You are on page 1of 4

2500 Pts - Orcs & Goblins - Gorbads Boyz

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Gorbad Ironclaw (1 , 375 pts)


Gorbad Ironclaw

1
Ca
4
7
3
5 5
3
5
4
10 3+
375
Composition: Lord
Da Boss 'as a Plan!: General and Battle Standard Bearer. Inspiring Presence and Hold Your
Ground! increased to 18"
Da Great Leader: Friendly units within 18" that fail Animosity add Gorbad's current Wounds
to Animosity table.
Orcs are da Best: Any number of units of Orc Boyz and/or Orc Boar Boyz may be upgraded
to Big'Uns; Choppas; General; Size Matters - Orcs; Waaagh!; Heavy Armour
Morglor the Mangler 1 Always Strikes First, Multiple Wounds (D3), No armour save.
[0]
Gnarla 1
WB
7
3
- 3/4 4
1
3
1
3
[0]
Tusker Charge: +2 Strength when charging; Swiftstride

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Shaman (1 , 111 pts)


Orc Shaman

War Boar
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

Dispel Scroll
Luckstone

1
Ca
4
3
3
3 4
2
2
1
7 5+
Composition: Hero
Choppas; Size Matters - Orcs; Power of Da Waaagh!; Hand Weapon

1
WB
7
3
3 4
1
3
1
3
Tusker Charge: +2 Strength when charging; Swiftstride
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 One use: Automatically dispels an enemy spell.
1 One use: Re-roll single armour save.

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

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

111

[0]
[0]

[0]

[0]

[0]
[0]

[0]

[0]

[0]

[25]
[5]

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Shaman (1 , 116 pts)


Orc Shaman

War Boar
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

Channeling Staff
Opal Amulet
Ironcurse Icon

Name

1
Ca
4
3
3
3 4
2
2
1
7 5+ 4+*
Composition: Hero
Choppas; Size Matters - Orcs; Power of Da Waaagh!; Hand Weapon

116

1
WB
7
3
3 4
1
3
1
3
Tusker Charge: +2 Strength when charging; Swiftstride
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 channeling attempts.
1 4+ Ward Save against first wound.
1 Character and unit gain 6+ Ward Save against war machines.

Type

Mv

WS BS St To Wo In

At

[0]
[0]

[0]

[0]

[0]
[0]

[0]

[0]

[0]

[15]
[15]
[5]

Ld Sv WSv Mgc Cost

Boar Boyz Mob (24 , 661 pts)


Gorbad's Big'Uns 23
Ca
4
4
3
4 4
1
2
1
7 3+
Composition: Special
Animosity; Choppas; Size Matters - Orcs; Musician ; Standard Bearer ; Hand Weapon;
Spear; Light Armour; Shield
Boar Boy Boss 1
Ca
4
4
3
4 4
1
2
2
7 3+
Choppas; Hand Weapon; Spear; Light Armour; Shield
Ranger's Standard 1 Unit has the Strider special rule.
War Boar 24
WB
7
3
3 4
1
3
1
3
Tusker Charge: +2 Strength when charging; Swiftstride

Name

Type

Mv

WS BS St To Wo In

At

[24]
[50]
[0]

Ld Sv WSv Mgc Cost

Boyz Mob (20 , 275 pts)


Savage Orc Big'Uns

19
In
4
4
3
4 4
1
2
1/3
7
6+
Composition: Core
Animosity; Berserk Rage; Choppas; Size Matters - Orcs; Musician ; Standard Bearer
Stabbas; 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

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

661

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

275

; Big
[11]

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

Type

Mv

WS BS St To Wo In

Boyz Mob (50 , 485 pts)


Gorbad's Big'Uns 49
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

Name

Type

Mv

Type

Mv

At

Poisoned

5+ 6+*

5+ 6+*

Name

Type

Mv

[9]

Ld Sv WSv Mgc Cost


80

WS BS St To Wo In

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

Name

485

; Hand Weapon;

At

[0]

Ld Sv WSv Mgc Cost

Shooty Things (4 , 85 pts)


Goblin Rock Lobber

Mangler Squig (1 , 65 pts)


Mangler Squig

[15]
[50]
[25]

Ld Sv WSv Mgc Cost

; Standard Bearer

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

At

[0]

WS BS St To Wo In

85

At

[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

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:

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

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

2496

Option Footnotes
Big Stabbas
Extra Hand Weapon
Hand Weapon
Heavy Armour
Light Armour
Musician
Shield
Spear
Standard Bearer
Warpaint
Animosity

Berserk Rage
Choppas
Immune to Psychology
Size Matters - Orcs
Stomp
Swiftstride
Waaagh!

Options
A unit with 2+ ranks of 5 models has the Impact Hits (D3) rule. Strength 5. Against Large Targets causes
Multiple Wounds (D3).
+1 Attack, Requires two hands.
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.
+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.
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.
If a Warboss is your General, may call once per game. Must declare charge first, and before reaction. Every
unit of 5+ Orc Boyz, Savage Orc Boyz, Black Orcs, Boar Boyz and Savage Orc Boar Boyz (including
Big'Uns) adds +1 to combat resolution. The General and his unit add +D3.

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

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

You might also like