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2500 Pts - Orcs & Goblins - Git Zik's Horde

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Warboss (1 , 112 pts)


Goblin Warboss

1
In
4
5
3 4/6 4
3
4
4
8 5+ 6+*
112
Composition: Lord
Always Strikes Last; General; Hand Weapon; Great Weapon; Light Armour; Shield; Fear
Elves
Crown of Command 1 Wearer is Stubborn.
[35]

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Big Boss (1 , 78 pts)


Night Goblin Big 1
In
4
4
3 4/6 4
2
4
3
6 5+ 6+*
78
Boss (Battle Standard Composition: Hero
Bearer) Always Strikes Last; Hand Weapon; Great Weapon; Light Armour; Shield; Battle Standard
Bearer; Fear Elves; Hatred (Dwarves)
Standard of Discipline 1 Unit gains +1 Leadership but cannot use General's Inspiring Presence.
[15]

Name
Shaman (1 , 115 pts)
Night Goblin Shaman

Sneaky Stealin'

0. Sneaky Stabbin'

1. Vindictive Glare

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
Ironcurse Icon

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

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; Sneaky Stealin'; Hand Weapon; Fear Elves; Hatred (Dwarves)
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.
1 Augment.
6+ Cast . 12" Range, target gets Armour Piercing, in addition unit may re-roll ToHit and To-Wound rolls if attacking in Flank or Rear
1 Magic Missile .
5+ Cast . 24" Range, 2D6 S3 hits
10+ Cast . Can increase to 3D6 S3 hits
1 Augment.
8+ Cast . 12" Range, target unit gains Poisoned Attacks, if unit has already,
increases so wounds on 5+
1 Hex.
8+ Cast . 24" Range, Target reduces Mv and In by D6, to minimum of 1, troops
with Random Movement reduce by D3, to minimum of 1D6, and In by D6
1 Hex.
8+ Cast . 24" Range, Target must re-roll To Hit, To Wound and armour save rolls
of 6
1 Augment.
9+ Cast . 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 Vortex.
15+ Cast . 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) Strength, (3-4) Toughness, (5-6) Initiative
25+ Cast . Can upgrade to large round template and choose characteristic
1 One use: Automatically dispels an enemy spell.
1 Character and unit gain 6+ Ward Save against war machines.

Type

Mv

WS BS St To Wo In

At

115

[0]

[0]

[0]

[0]

[0]

[0]

[0]

[0]

[25]
[5]

Ld Sv WSv Mgc Cost

Goblin Mob (26 , 142 pts)


Goblins 23
In
4
2
3
3 3
1
2
1
6 5+ 6+*
142
Composition: Core
Animosity; Musician ; Standard Bearer ; Hand Weapon; Short Bow; Light Armour; Shield;
Fear Elves; Volley Fire
Nasty Skulkers 3
Uq
4
2
3
3 3
1
2
2/3
6 6+
[30]
Concealed: Can be revealed art start of unit's first round of Close Combat. Place them
following rules for characters joining units. Surprise!: Have Killing Blow on turn they are
revealed.; Always Strike First; Hand Weapon; Extra Hand Weapon; Light Armour

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

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

Name
Warboss (2 , 208 pts)
Goblin Warboss

Type

Mv

WS BS St To Wo In

1
MC
4
5
3
Composition: Lord
Hand Weapon; Shield; Fear Elves

At
4

Ld Sv WSv Mgc Cost


8

2+

4+

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
Sword of Striking 1 Bearer has +1 To Hit enemies in Close Combat.
Armour of Destiny 1 Heavy armour; 4+ Ward Save.
Dawnstone 1 Re-roll failed armour saves.

208

Gigantic Spider

Name
Great Shaman (1 , 300 pts)
Orc Great Shaman

Power of Da Waaagh!

0. Gaze of Mork

1. Brain Bursta

2. Fists of Gork
3. The Hand of Gork

4. 'Eadbutt

5. 'Ere We Go!

