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2000 Pts - Orcs & Goblins

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Big Boss (1 , 125 pts)


Black Orc Big Boss

1
In
4
6
3
4* 5
2
3
3*
8 3+ 5+
125
Composition: Hero
Choppas; General; Quell Animosity; Heavy Armour; Immune to Psychology; Armed to da
Teef
Enchanted Shield 1 Shield. 5+ Armour save.
[5]
Talisman of Endurance 1 5+ Ward
[30]

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Great Shaman (1 , 245 pts)


Night Goblin Great 1
In
4
2
3
3 4
3
3
1
6
4+
4
Shaman Composition: Lord
Magic Mushrooms: Roll D6 when spell is cast. Add to casting result, but does not count
towards Irresistible Force. If a 1 is rolled, roll a further D6. on a 1-3, the Shaman suffers a
wound with no saves allowed and, unless cast with Irresistible Force, spell fails.;
Level 4
Upgrade; Sneaky Stealin'; Hand Weapon; Fear Elves; Hatred (Dwarves)
Sneaky Stealin' 1 When a Spell of da Little Waaagh! has been successfully cast roll a D6. On a 5-6
you may take one of your opponent's dispel dice (if any left) and add it to your
power pool.
0. Sneaky Stabbin' 1 6+ Cast . Augment, 12" Range, target gets Armour Piercing, in addition unit may
re-roll To-Hit and To-Wound rolls if attacking in Flank or Rear
1. Vindictive Glare 1 5+ Cast . Magic Missile, 24" Range, 2D6 S3 hits

2. Gift of the Spider-god


3. Itchy Nuisance
4. Gork'll Fix It
5. Night Shroud

6. Curse of da Bad Moon

Dispel Scroll
Talisman of Preservation

10+ Cast . Can increase to 3D6 S3 hits


1 8+ Cast . Augment, 12" Range, target unit gains Poisoned Attacks, if unit has
already, increases so wounds on 5+
1 8+ Cast . Hex, 24" Range, target reduces M and I by D6, to minimum of 1, troops
with Random Movement reduce by D3, to minimum of 1D6, and I by D6
1 8+ Cast . Hex, 24" Range, target must re-roll To-Hit, To-Wound and armour save
rolls of 6
1 9+ Cast . Augment, targets Shaman and his unit, counts as being in soft cover, if
charged enemy takes Dangerous Terrain test
15+ Cast . Can give 12" Range, effecting all units in range
1 15+ Cast . Magical Vortex, small round template, nominate direction and move
4D6", subsequently moving 3D6" in random direction. All models touched must
pass characteristic test or takes a wound with no armour save allowed. Roll before
moving template: 1-2- S, 3-4- T, 5-6- I
25+ Cast . Can upgrade to large round template and choose characteristic
1 Once per battle, automatically dispels an enemy spell.
1 4+ Ward save

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[25]
[45]

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Shaman (1 , 65 pts)
Night Goblin Shaman

1
In
4
2
3
3 3
2
3
1
5
1
Composition: Hero
Magic Mushrooms: Roll D6 when spell is cast. Add to casting result, but does not count
towards Irresistible Force. If a 1 is rolled, roll a further D6. on a 1-3, the Shaman suffers a
wound with no saves allowed and, unless cast with Irresistible Force, spell fails.;
Sneaky
Stealin'; Hand Weapon; Fear Elves; Hatred (Dwarves)
Sneaky Stealin' 1 When a Spell of da Little Waaagh! has been successfully cast roll a D6. On a 5-6
you may take one of your opponent's dispel dice (if any left) and add it to your
power pool.
0. Sneaky Stabbin' 1 6+ Cast . Augment, 12" Range, target gets Armour Piercing, in addition unit may
re-roll To-Hit and To-Wound rolls if attacking in Flank or Rear
1. Vindictive Glare 1 5+ Cast . Magic Missile, 24" Range, 2D6 S3 hits

2. Gift of the Spider-god


3. Itchy Nuisance
4. Gork'll Fix It
5. Night Shroud

6. Curse of da Bad Moon

Channeling Staff

Name

10+ Cast . Can increase to 3D6 S3 hits


1 8+ Cast . Augment, 12" Range, target unit gains Poisoned Attacks, if unit has
already, increases so wounds on 5+
1 8+ Cast . Hex, 24" Range, target reduces M and I by D6, to minimum of 1, troops
with Random Movement reduce by D3, to minimum of 1D6, and I by D6
1 8+ Cast . Hex, 24" Range, target must re-roll To-Hit, To-Wound and armour save
rolls of 6
1 9+ Cast . Augment, targets Shaman and his unit, counts as being in soft cover, if
charged enemy takes Dangerous Terrain test
15+ Cast . Can give 12" Range, effecting all units in range
1 15+ Cast . Magical Vortex, small round template, nominate direction and move
4D6", subsequently moving 3D6" in random direction. All models touched must
pass characteristic test or takes a wound with no armour save allowed. Roll before
moving template: 1-2- S, 3-4- T, 5-6- I
25+ Cast . Can upgrade to large round template and choose characteristic
1 +1 to channeling attempts

Type

Mv

WS BS St To Wo In

At

65

[0]

[0]
[0]

[0]
[0]
[0]
[0]

[0]

[15]

Ld Sv WSv Mgc Cost

Arachnarok Spider (9 , 290 pts)


Arachnarok Spider

1
Mo
7
4
5 6
8
4
8
- 4+
290
Composition: Rare
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.; 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

Name

Type

Mv

WS BS St To Wo In

Boyz Mob (30 , 315 pts)


