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1500 Pts - Orcs & Goblins

Name

Type

Mv

Big Boss (1 , 127 pts)


Savage Orc Big Boss

In

WS BS St To Wo In
5

At
3/5

Ld Sv WSv Mgc Cost


8

5+ 4+,
6+

127

Composition: Hero
Wild Abandon When mounted, may use two hand weapons, but Dangerous Terrain tests are
taken with -1.; Berserk Rage; Choppas; General; Size Matters - Orcs; Hand Weapon; Extra
Hand Weapon; Warpaint; Frenzy
Armour of Destiny 1 Heavy armour; 4+ Ward Save.
[50]

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Big Boss (1 , 115 pts)


Savage Orc Big Boss 1
In
4
5
3
4 5
2
3
3/4
8
6+
115
(Battle Standard Bearer) Composition: Hero
Wild Abandon When mounted, may use two hand weapons, but Dangerous Terrain tests are
taken with -1.; Berserk Rage; Choppas; Size Matters - Orcs; Hand Weapon; Warpaint; Battle
Standard Bearer; Frenzy
Standard of Discipline

1 Unit gains +1 Leadership but cannot use General's Inspiring Presence.

Name

Type

Mv

Great Shaman (1 , 305 pts)


Savage Orc Great
Shaman

In

WS BS St To Wo In
3

At
1/2

[15]

Ld Sv WSv Mgc Cost


8

4+*,
5+

305

Composition: Lord
Warpaint; Berserk Rage; Choppas; Size Matters - Orcs; Level 4 Upgrade; Hand Weapon;
Frenzy
Lucky Shrunken Head 1 Increases Warpaint save of bearer and unit to 5+, Wurrzag's save increased to 4+
Opal Amulet 1 4+ Ward Save against first wound.
Healing Potion 1 One use: At the start of the turn heals D6 wounds to the drinker.

Name

Type

Mv

WS BS St To Wo In

At

[50]
[15]
[35]

Ld Sv WSv Mgc Cost

Boyz Mob (29 , 354 pts)


Savage Orc Big'Uns

28
In
4
4
3
4 4
1
2
1/3
7
6+
Composition: Core
Animosity; Berserk Rage; Choppas; Size Matters - Orcs; Musician ; Standard Bearer
Hand Weapon; Extra Hand Weapon; Warpaint; Frenzy
Savage Orc Boss 1
In
4
4
3
4 4
1
2
2/4
7
6+
Berserk Rage; Choppas; Hand Weapon; Extra Hand Weapon; Warpaint; Frenzy

Name

Type

Mv

WS BS St To Wo In

At

1
In
4
2
3
3 3
2
3
1
5
2
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.;
Level 2
Upgrade; Hand Weapon; Fear Elves; Hatred (Dwarves)
Dispel Scroll 1 One use: Automatically dispels an enemy spell.

Name

Type

Mv

WS BS St To Wo In

Name

Type

Mv

At
1

;
[11]

Ld Sv WSv Mgc Cost

Shaman (1 , 110 pts)


Night Goblin Shaman

Night Goblin Mob (38 , 179 pts)


Night Goblins 38
In
4
2
3
3
Composition: Core
Animosity; Musician ; Standard Bearer
Hatred (Dwarves)

354

110

[25]

Ld Sv WSv Mgc Cost


5

6+

179

; Nets; Hand Weapon; Spear; Shield; Fear Elves;

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Trolls (5 , 175 pts)


Trolls

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; Regeneration; Stomp; Stupid

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175

Hand

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

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
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

Name
Mangler Squig (1 , 65 pts)
Mangler Squig

Type

Mv

WS BS St To Wo In

At

35

[0]

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
Total Cost:

1500

Option Footnotes
Extra Hand Weapon
Hand Weapon
Musician
Nets
Shield
Spear
Standard Bearer
Warpaint
Animosity

Berserk Rage
Choppas
Immune to Psychology
Regeneration
Size Matters - Orcs

Options
+1 Attack, Requires two hands.
6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.
+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.
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.
6+ Ward Save.
Special Rules
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.
Automatically passes Fear, Terror or Panic tests. May not Flee! if charged.
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.

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

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

Stomp

1 automatic hit at creature's Strength, Always Strikes Last

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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