6. Foot of Gork

Book of Ashur
Talisman of Endurance

Name

Type

Mv

WS BS St To Wo In

At

[0]

Poisoned

Ld Sv WSv Mgc Cost

1
In
4
3
3
4 5
3
2
1
8
5+
4
Composition: Lord
Choppas; Size Matters - Orcs; Level 4 Upgrade; Power of Da Waaagh!; Hand Weapon

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 Direct Damage .
7+ Cast . Extend line 4D6" from base, any model touched suffers a S4 hit.
10+ Cast . Can extend to 8D6"
1 Direct Damage .
6+ Cast . 18" Range. Can target one model, even in a unit. Causes 1 S5 hit, no
armour save.
9+ Cast . Can extend to 36" Range
1 Augment.
8+ Cast . Shaman that cast has +3A, +3S and a 6+ Ward Save
1 Augment.
9+ Cast . 24" Range, Move unengaged friendly unit 3D6"
14+ Cast . Can extend to 5D6"
1 Direct Damage .
9+ Cast . 4D6" Range, Wizard within range suffers S4 hit with Multiple Wounds
(D3) and no armour saves
12+ Cast . Can extend to 8D6" Range
1 Augment.
11+ Cast . 2D6" Range, all Orc units may re-roll To-Hit rolls in close combat
until caster's next magic phase
1 Direct Damage .
15+ Cast . Place template within 36", scatters D6" - all models hit suffer a S6 hit
with Multiple Wounds (D3)
18+ Cast . Resolve spell as above then
roll D6:
1- Opponent places template, resolve then spell ends
2-3- Spell ends
4-6- Place template on enemy unit (can be same), resolve then roll again on this
chart
1 +1 to cast and dispel.
1 5+ Ward Save.

Type

Mv

WS BS St To Wo In

At

[15]
[50]
[25]

300

[0]

[0]

[0]

[0]
[0]

[0]

[0]

[0]

[70]
[30]

Ld Sv WSv Mgc Cost

Pump Wagon (1 , 75 pts)


Snotling Pump Wagon

1
Ch
2D6
4/5 4
3
6+
75
Composition: Rare
Random Movement (2D6), Impact Hits (2D6), Unbreakable, Unstable.
Pump Harder Ladz!: Roll 3D6 for Random Movement.
Too Pumped Up : If you roll two or more 1s, re-roll Random Movement (including extra dice
for 'pumping harder' if you used rule) and move in random direction. If you roll two 1s,
remove model. If you hit friendly unit, causes 2D6 Impact Hits.;
Explodin' Spores; Giant
Explodin' Spores; Spiky Roller
Snotling Crew 0
2
2
3
5
4
[0]

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

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

Name

Type

Mv

WS BS St To Wo In

Boyz Mob (40 , 430 pts)


Orc Big'Uns 39
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
War Banner 1 +1 Combat Resolution.

Name

Type

Mv

At
1

Ld Sv WSv Mgc Cost


7

5+ 6+*

; Standard Bearer
2

WS BS St To Wo In

430

; Hand Weapon;

5+ 6+*

[9]
[35]

At

Ld Sv WSv Mgc Cost

Boyz Mob (20 , 215 pts)


Savage Orc Boyz

19
In
4
3
3
3 4
1
2
1/2
7
6+
Composition: Core
Animosity; Berserk Rage; Choppas; Size Matters - Orcs; Musician ; Standard Bearer
Hand Weapon; Bow; Warpaint; Frenzy; Volley Fire
Savage Orc Boss 1
In
4
4
3
4 4
1
2
2/3
7
6+
Berserk Rage; Choppas; Hand Weapon; Bow; Warpaint; Frenzy; Volley Fire

Name
Big Boss (36 , 255 pts)
Goblin Big Boss

Type

Mv

WS BS St To Wo In

At

215

;
[9]

Ld Sv WSv Mgc Cost

1
In
4
4
3 4/6 4
2
3
3
7 6+
Composition: Hero
Always Strikes Last; Hand Weapon; Great Weapon; Light Armour; Fear Elves

41

Night Goblins

33
In
4
2
3
3 3
1
3
1
5 6+
214
Composition: Core
Animosity; Musician ; Standard Bearer ; Nets; Hand Weapon; Spear; Shield; Fear Elves;
Hatred (Dwarves)
Fanatics 2
Uq
2D6
5 3
1
3
D6 10 [50]
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)

