Professional Documents
Culture Documents
Name
Type
Mv
WS BS St To Wo In
At
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
Dispel Scroll
Talisman of Preservation
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
245
[0]
[0]
[0]
[0]
[0]
[0]
[0]
[0]
[25]
[45]
Name
Type
Mv
WS BS St To Wo In
At
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
Channeling Staff
Name
Type
Mv
WS BS St To Wo In
At
65
[0]
[0]
[0]
[0]
[0]
[0]
[0]
[0]
[15]
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
Name
At
1
5+ 6+*
; Standard Bearer
2
; Hand Weapon;
5+ 6+*
Type
Mv
315
[9]
[10]
WS BS St To Wo In
At
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
Name
Type
Mv
WS BS St To Wo In
Fanatics
Name
At
1
6+ 6+*
193
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
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
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
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
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
At
[0]
Name
Type
Mv
WS BS St To Wo In
At
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.