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1500 Pts - Orcs & Goblins - Grimgors Little Waaagh

Name
Grimgor Ironhide (16 , 555 pts)
Grimgor Ironhide

Type

WS BS

Ld

AS

WSv Mgc Cost

1
In
4
8
1 5+*/7+* 5
3
5
5
9
1+
5+
General; Choppas; Da Immortulz; Hatred (Everybody!); Immune to Psychology; Waaagh!

355

Gitsnik

1 Magic Weapon. +2 Strength, Always Strikes First.


[0]
Always Strikes First
Blood-Forged Armour 1 Magic Armour. Grants a 1+ armour save and a 5+ ward save
[0]
Da Immortulz 15
In
4
5
3
4+*
4
1
2
1+*
8
5+
200
Musician ; Standard Bearer ; A huge array of weapons; Heavy Armour; Armed to da Teef; Choppas;
Hatred (Everybody!); Immune to Psychology

Name
Goblin Big Boss (2 , 156 pts)
Goblin Big Boss

Armour of Destiny
Gigantic Spider

Name
Savage Orc Shaman (1 , 120 pts)
Savage Orc Shaman

Lucky Shrunken Head

Name
Savage Orcs (23 , 288 pts)
Savage Orc Big 'Uns

Savage Orc Boss

Name
Night Goblin Shaman (1 , 80 pts)
Night Goblin Shaman

Dispel Scroll
Ironcurse Icon

Name
Doom Diver Catapult (4 , 80 pts)
Doom Diver Catapult
Goblin Crew

Name
Goblin Rock Lobber (4 , 85 pts)
Goblin Rock Lobber

Goblin Crew

Type

WS BS

Ld

AS

WSv Mgc Cost

1
MC
4
4
3
4/6
4
2
3
3
7
2+
4+
Battle Standard Bearer ; Hand Weapon; Great Weapon; Shield; Fear Elves; Always Strikes Last

156

1 Heavy armour. Grants a 4+ ward save.


1
7
3
4
4
3
4
3
7
Creeping Assault; Fast Cavalry; Fear; Forest Strider; Obstacle Strider; Poisoned Attacks; Stomp;
Swiftstride; Thick-skinned; Vanguard; Wall-crawler

[50]
[40]

Type

WS BS

Ld

AS

WSv Mgc Cost

1
In
4
3
3
3+*
4
2
2
1/2
7
5+
1
120
Level 1 Wizard; Hand Weapon; Choppas; Extra Attack; Frenzy; Immune to Psychology; Size Matters;
Warpaint
1 Increases the Warpaint save of the bearer and any unit he joins by +1.

Type

WS BS

[50]

Ld

AS

WSv Mgc Cost

22
In
4
4
3
4+*
4
1
2
1/3
7
6+
288
Musician ; Standard Bearer ; Hand Weapon; Additional Hand Weapon; Animosity; Choppas; Extra
Attack; Frenzy; Immune to Psychology; Size Matters; Warpaint; Extra Attack
1
In
4
4
3
4+*
4
1
2
2/4
7
6+
Hand Weapon; Additional Hand Weapon; Animosity; Choppas; Extra Attack; Frenzy; Immune to
Psychology; Size Matters; Warpaint; Extra Attack

Type

WS BS

Ld

AS

1
In
4
2
3
3
3
2
3
1
5
Level 1 Wizard; Hand Weapon; Magic Mushrooms; Fear Elves; Hatred (Dwarfs)

WSv Mgc Cost


(6+)

1 One use only. Read instead of attempting to dispel. Automatically dispels an enemy spell.
1 Character and unit gain a 6+ ward save against war machines.

Type

WS BS

Ld

1
WM
Doom Diver Catapult; Fear Elves
3
4
2
Hand Weapon; Fear Elves

Type

WS BS

1
WM
Fear Elves; Multiple Wounds (D6)

3
4
2
Hand Weapon; Fear Elves

Created with Army Builder - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved.