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Wolf Rider Mob (5 , 65 pts)


Goblin Wolf Riders

5
Ca
4
2
3
3 3
1
2
1
6 5+
Composition: Core
Animosity; Musician ; Hand Weapon; Spear; Light Armour; Fast Cavalry; Fear Elves;
Vanguard
Giant Wolf 5
WB
9
3
3 3
1
3
1
3
Swiftstride

Name

Type

Mv

WS BS St To Wo In

At

5
Ca
4
2
3
3 3
1
2
1
6 5+
Composition: Core
Animosity; Musician ; Hand Weapon; Spear; Light Armour; Fast Cavalry; Fear Elves;
Vanguard
Giant Wolf 5
WB
9
3
3 3
1
3
1
3
Swiftstride

Type

Mv

WS BS St To Wo In

At

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

65

[0]

Ld Sv WSv Mgc Cost

Shooty Things (5 , 95 pts)


Goblin Rock Lobber

1
WM
7
4
Composition: Rare
See rulebook p114 for Stone Thrower rules
12-60", S3(9), Multiple Wounds (D6); Stone Thrower
Orc Bully 1
4
3
3
3 4
1
2
1
Choppas; Size Matters - Orcs; Hand Weapon; Light Armour
Goblin Crew 3
4
2
3
3 3
1
2
1
Hand Weapon; Fear Elves

[0]

Ld Sv WSv Mgc Cost

Wolf Rider Mob (5 , 65 pts)


Goblin Wolf Riders

Name

65

95

6+

[10]

[0]

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

Name

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

Name

Type

Mv

At

Ld Sv WSv Mgc Cost


80

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Shooty Things (5 , 45 pts)


Goblin Spear Chukka

1
WM
7
4
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.
Orc Bully 1
4
3
3
3 4
1
2
1
7
Choppas; Size Matters - Orcs; Hand Weapon; Light Armour
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

45

6+

[10]

[0]

Ld Sv WSv Mgc Cost

Shooty Things (5 , 45 pts)


Goblin Spear Chukka

1
WM
7
4
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.
Orc Bully 1
4
3
3
3 4
1
2
1
7
Choppas; Size Matters - Orcs; Hand Weapon; Light Armour
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

45

6+

[10]

[0]

Ld Sv WSv Mgc Cost

Shooty Things (5 , 45 pts)


Goblin Spear Chukka

1
WM
7
4
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.
Orc Bully 1
4
3
3
3 4
1
2
1
7
Choppas; Size Matters - Orcs; Hand Weapon; Light Armour
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

[0]

45

6+

[10]

[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

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

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

Name
Mangler Squig (1 , 65 pts)
Mangler Squig

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
Total Cost:

2500

Option Footnotes
Bow
Explodin' Spores
Extra Hand Weapon
Giant Explodin' Spores
Great Weapon
Hand Weapon
Light Armour
Musician
Nets
Shield
Short Bow
Spear
Spiky Roller
Standard Bearer
Warpaint
Always Strike First
Always Strikes Last
Animosity

Berserk Rage
Choppas
Immune to Psychology
Size Matters - Orcs
Stomp
Swiftstride
Volley Fire

Options
24" Range, Strength 3, Volley Fire.
Base can make single shooting attack, and stand and shoot reaction. Throwing weapon, hits automatically, no
armour saves allowed.
+1 Attack, Requires two hands.
First set of Impact Hits inflicted in game ignores armour saves.
+2 Strength, Always Strikes Last. Two-handed.
6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.
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.
Impact Hits have +1S
+1 to Combat Resolution, Standard can be captured if unit Flees.
6+ Ward Save.
Special Rules
Always Strikes First regardless of Initiative. If Initiative is equal to or higher than enemy's, re-roll misses in
Close Combat.
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.
Automatically passes Fear, Terror or Panic tests. May not Flee! if charged.
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.
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) 1997-2012 Lone Wolf Development, Inc. All rights reserved.

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

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