Orc Big'Uns 29
In
4
4
3
4 4
1
Composition: Core
Animosity; Choppas; Size Matters - Orcs; Musician
Light Armour; Shield
Orc Boss 1
In
4
4
3
4 4
1
Choppas; Hand Weapon; Light Armour; Shield

Banner of Eternal Flame

Name

At
1

Ld Sv WSv Mgc Cost


7

5+ 6+*

; Standard Bearer
2

; Hand Weapon;

5+ 6+*

1 Unit has flaming attacks

Type

Mv

315

[9]

[10]

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Black Orcs (24 , 347 pts)


Black Orcs 23
In
4
4
3
4* 4
1
2
1*
8 4+ 6+*
347
Composition: Special
Choppas; Musician ; Standard Bearer ; Hand Weapon; Heavy Armour; Shield; Immune to
Psychology; Armed to da Teef
Black Orc Boss 1
In
4
5
3
4* 4
1
2
2*
8 4+ 6+*
[13]
Choppas; Hand Weapon; Heavy Armour; Shield; Armed to da Teef

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Name

Type

Mv

WS BS St To Wo In

Night Goblin Mob (32 , 193 pts)


Night Goblins 30
In
4
2
3
3
Composition: Core
Animosity; Musician ; Standard Bearer
(Dwarves)
Night Goblin Boss 1
In
4
2
3
3
Hand Weapon; Shield

Fanatics

Name

At
1

Ld Sv WSv Mgc Cost


5

6+ 6+*

193

; Nets; Hand Weapon; Shield; Fear Elves; Hatred


3

6+ 6+*

[3]

1
Uq
2D6
5 3
1
3
D6 10 [25]
Immune to Psychology
Cannot be charged. Release the Fanatics: When unit concealing are within 8" of enemy release
fanatics 2D6" in any direction. Further Movement: 2D6 in random direction. Splat: When
moving through a unit, inflict D6 S5 armour piercing hits. Remove fanatic when: contacting
any terrain, roll double for movement (except on release), unit ends move over (unit takes D6
S5 AP hits)

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Trolls (5 , 175 pts)


Trolls

Name
Mangler Squig (1 , 65 pts)
Mangler Squig

Name
Mangler Squig (1 , 65 pts)
Mangler Squig

Name

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

Type

Mv

WS BS St To Wo In

At

175

Hand

Ld Sv WSv Mgc Cost

1
Uq
3D6
6 4
3
3
*
3
65
Composition: Rare
Random Movement (3D6)
Ker-splat: If move brings them into contact with unit, move through placing 1" beyond unit.
Inflicts 2D6 S6 Armour Piercing hits.
Gone Crazy : Once a Ker-splat attack is made, they move in a random direction in the
Compulsory Move phase.
Force of Total Destruction : Cannot be charged. Any unit moving into contact takes 2D6 S6
hits, and a further D6 S6 hits. Mangler Squig removed, and unit can continue move. Count as
in soft cover when targeted with shooting attacks.
Completely Out of Control : Removed when they contact another Mangler Squig, roll triple
for movement, or a unit moves into contact.
Watch Out!: Take Dangerous Terrain test when moving over Forests, Marshland, Obstacles or
Mystical Monuments. If movement would take them into contact with a Building, Impassable
Terrain or off table, take Dangerous Terrain test and stop 1" short.;
Immune to Psychology

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

1
Uq
3D6
6 4
3
3
*
3
65
Composition: Rare
Random Movement (3D6)
Ker-splat: If move brings them into contact with unit, move through placing 1" beyond unit.
Inflicts 2D6 S6 Armour Piercing hits.
Gone Crazy : Once a Ker-splat attack is made, they move in a random direction in the
Compulsory Move phase.
Force of Total Destruction : Cannot be charged. Any unit moving into contact takes 2D6 S6
hits, and a further D6 S6 hits. Mangler Squig removed, and unit can continue move. Count as
in soft cover when targeted with shooting attacks.
Completely Out of Control : Removed when they contact another Mangler Squig, roll triple
for movement, or a unit moves into contact.
Watch Out!: Take Dangerous Terrain test when moving over Forests, Marshland, Obstacles or
Mystical Monuments. If movement would take them into contact with a Building, Impassable
Terrain or off table, take Dangerous Terrain test and stop 1" short.;
Immune to Psychology

Type

Mv

WS BS St To Wo In

Shooty Things (4 , 80 pts)


Goblin Doom Diver 1
WM
7
3
Catapult Composition: Rare
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

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At

Ld Sv WSv Mgc Cost


80

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[0]

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Shooty Things (4 , 35 pts)


Goblin Spear Chukka

1
WM
7
3
Composition: Special
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:

2000

Option Footnotes
Armed to da Teef
Hand Weapon
Heavy Armour
Light Armour
Musician
Nets
Shield
Short Bow
Spear
Standard Bearer
Choppas
Quell Animosity
Regenerate
Size Matters - Orcs
Stomp
Swiftstride
Thunder Stomp

Options
The Black Orc can count as having two choppas, a Great Weapon, or a single Choppa, chosen at the start of
each combat.
6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.
5+ Armour save.
6+ Armour save.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift
Reform.
Roll a D6 at the start of each close combat phase - on a 2-6, choose an enemy unit to net, which receives -1
to strength until the end of the phase. On a 1 the goblins net themselves, and suffer -1 strength instead.
+1 Armour save bonus.
18" Range, Strength 3. Volley Fire
Fight in Extra Rank (does not apply if charging); +1 Strength when mounted and charging.
+1 to Combat Resolution; Standard can be captured if unit Flees.
Special
+1S in first round of each combat.
If the Black Orc's unit fails an Animosity test, the unit takes D6 S5 hits and counts as passing instead.
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

Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.

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

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