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1500 Pts - Orcs & Goblins

Name
Grom the Paunch (3 , 285 pts)
Grom the Paunch

Lucky Banner
Niblit
The Axe of Grom
Goblin Wolf Chariot
Giant Wolf

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

1
In/Ch
4
5
3 4/6 4
3
4
4
8 6+ 5+
285
Composition: Lord
Eats Elves for Breakfast: If Grom is the general, all goblin units are exempt from the Fear
Elves rule.
Grom's Waaagh!: 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 , Savage Orc Boar
Boyz (including Big'Uns) , Goblins, Goblin Wolf Riders, Night Goblins and Forest Goblin
Spider Riders adds +1 to combat resolution. Grom adds +D3.; General; Light Armour; Fear
Elves; Regenerate
1 5+ Ward Save.
[0]
1
3
3
2
1
[0]
Niblit may never be attacked. He dies if the chariot is destroyed.
1 Great Weapon; Killing Blow; Killing Blow 5+ against Elves.
[0]
1
Ch
5 4
3
5+ 5+
[0]
Chariot; Scythed Wheels
3
WB
9
3
3 3
1
3
1
3
[0]
Swiftstride

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Big Boss (1 , 59 pts)


Night Goblin Big Boss 1
In
4
4
3
4 4
2
4
3
6 5+ 6+*
59
(Battle Standard Composition: Hero
Bearer) Hand Weapon; Light Armour; Shield; Battle Standard Bearer; Fear Elves; Hatred (Dwarves)

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Shaman (1 , 125 pts)


Night Goblin Shaman

1
In
4
2
3
3 3
2
3
1
5
- 4+*
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)
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

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
Opal Amulet

10+ Cast . Can increase to 3D6 S3 hits


1 8+ Cast . Augment, 12" Range, target unit gains Poisoned Attacks, if unit has
already, increases so wounds on 5+
1 8+ Cast . Hex, 24" Range, target reduces M and I by D6, to minimum of 1, troops
with Random Movement reduce by D3, to minimum of 1D6, and I by D6
1 8+ Cast . Hex, 24" Range, target must re-roll To-Hit, To-Wound and armour save
rolls of 6
1 9+ Cast . Augment, 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 15+ Cast . Magical Vortex, 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- S, 3-4- T, 5-6- I
25+ Cast . Can upgrade to large round template and choose characteristic
1 Once per battle, automatically dispels an enemy spell.
1 4+ ward against first wound

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[25]
[15]

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Shaman (1 , 85 pts)
Night Goblin Shaman

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)
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

2. Gift of the Spider-god


3. Itchy Nuisance
4. Gork'll Fix It
5. Night Shroud

6. Curse of da Bad Moon

10+ Cast . Can increase to 3D6 S3 hits


1 8+ Cast . Augment, 12" Range, target unit gains Poisoned Attacks, if unit has
already, increases so wounds on 5+
1 8+ Cast . Hex, 24" Range, target reduces M and I by D6, to minimum of 1, troops
with Random Movement reduce by D3, to minimum of 1D6, and I by D6
1 8+ Cast . Hex, 24" Range, target must re-roll To-Hit, To-Wound and armour save
rolls of 6
1 9+ Cast . Augment, 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 15+ Cast . Magical Vortex, 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- S, 3-4- T, 5-6- I

85

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25+ Cast . Can upgrade to large round template and choose characteristic

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Arachnarok Spider (9 , 290 pts)


Arachnarok Spider

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
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

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Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Squig Hoppers (10 , 60 pts)


Night Goblin Squig 5
Ca
4
2
3
3 3
1
3
1
3 6+
Hoppers Composition: Special
Random Movement (3D6)
Extra Boingy : Gains Impact Hits (1) if you roll three 6s.
Obnoxious: Characters cannot join unit.; Hand Weapon; Hatred (Dwarves); Immune to
Psychology; Skirmishers
Squig 5
Ca
3D6
4
5 3
1
3
2
5
-

Name

Type

Mv

WS BS St To Wo In

At

60

[0]

Ld Sv WSv Mgc Cost

Spider Rider Mob (5 , 75 pts)


Forest Goblin Spider 5
Ca
4
2
3
3 3
1
2
1
6 5+
Riders Composition: Core
Animosity; Forest Strider; Obstacle Strider;
Creeping Assault: Do not have to dismount to assault building. May not garrison.
Wall-crawler Treat ungarrisoned buildings as open terrain. May not finish move on or in
building.; Musician ; Hand Weapon; Spear; Shield; Fast Cavalry; Fear Elves
Giant Spider 5
WB
7
3
3 3
1
4
1
2
Forest Strider; Obstacle Strider; Poisoned Attacks; Swiftstride

Name

Type

Mv

WS BS St To Wo In

Boyz Mob (15 , 220 pts)


Orc Big'Uns 14
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

Wailing Banner

Name

At
1

[0]

Ld Sv WSv Mgc Cost


7

5+ 6+*

; Standard Bearer
2

75

220

; Hand Weapon;

5+ 6+*

[9]

1 Causes Terror

Type

[50]

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Savage Orc Arrer Boys (10 , 90 pts)


Savage Orc Boyz 10
In
4
3
3
3 4
1
2
1/2
7
6+
Composition: Core
Animosity; Berserk Rage; Choppas; Size Matters - Orcs; Hand Weapon; Bow; Warpaint;
Frenzy

Name

Type

Mv

WS BS St To Wo In

Night Goblin Mob (30 , 110 pts)


Night Goblins 30
In
4
2
3
3
Composition: Core
Animosity; Musician ; Standard Bearer
(Dwarves)

Name

Type

Mv

At
1

90

Ld Sv WSv Mgc Cost


5

110

; Hand Weapon; Short Bow; Fear Elves; Hatred

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:

1499

Option Footnotes
Bow
Hand Weapon
Light Armour
Musician
Shield
Short Bow
Spear
Standard Bearer
Warpaint
Berserk Rage

Options
24" Range, Strength 3. Volley Fire
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.
+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.
6+ Ward Save.
Special
Must declare charge if able to unless a Leadership test is passed. Cannot choose to restrain pursuit.

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Choppas
Regenerate
Size Matters - Orcs
Swiftstride
Thunder Stomp

+1S in first round of each combat.


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.
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.

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

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