You are on page 1of 4

2000 Pts - Orcs & Goblins - Savage Orc Horde

Name # Type M WS BS S T W I A Ld AS WSv Cost


Savage Orc Warboss (46 , 1005 pts)
×Savage Orc Warboss 1 In 4 6 3 5+* 5 3 4 4/5 9 5+ 6+ 221
Composition: Lord
General; Hand Weapon; Additional Hand Weapon; Shield; Choppas; Extra Attack; Frenzy; Immune to
Psychology; Size Matters; Waaagh!; Warpaint; Wild Abandon

Sword of Striking 1 Attacks made with this weapon receive a +1 bonus To Hit. [15]
Glittering Scales 1 Light armour. Enemies suffer a -1 To Hit penalty when attempting to strike the wearer in [25]
close combat.
Dawnstone 1 The bearer can re-roll failed armour saves. [25]
Savage Orc Great 1 In 4 3 3 4+* 5 3 2 1/2 8 5+ 265
Shaman Composition: Lord
Level 3 Wizard; Hand Weapon; Choppas; Extra Attack; Frenzy; Immune to Psychology; Size Matters;
Warpaint
Lucky Shrunken Head 1 Increases the Warpaint save of the bearer and any unit he joins by +1. [50]
Obsidian Lodestone 1 Grants Magic Resistance (3). [45]
Magic Resistance (3)
Savage Orc Big 'Uns 43 In 4 4 3 4+* 4 1 2 1/3 7 6+ 519
Composition: Core
Musician ; Standard Bearer ; Hand Weapon; Additional Hand Weapon; Animosity; Choppas; Extra
Attack; Frenzy; Immune to Psychology; Size Matters; Warpaint; Extra Attack
Savage Orc Boss 1 In 4 4 3 4+* 4 1 2 2/4 7 6+ [26]
Hand Weapon; Additional Hand Weapon; Animosity; Choppas; Extra Attack; Frenzy; Immune to
Psychology; Size Matters; Warpaint; Extra Attack
Name # Type M WS BS S T W I A Ld AS WSv Cost
Savage Orc Boar Boyz (15 , 415 pts)
Savage Orc Boar 14 Ca 4 3 3 3+* 4 1 2 1/2 7 4+ 6+ 415
Boyz Composition: Special
Musician ; Standard Bearer ; Hand Weapon; Spear; Shield; Animosity; Choppas; Extra Attack;
Frenzy; Immune to Psychology; Size Matters; Warpaint; Wild Abandon
Savage Orc Boar Boy Boss 1 Ca 4 4 3 4+* 4 1 2 2/3 7 4+ 6+ [37]
Hand Weapon; Spear; Shield; Animosity; Choppas; Extra Attack; Frenzy; Immune to Psychology; Size
Matters; Warpaint; Wild Abandon; Fight in Extra Ranks
War Boar 15 - 7 3 - 3+* 4 1 3 1 3 [0]
Swiftstride; Thick-skinned; Tusker Charge
Ranger's Standard 1 The unit gains Strider. [50]
Strider
Name # Type M WS BS S T W I A Ld AS WSv Cost
Doom Diver Catapult (4 , 80 pts)
Doom Diver Catapult 1 WM 7 3 80
Composition: Rare
Doom Diver Catapult; Fear Elves
Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 [0]
Hand Weapon; Fear Elves
Name # Type M WS BS S T W I A Ld AS WSv Cost
Mangler Squig (1 , 65 pts)
Mangler Squigs 1 Uq 3D6 - - 6 4 3 3 * 3 65
Composition: Rare
Completely Out of Control; Force of Total Destruction; Gone Crazy!; Immune to Psychology; Ker-splat!;
Random Movement (3D6); Watch Out!

Name # Type M WS BS S T W I A Ld AS WSv Cost


Mangler Squig (1 , 65 pts)
Mangler Squigs 1 Uq 3D6 - - 6 4 3 3 * 3 65
Composition: Rare
Completely Out of Control; Force of Total Destruction; Gone Crazy!; Immune to Psychology; Ker-splat!;
Random Movement (3D6); Watch Out!

