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Name
Type
Mv
WS BS St To Wo In
At
1
In
4
4
3
4 4
1
2
2/4
7
6+
Berserk Rage; Choppas; Hand Weapon; Extra Hand Weapon; Warpaint; Frenzy
154
Gigantic Spider
Shaman (1 , 75 pts)
Night Goblin Shaman
Dispel Scroll
[0]
Poisoned
1
In
4
2
3
3 3
2
3
1
5
1
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.;
Hand
Weapon; Fear Elves; Hatred (Dwarves)
1 One use: Automatically dispels an enemy spell.
;
[11]
[50]
[30]
310
[15]
[35]
75
[25]
Goblin Crew
1
WM
7
3
See rulebook p114 for Stone Thrower rules
12-60", S3(9), Multiple Wounds (D6); Stone Thrower
3
4
2
Hand Weapon; Fear Elves
Giant Wolf
85
[0]
80
[0]
5
Ca
4
2
3
3 3
1
2
1
6 4+
75
Animosity; Standard Bearer ; Hand Weapon; Short Bow; Spear; Light Armour; Shield; Fast
Cavalry; Fear Elves; Vanguard; Volley Fire
5
9
3
Fast Cavalry; Swiftstride; Vanguard
Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.
[0]
Name
Type
Mv
WS BS St To Wo In
At
1
Ch
5 4
Additional Wolf; Chariot; Scythed Wheels
Goblin Crew
3
4
2
3
3 3
1
2
Hand Weapon; Short Bow; Spear; Fear Elves; Volley Fire
Giant Wolf 3
WB
9
3
3 3
1
3
Swiftstride
84
[0]
5+
55
[0]
[0]
1
WM
7
3
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:
1498
Option Footnotes
Armed to da Teef
Extra Hand Weapon
Hand Weapon
Heavy Armour
Light Armour
Musician
Shield
Short Bow
Spear
Standard Bearer
Warpaint
Animosity
Berserk Rage
Choppas
Immune to Psychology
Size Matters - Orcs
Stomp
Swiftstride
Volley Fire
Options
The Black Orc can count as having two Choppas, a Great Weapon, or a single Choppa, chosen at the start of
each combat.
+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.
18" Range, Strength 3, Volley Fire.
+1 Strength when 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.
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) 1997-2013 Lone Wolf Development, Inc. All rights reserved.