Ld

AS

[26]

80

[25]
[5]

WSv Mgc Cost


80
[0]

AS

WSv Mgc Cost


85

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[0]

Name

Type

WS BS

Ld

AS

WSv Mgc Cost

Savage Orcs (10 , 100 pts)


Savage Orcs 10
In
4
3
3
3+*
4
1
2
1/2
7
6+
100
Musician ; Hand Weapon; Bow; Animosity; Choppas; Extra Attack; Frenzy; Immune to Psychology;
Size Matters; Warpaint; Volley Fire

Name
Goblin Spear Chukka (4 , 35 pts)
Goblin Spear Chukka

Goblin Crew

Type

WS BS

1
WM
7
Fear Elves; Slipshod; Multiple Wounds (D3)

3
4
2
Hand Weapon; Fear Elves

Ld

AS

WSv Mgc Cost


35

[0]
Total Cost:

1499

Option Footnotes
A huge array of weapons
Additional Hand Weapon
Battle Standard Bearer
Bow
General
Great Weapon
Hand Weapon
Heavy Armour
Level 1 Wizard
Magic Mushrooms

Musician
Shield
Standard Bearer
Always Strikes First

Animosity

Armed to da Teef

Choppas
Creeping Assault
Da Immortulz
Doom Diver Catapult

Extra Attack
Fast Cavalry

Fear

Fear Elves
Forest Strider

Options
See the Armed to da Teef special rule.
(Foot) Extra Attack, Requires Two Hands.
Hold your Ground! : If not fleeing, friendly models within 12" may re-roll failed Leadership tests.
Range 24", Strength 3, Volley Fire.
Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.
+2 Strength, Always Strikes Last, Requires Two Hands.
6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.
5+ armour save.
Can channel Power and Dispel dice. Adds +1 to all attempts to cast and dispel. Knows 1 spell.
Each time a Night Goblin Shaman attempts to cast a spell, after the casting dice have been rolled, they must add +D6
to the casting result. This dice does not count as a power dice, and cannot contribute to Irresistible Force. However, if
your roll a 1 on this dice, you must roll a further D6. On a roll of 1-3 the Shaman suffers a Wound with no armour
saves allowed, and unless it was cast with Irresistible Force, the spell automatically fails.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.
+1 armour save bonus.
+1 to Combat Resolution, Standard can be captured if unit Flees.
Special Rules
A model with this special rule always strikes first in close combat regardless of Initiative.
In addition, if the model's Initiative is equal to or higher than his enemy's, he can re-roll misses when striking in
close combat.
If the model's enemy has this rule too, the Attacks are made simultaneously, and neither model benefits from the rerolls normally granted by this rule.
Every units subject to Animosity must take an Animosity test in the Start of Turn sub-phase, during each of your
turns, with the following restrictions:
Units only test if they contain at least 5 models.
Units engaged in close combat don't test.
Units garrisoning a building don't test.
Units fleeing or currently off the battlefield don't test.
To test, roll a D6. On a dice roll of a 1, the unit has failed its Animosity test and must roll on the Animosity table.
Characters joining a unit, and mounts, are subject to the same result of that unit's Animosity test.
At the start of each combat a unit of Black Orcs can choose to fight either with a single hand weapon (in case they
have shields), two hand weapons, or with a great weapon. If a Black Orc character has a magic weapon, he loses the
benefit of this special rule.
Models with this rule gain +1 Strength in the first round of each combat.
You must upgrade one of your Black Orcs unit to Da Immortulz. A unit upgraded this way has an additional +1
Weapon Skill. Grimgor must set up with this unit and may not leave it. No other character may join the unit.
The Doom Diver Catapult fires as a stone thrower, but no template is used. Instead, place the flying Doom Diver
Goblin model on the target point, and then roll for scatter as normal. After doing this, you may roll a D6 and move
the Doom Diver Goblin model by that many inches in any direction. If any units are touched by the Doom Diver's
base, then each must take D6 Strength 5 hits with no armour saves allowed.
Grants +1 Attack.
Grants Vanguard. Moreover, a Fast cavalry unit is allowed to reform as many times at it wishes during its move, can
move and shoot during the turn it rallies after having fled as a charge reaction, and can shoot during a turn in which
it marched or reformed. If a Fast Cavalry unit is joined by a character without this rule, the unit loses the rule until
the character leaves.
Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed, their
Weapon Skill is reduced to 1 for that round of Combat.
Models that cause fear are themselves immune to Fear, and treat Terror-causing models as causing Fear instead.
Elves cause Fear in units of Goblins and Night Goblins.
Models with this rule do not take Dangerous Terrain tests. Applies only for the specified terrain type; if none is
specified, applies for every terrain type.

