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1100 Pts - Orcs & Goblins - Gobbo Horde

Name

Type

WS BS S

Ld AS WSv Mgc Cost

Skarsnik (2 , 275 pts)


Skarsnik, Warlord of 1
In
4
5
3
4 4
6
5
4
8 6+
275
the Eight Peaks Sneaky Schemes: Each enemy unit rolls a D6 before deploying. On a roll of 6 that unit is
delayed and enters the board from their deployment edge in the first turn.
Tricksy Traps: Any Night Goblin unit that flees as a charge reaction and rallies next turn
may reform and take a free move and shoot as normal.; General; Light Armour; Fear Elves:
Elves cause Fear in this unit.; Hatred (Dwarves)
Gobbla 1
5
6
4
4
[0]
Removed only when Skarsnik is killed. Killing Blow.
Skarsnik's Prodder 1 Bound spell (power level 5). Use every magic phase. Magic Missile, 24" Range,
[0]
D3 Strength 6 hits (no armour save), increased to D6 if within 12" of a Night
Goblin horde.

Name
Shaman (1 , 115 pts)
Night Goblin Shaman

Talisman of Endurance

Name
Shaman (1 , 50 pts)
Night Goblin Shaman

Name

Type

WS BS S

Ld AS WSv Mgc Cost

1
In
4
2
3
3 3
2
3
1
5
5+
2
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
Wizard; Hand Weapon; Fear Elves: Elves cause Fear in this unit.; Hatred (Dwarves)
1 Grants a 5+ ward save.

Type

WS BS S

[30]

Ld AS WSv Mgc Cost

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.;
Level 1
Wizard; Hand Weapon; Fear Elves: Elves cause Fear in this unit.; Hatred (Dwarves)

Type

WS BS S

115

50

Ld AS WSv Mgc Cost

Night Goblins (47 , 272 pts)


Night Goblins 44
In
4
2
3
3 3
1
3
1
5 6+
272
Animosity; Musician ; Standard Bearer ; Nets; Hand Weapon; Spear; Shield; Fear Elves:
Elves cause Fear in this unit.; Fight in Extra Ranks; Hatred (Dwarves)
Fanatics

Name
Goblin Wolf Riders (10 , 140 pts)
Goblin Wolf Riders

3
Uq
2D6
5 3
1
3
*
10 [75]
Immune to Psychology; Cannot be charged.
Release the Fanatics : When unit concealing are within 8" of enemy release fanatics 2D6" in
any direction. Further Movement : 2D6 in random direction. Splat: When moving through a
unit, inflict D6 Strength 5 Armour Piercing hits. Remove fanatic when : Contacting any terrain,
Roll double for movement (except on initial release), Any unit moves into contact with a
Fanatic takes D6 Strength 5 Armour Piercing hits further D6 Strength 5 Armour Piercing hits
due to the Fanatics death throes, It contacts another Fanatic (both Fanatics are removed).

Type

WS BS S

Ld AS WSv Mgc Cost

9
Ca
4
2
3 3+* 3
1
2
1
6 4+
140
Animosity; Hand Weapon; Spear; Short Bow; Light Armour; Shield; Fast Cavalry; Fear Elves:
Elves cause Fear in this unit.; Swiftstride; Vanguard; Volley Fire

Wolf Rider Boss

1
Ca
4
2
3 3+* 3
1
2
2
6 4+
Hand Weapon; Spear; Short Bow; Light Armour; Shield; Volley Fire
Giant Wolf 10
9
3
3 3
1
3
1
3
Fast Cavalry; Swiftstride; Vanguard

Name

Type

WS BS S

Shooty Things (4 , 80 pts)


Goblin Doom Diver 1
WM
7
3
Catapult See Orc & Goblin rulebook p48 for Doom Diver rules
12-60", Strength 5, Ignores Armour Saves
Goblin Crew 3
4
2
3
3 3
1
2
Hand Weapon; Fear Elves: Elves cause Fear in this unit.

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[13]
[0]

Ld AS WSv Mgc Cost


80

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[0]

Name

Type

WS BS S

Ld AS WSv Mgc Cost

Shooty Things (4 , 35 pts)


Goblin Spear Chukka

1
WM
7
3
See rulebook p111 for Bolt Thrower rules
48", Strength 6, 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: Elves cause Fear in this unit.

Name
Mangler Squig (1 , 65 pts)
Mangler Squig

Name
Mangler Squig (1 , 65 pts)
Mangler Squig

Type

WS BS S

35

[0]

Ld AS WSv Mgc Cost

1
Uq
3D6
6 4
3
3
*
3
65
Random Movement (3D6)
Ker-splat: If move brings them into contact with unit, move through placing 1" beyond unit.
Inflicts 2D6 Strength 6 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
Strength 6 hits, and a further D6 Strength 6 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

WS BS S

Ld AS WSv Mgc Cost

1
Uq
3D6
6 4
3
3
*
3
65
Random Movement (3D6)
Ker-splat: If move brings them into contact with unit, move through placing 1" beyond unit.
Inflicts 2D6 Strength 6 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
Strength 6 hits, and a further D6 Strength 6 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
Total Cost:

1097

Option Footnotes
Fight in Extra Ranks
Volley Fire

General
Hand Weapon
Level 1 Wizard
Level 2 Wizard
Light Armour
Musician
Nets
Shield
Shield Script
Short Bow
Spear
Standard Bearer

Equipment Special Rules


Unit gains additional rank of supporting attacks if didn't charge.
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.
Options
Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.
6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.
Can channel Power and Dispel dice. Adds +1 to all attempts to cast and dispel. Knows 1 spell.
Can channel Power and Dispel dice. Adds +2 to all attempts to cast and dispel. Knows 2 spells.
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.
(Foot) Fight in Extra Ranks.
(Mounted) +1 Strength on the charge.
+1 to Combat Resolution, Standard can be captured if unit Flees.

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Animosity

Fast Cavalry
Hatred (Dwarves)
Immune to Psychology
Swiftstride
Vanguard

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 Strength 3 hits (2D6 if Horde) on nearest eligible unit, which must test for
Animosity and within 12", the victim does D6 Strength 3 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.
Models with this rule may free reform, feign flights and shoot after having marched.
Re-roll misses every first round of close combat against models of the specified army. If none is specified
applies against every enemy.
Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.
When charging / fleeing / pursuing, units made entirely of models with Swiftstride roll 3D6 and discard the
lowest instead of 2D6 for distance.
After deployment, this unit can make a free movement of 12".

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

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