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Name
Warboss (23 , 511 pts)
Goblin Warboss
Sneaky Stealin'
0. Sneaky Stabbin'
1. Vindictive Glare
3. Itchy Nuisance
4. Gork'll Fix It
5. Night Shroud
Dispel Scroll
Talisman of Preservation
Night Goblin Big
Boss (Battle Standard
Bearer)
Standard of Discipline
Night Goblins
Name
Type
Mv
WS BS St To Wo In
At
1
In
4
5
3 4/6 4
3
4
4
8 2+
Composition: Lord
Always Strikes Last; General; Hand Weapon; Great Weapon; Fear Elves
116
Type
Mv
WS BS St To Wo In
At
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
335
; Big
[10]
Name
Savage Orc Shaman
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
Name
Type
Mv
WS BS St To Wo In
At
1
In
4
3
3
3 4
2
2
1/2
7
5+
1
120
Composition: Hero
Warpaint; Berserk Rage; Choppas; Size Matters - Orcs; Power of Da Waaagh!; Hand Weapon;
Frenzy
1 If a Spell of da Big Waaagh! has a Strength value or grants a Strength bonus, that
[0]
value or bonus is increased by +1 as long as there are more friendly units in
combat than there are fleeing.
1 Direct Damage .
[0]
7+ Cast . Extend line 4D6" from base, any model touched suffers a S4 hit.
10+ Cast . Can extend to 8D6"
1 Direct Damage .
[0]
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.
[0]
8+ Cast . Shaman that cast has +3A, +3S and a 6+ Ward Save
1 Augment.
[0]
9+ Cast . 24" Range, Move unengaged friendly unit 3D6"
14+ Cast . Can extend to 5D6"
1 Direct Damage .
[0]
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.
[0]
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 .
[0]
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 Increases Warpaint save of bearer and unit to 5+, Wurrzag's save increased to 4+
[50]
Type
Mv
WS BS St To Wo In
At
Name
Type
Mv
WS BS St To Wo In
At
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
Name
Goblin Big Boss
Name
Warboss (2 , 208 pts)
Goblin Warboss
Type
Mv
WS BS St To Wo In
At
1
In
4
4
3 4/6 4
2
3
3
7 6+
Composition: Hero
Always Strikes Last; Hand Weapon; Great Weapon; Light Armour; Fear Elves
Type
Mv
WS BS St To Wo In
1
MC
4
5
3
Composition: Lord
Hand Weapon; Shield; Fear Elves
At
4
41
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
At
[0]
Poisoned
[15]
[50]
[25]
Name
Shooty Things (15 , 135 pts)
Goblin Spear Chukka
Orc Bully
Goblin Crew
Goblin Spear Chukka
Orc Bully
Goblin Crew
Goblin Spear Chukka
Orc Bully
Goblin Crew
5
MI
6
3
1
5 4
3
1
3
4
Composition: Special
Vomit Attack Instead of normal attacks, causes one S5 hit with no armour save;
Weapon; Causes Fear; Immune to Psychology; Regenerate; Stomp; Stupid
Type
Mv
WS BS St To Wo In
At
Hand
1
WM
7
4
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.
1
4
3
3
3 4
1
2
1
7
Choppas; Size Matters - Orcs; Hand Weapon; Light Armour
3
4
2
3
3 3
1
2
1
6
Hand Weapon; Fear Elves
1
WM
7
4
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.
1
4
3
3
3 4
1
2
1
7
Choppas; Size Matters - Orcs; Hand Weapon; Light Armour
3
4
2
3
3 3
1
2
1
6
Hand Weapon; Fear Elves
1
WM
7
4
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.
1
4
3
3
3 4
1
2
1
7
Choppas; Size Matters - Orcs; Hand Weapon; Light Armour
3
4
2
3
3 3
1
2
1
6
Hand Weapon; Fear Elves
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
175
45
6+
[10]
[0]
45
6+
[10]
[0]
45
6+
[10]
[0]
Name
Type
Mv
WS BS St To Wo In
At
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
Mangler Squig 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
Name
Type
Mv
WS BS St To Wo In
At
1
WM
7
4
Composition: Rare
See rulebook p114 for Stone Thrower rules
12-60", S3(9), Multiple Wounds (D6); Stone Thrower
Orc Bully 1
4
3
3
3 4
1
2
1
Choppas; Size Matters - Orcs; Hand Weapon; Light Armour
Goblin Crew 3
4
2
3
3 3
1
2
1
Hand Weapon; Fear Elves
Name
Type
Mv
WS BS St To Wo In
Name
Type
Mv
At
95
6+
[10]
[0]
WS BS St To Wo In
At
[0]
1
Ch
2D6
4/5 4
3
6+
75
Composition: Rare
Random Movement (2D6), Impact Hits (2D6), Unbreakable, Unstable.
Pump Harder Ladz!: Roll 3D6 for Random Movement.
Too Pumped Up : If you roll two or more 1s, re-roll Random Movement (including extra dice
for 'pumping harder' if you used rule) and move in random direction. If you roll two 1s,
remove model. If you hit friendly unit, causes 2D6 Impact Hits.;
Explodin' Spores; Giant
Explodin' Spores; Spiky Roller
Snotling Crew 0
2
2
3
5
4
[0]
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
Name
Type
Mv
WS BS St To Wo In
At
Name
Type
Mv
WS BS St To Wo In
At
75
[0]
75
[0]
2500
Option Footnotes
Big Stabbas
Explodin' Spores
Extra Hand Weapon
Giant Explodin' Spores
Great Weapon
Hand Weapon
Light Armour
Musician
Nets
Shield
Short Bow
Spear
Spiky Roller
Standard Bearer
Warpaint
Always Strikes Last
Animosity
Berserk Rage
Choppas
Immune to Psychology
Regenerate
Size Matters - Orcs
Stomp
Swiftstride
Volley Fire
Options
A unit with 2+ ranks of 5 models has the Impact Hits (D3) rule. Strength 5. Against Large Targets causes
Multiple Wounds (D3).
Base can make single shooting attack, and stand and shoot reaction. Throwing weapon, hits automatically, no
armour saves allowed.
+1 Attack, Requires two hands.
First set of Impact Hits inflicted in game ignores armour saves.
+2 Strength, Always Strikes Last. Two-handed.
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.
Roll a D6 at the start of each close combat phase - on a 2-6, choose an enemy unit to net, which receives -1
to strength until the end of the phase. On a 1 the goblins net themselves, and suffer -1 strength instead.
+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.
Impact Hits have +1S
+1 to Combat Resolution, Standard can be captured if unit Flees.
6+ Ward Save.
Special Rules
Always Strikes Last in Close Combat
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.
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.
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) 1997-2012 Lone Wolf Development, Inc. All rights reserved.