Name # Type M WS BS S T W I A Ld AS WSv Cost


Arachnarok Spider (9 , 290 pts)
Arachnarok Spider 1 Mo 7 4 - 5 6 8 4 8 - 4+ 290
Composition: Rare
Forest Strider; Howdah Crew; Immune to Psychology; Large Target; Natural Armour (4+); Obstacle
Strider; Poisoned Attacks; Stubborn; Swiftstride; Terror; Thunderstomp; Venom Surge; Wall-crawler
Forest Goblin Crew 8 - - 2 3 3+* - - 2 1 6 [0]
Spear; Short Bow; Volley Fire

Created with Army Builder® - Copyright (c) 1997-2016 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!
Name # Type M WS BS S T W I A Ld AS WSv Cost
Goblin Spear Chukka (5 , 45 pts)
Goblin Spear Chukka 1 WM 7 4 45
Composition: Special
Size Matters; Slipshod; Multiple Wounds (D3)

Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 [0]


Hand Weapon; Size Matters
Orc Bully 1 - 4 3 3 3+* 4 1 2 1 7 6+ [10]
Hand Weapon; Light Armour; Choppas; Size Matters
Name # Type M WS BS S T W I A Ld AS WSv Cost
Goblin Spear Chukka (4 , 35 pts)
Goblin Spear Chukka 1 WM 7 3 35
Composition: Special
Fear Elves; Slipshod; Multiple Wounds (D3)

Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 [0]


