls 12
MI
6
3
1
5 4
3
1
3
4
Vomit Attack Instead of normal attacks, causes one S5 hit with no armour save;
Weapon; Causes Fear; Immune to Psychology; Regeneration; Stomp; Stupid

Name
Boyz Mob (15 , 155 pts)
Savage Orc Boyz

Name

Type

Mv

WS BS St To Wo In

At

420

Hand

Ld Sv WSv Mgc Cost

15
In
4
3
3
3* 4
1
2
1/2
7
6+
Animosity; Berserk Rage; Choppas; Size Matters - Orcs; Musician ; Standard Bearer
Hand Weapon; Bow; Warpaint; Frenzy; Volley Fire

Type

Mv

WS BS St To Wo In

At

155

Ld Sv WSv Mgc Cost

Arachnarok Spider (9 , 320 pts)


Arachnarok Spider

1
Mo
7
4
5 6
8
4
8
- 4+
320
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.; Flinger; Forest Goblin Crew; Causes Terror; Immune to Psychology; Large Target;
Poisoned Attacks; Stubborn; Swiftstride; Thunder Stomp
Forest Goblin Crew 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

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Giant (1 , 220 pts)


Giant

Name

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

Type

Mv

WS BS St To Wo In

Shooty Things (4 , 80 pts)


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

Name

Type

Mv

At

Ld Sv WSv Mgc Cost


80

WS BS St To Wo In

At

[0]

Ld Sv WSv Mgc Cost

Shooty Things (4 , 35 pts)


Goblin Spear Chukka

1
WM
7
3
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

Name

Type

Mv

WS BS St To Wo In

At

35

[0]

Ld Sv WSv Mgc Cost

Shooty Things (4 , 35 pts)


Goblin Spear Chukka

1
WM
7
3
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

35

[0]
Total Cost:

2498

Option Footnotes
Bow
Extra Hand Weapon
Flinger
Great Weapon
Hand Weapon
Light Armour
Musician

Options
24" Range, Strength 3, Volley Fire.
+1 Attack, Requires two hands.
Range 12-48", S1(3), Multiple Wounds (D3), Stone Thrower, may fire if moved (but not marched), any unit
hit has Always Strikes Last rule until end of it's next turn, if Misfire just misses this turn.
+2 Strength, Always Strikes Last. Two-handed.
6+ Parry Save in Close Combat and on foot while fighting with a shield vs. models to the front.
6+ armour save.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift
Reform.

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Shield
Short Bow
Spear
Standard Bearer
Warpaint
Giant Special Attacks

Always Strikes Last


Animosity

Berserk Rage
Choppas
Fall Over

Immune to Psychology

+1 armour save bonus.


18" Range, Strength 3, Volley Fire.
+1 Strength when charging.
+1 to Combat Resolution, Standard can be captured if unit Flees.
6+ Ward Save.
Roster Notes
Giant fighting big things (Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts, Chariots, and
Monsters):
1) Yell and Bawl
2-4) Thump with Club
5-6) 'Eadbutt
Giant fighting anyone smaller than above :
1) Yell and Bawl
2) Jump Up And Down
3) Pick Up And...
4-6) Swing With Club
Yell and Bawl :
Neither the giant nor any models in contact fight if they haven't already, but the giant wins the combat by 2.
Jump Up And Down :
Test to fall over. If the giant stays on his feet, he inflicts 2D6 S6 hits, allocated like shooting hits. The giant
will continue to Jump Up And Down until he falls over or the combat ends.
Swing With Club :
Causes D6 Strength 6 hits, allocated as if from shooting.
Thump With Club :
Target must take an Initiative test, or take 2D6 wounds with no armour save. On a double, the giants club
embeds itself in the ground and he cannot attack next round (unless the combat ends before then).
'Eadbutt:
Causes 1 wound with no armour saves. If the target is not slain, he loses his next set of close combat attacks.
Pick Up And... :
Pick a model in base contact. The model may make 1 attack, if he hits and wounds nothing further happens.
Otherwise, roll a D6:
1) Stuff into bag - the model is considered dead unless the giant is slain, at which point he is released from
the bag.
2) Throw back into combat - The victim takes 1 wound with no saves, and his unit takes D6 Strength 3 hits.
3) Hurl - The victim takes 1 wound with no saves, and is thrown into a random unit within 12", which takes
D6 Strength 3 hits. (If none, treat this as 'throw back into combat'.)
4) Squash - The victim dies.
5) Eat - The victim dies.
6) Pick Another - Treat this as 'stuff into bag', then the giant tries to pick up another model.
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.
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.

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Regeneration
Size Matters - Orcs
Stomp
Swiftstride
Thunder Stomp
Volley Fire

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.

Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.

Download it for FREE at http://www.wolflair.com!

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