Created with Army Builder - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved.

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Frenzy

Hatred (Dwarfs)
Hatred (Everybody!)
Immune to Psychology
Obstacle Strider
Poisoned Attacks
Size Matters
Slipshod
Stomp
Swiftstride
Thick-skinned
Vanguard
Waaagh!

Wall-crawler
Warpaint
Always Strikes Last

Extra Attack
Multiple Wounds (D3)
Multiple Wounds (D6)
Volley Fire

Grants Berserk Rage, Extra Attack and Immune to Psychology. Frenzied models cannot parry and cannot choose to
restrain pursuit (or overrun) if they beat a foe in close combat.
Berserk Rage : If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a
charge, then it must do so unless a Leadership test is passed. If the test is failed, the unit must declare a charge
against the nearest viable enemy.
Losing Frenzy : Models retain their Frenzy until beaten in close combat, at which point this special rules is lost.
A model with this rule re-rolls To Hit misses every first round of close combat against models of the specified army.
If none is specified applies against every enemy.
A model with this rule re-rolls To Hit misses every first round of close combat against models of the specified army.
If none is specified applies against every enemy.
Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.
Models with this rule do not take Dangerous Terrain tests. Applies only for the specified terrain type; if none is
specified, applies for every terrain type.
Poisoned hits wound automatically on a To Hit roll of 6.
Orc units do not take a Panic test when a Goblin unit, Snotling Swarm or Snotling Pump Wagon is destroyed, breaks
or flees through them.
If the To Hit roll for a shooting attack made by a Spear Chukka is a natural 1, then it misfires. Roll on the Stone
Thrower Misfire table and apply the result to the Spear Chukka.
Deals 1 automatic hit at creature's Strength with the Always Strikes Last special rule. Applies only against Infantry,
War Beasts or Swarms in base contact.
When charging / fleeing / pursuing, units made entirely of models with this rule roll 3D6 and discard the lowest
instead of 2D6 for distance.
A model riding a War Boar or a Gigantic Spider receives an armour save bonus of +2 rather than of the usual +1.
After deployment, the unit can make a free movement of up to 12".
If a Warboss is your Army General, then once per game he may call a Waaagh! The Waaagh! may only be called if
the Warboss first declares a charge, and must be announced immediately after making the charge declaration, before
any charge reaction takes place. In the turn a Waaagh! is called, every unit of five or more Orc Boyz, Savage Orc
Boyz, Black Orcs, Boar Boyz and Savage Orc Boar Boyz adds +1 to its combat resolution for the rest of the player
turn. The General himself, and any unit he accompanies, adds +D3 to their combat resolution instead.
Models with this rule treat ungarrisoned buildings as open terrain for the purposes of movement. They may not finish
their movement inside or on top of an ungarrisoned building.
Grants a 6+ ward save.
Equipment Special Rules
A model with this special rule always strikes last in close combat, regardless of Initiative.
If the model's enemy has this rule too, the Attacks are made simultaneously. If a model has both this rule and Always
Strikes First, the two cancel out and neither applies.
Grants +1 Attack.
Each unsaved Wound inflicted is multiplied by the number indicated.
Each unsaved Wound inflicted is multiplied by the number indicated.
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) 1997-2015 Lone Wolf Development, Inc. All rights reserved.

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

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