Hand Weapon; Fear Elves
Total Cost: 2000

Option Footnotes
Options
Additional Hand Weapon (Foot) Extra Attack, Requires Two Hands.
General Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.
Hand Weapon 6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.
Level 3 Wizard Can channel Power and Dispel dice. Adds +3 to all attempts to cast and dispel. Knows 3 spells.
Light Armour 6+ armour save.
Musician +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.
Shield +1 armour save bonus.
Short Bow Range 18", Strength 3, Volley Fire.
Spear (Foot) Fight in Extra Ranks.
(Mounted) +1 Strength on the charge.
Standard Bearer +1 to Combat Resolution, Standard can be captured if unit Flees.
Special Rules
Animosity 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.
Choppas Models with this rule gain +1 Strength in the first round of each combat.
Completely Out of Control Mangler Squigs are removed as a casualty when:
• They contact other Mangler Squigs.
• They have gone crazy and rolled a triple for movement.
• Any unit moves into contact with the Mangler Squigs (see the Force of Total Destruction rule).
Doom Diver Catapult 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.
Extra Attack Grants +1 Attack.
Fear Elves Elves cause Fear in units of Goblins and Night Goblins.
Force of Total Destruction Mangler Squigs cannot be charged, but models can move into contact with them. Any unit that moves can move into
contact with Manglers Squigs takes 3D6 Strength 6 Armour Piercing hits for moving into the Squigs. The Mangler
Squig model is then removed, and the unit may carry on with its move. Additionally, Mangler Squigs targeted with
shooting attacks count as being in soft cover.
Forest Strider 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.
Frenzy 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 any granted special rules are
lost.
Gone Crazy! Once Mangler Squigs have made a Ker-Splat! they will move in a random direction when they move in the
Compulsory Moves sub-phase.
Howdah Crew The Arachnarok Spider is ridden by small mob of Goblins. The Arachnarok Spider and its howdah crew have their
own characteristics, but are treated as a single model. All hits upon the model are resolved using the monster's
Toughness, Wounds and save. In combat, enemy models compare their Weapon Skill to the Spider's Weapon Skill
when rolling To Hit. Apart from these exceptions, an Arachnarok Spider is treated as a monster in all respects, as
described in the Warhammer rulebook.
An Arachnarok Spider can be taken as a ridden monster for a Goblin Great Shaman, in which case, shooting attacks
against it will hit the monster on a D6 roll of a 1-4, and the character on a roll of 5-6, as normal.
Created with Army Builder® - Copyright (c) 1997-2016 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!
Immune to Psychology Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.
Ker-splat! If the Mangler Squigs' move would bring them into contact with another unit, then they move through rather than
stopping. If the Mangler Squigs' move would end within a unit, place the Mangler Squigs 1" beyond the unit, in the
direction in which they were moving.
When Mangler Squigs move through a unit they inflict 2D6 Strength 6 Armour Piercing hits.
Large Target Cannot claim cover modifiers for obstacles. Also, this model's Inspiring Presence or Hold your Ground! ability range
is increased to 18".
Magic Resistance (3) Improves the unit's ward save by 3 against spells.
Natural Armour (4+) Improves the model's armour save.
Obstacle Strider 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 Attacks Poisoned hits wound automatically on a To Hit roll of 6.
Random Movement (3D6) A model with this rule can't declare charges, and always moves during the Compulsory Movements phase. If it enters
in base contact with an enemy, counts as having charged. Enemies can't declare any charge reaction.
Size Matters 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.
Slipshod 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.
Strider 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.
Stubborn The unit always takes break tests on its unmodified Leadership.
Swiftstride When charging / fleeing / pursuing, units made entirely of models with this rule roll 3D6 and discard the lowest
instead of 2D6 for distance.
Terror 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.
Units charged by a model with Terror, that are allowed to take a charge reaction, must immediately take a panic test.
If failed, the unit must make a Flee! charge reaction.
Models that cause Terror are themselves immune to both Fear and Terror.
Thick-skinned A model riding a War Boar or a Gigantic Spider receives an armour save bonus of +2 rather than of the usual +1.
Thunderstomp Deals D6 automatic hit at creature's Strength with the Always Strikes Last special rule. Applies only against Infantry,
War Beasts or Swarms in base contact.
Tusker Charge Grants +2 Strength on the charge.
Venom Surge Before rolling to hit, nominate one of the Arachnarok's attack to be made with the Venom Surge, and roll it
separately. In addition to being Poisoned, this attack has the Multiple Wounds (D6) special rule.
Waaagh! 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.
Wall-crawler 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.
Warpaint Grants a 6+ ward save.
Watch Out! Mangler Squigs must take a Dangerous Terrain test if they move over any of the following types of terrain: Forest,
Marshland, Obstacles or Mystical Monuments. If their move would take them into contact with a Building, Impassable
Terrain or off a table edge then they must take a Dangerous Terrain test and will stop 1" short of the obstruction.
Wild Abandon A model with this rule can benefit from having two hand weapons despite being mounted. If so equipped, he must
deduct -1 from the dice score (to a minimum of 1) whenever they take a Dangerous Terrain test.
Equipment Special Rules
Extra Attack Grants +1 Attack.
Fight in Extra Ranks A unit with this special rule can make supporting attacks with an extra rank than normal on a turn in which it did not
charge.
Multiple Wounds (D3) Each unsaved Wound inflicted is multiplied by the number indicated.
Volley Fire 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.

Validation Report
Edition: 8th Edition; Game Type: Pre-The End Times Game; Army Subtype: Orcs & Goblins Army; Special Rules: Forbid Chaos Dwarfs in WoC,
Forbid Regiments of Renown; File Version: 2.95
Roster satisfies all enforced validation rules
One or more elements of the Roster (×) are subject to the following in-play usage considerations:
-

Roster Statistics
Fortitude: 4
General's Ld: 9
# Models: 85
Total Characters: 486
Total Core: 519
Total Magic Items: 210
Total Rare: 500
Total Special: 495
% Characters: 24.3
% Core: 25.9
% Magic Items: 10.5
% Rare: 25
% Special: 24.8

Created with Army Builder® - Copyright (c) 1997-2016 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!
Group Min Max Used
Points of Lords 0 500 486
Points of Heroes 0 500 0
Points of Core 500 Unlimited 519
Points of Special 0 1000 495
Points of Rare 0 500 500

Created with Army Builder® - Copyright (c) 1997-2016 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!

You might also like