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1249 Pts - Orcs & Goblins - Sren O&G 1250

Name
Goblin Warboss (2 , 218 pts)
Goblin Warboss

Type

WS BS

Ld

AS

1
MC
4
5
3
4/5
4
General; Hand Weapon; Shield; Fear Elves

4/5

2+

WSv Mgc Cost


4+

Basha's Axe of Stunty Smashin'

1 Grants +1 Attack, +1 Strength and Armour Piercing. This bonus is doubled if the wielder is
in base contact with a model from Warhammer: Dwarfs , and the wielder also causes Fear in
those models.
Armour Piercing
Armour of Destiny 1 Heavy armour. Grants a 4+ ward save.
Gigantic Spider 1
7
3
4
4
3
4
3
7
Creeping Assault; Fast Cavalry; Fear; Forest Strider; Obstacle Strider; Poisoned Attacks; Stomp;
Swiftstride; Thick-skinned; Vanguard; Wall-crawler

Name

Type

Savage Orc Big Boss (1 , 127 pts)


Savage Orc Big Boss

In

WS BS
5

Ld

AS

4+*

3/4

5+

Savage Orc Boss

Name

[50]
[50]

(2+),
127
6+
Hand Weapon; Shield; Choppas; Extra Attack; Frenzy; Immune to Psychology; Size Matters; Warpaint;
Wild Abandon

1 Armour Piercing.
Armour Piercing
Dragonhelm 1 Grants a +1 armour save bonus and a 2+ ward save against Flaming Attacks.
Obsidian Amulet 1 Grants Magic Resistance (2).
Magic Resistance (2)

Name

[50]

WSv Mgc Cost

Biting Blade

Savage Orcs (27 , 332 pts)


Savage Orc Big 'Uns

218

Type

WS BS

Ld

AS

[10]
[10]
[30]

WSv Mgc Cost

26
In
4
4
3
4+*
4
1
2
1/3
7
6+
332
Musician ; Standard Bearer ; Hand Weapon; Additional Hand Weapon; Animosity; Choppas; Extra
Attack; Frenzy; Immune to Psychology; Size Matters; Warpaint; Extra Attack
1
In
4
4
3
4+*
4
1
2
2/4
7
6+
Hand Weapon; Additional Hand Weapon; Animosity; Choppas; Extra Attack; Frenzy; Immune to
Psychology; Size Matters; Warpaint; Extra Attack

AS

WSv Mgc Cost

Night Goblin Squig Hoppers (10 , 60 pts)


Night Goblin Squig 5
Ca
4
2
3
3
3
1
3
1
5
6+
Hoppers Hand Weapon; Hatred (Dwarfs); Immune to Psychology; Obnoxious; Skirmishers

60

Squig

Name

Type

WS BS

5
3D6
4
5
Extra Boingy; Random Movement (3D6)

Type

WS BS

Ld

[26]

Ld

[0]

AS

WSv Mgc Cost

Night Goblins (41 , 232 pts)


Night Goblins 39
In
4
2
3
3
3
1
3
1
5
6+
232
Musician ; Standard Bearer ; Netters; Hand Weapon; Spear; Shield; Animosity; Fear Elves; Hatred
(Dwarfs); Fight in Extra Ranks
Night Goblin Fanatics

Name
Mangler Squig (1 , 65 pts)
Mangler Squigs

Name
Mangler Squig (1 , 65 pts)
Mangler Squigs

2
Uq
2D6
5
3
1
3
*
10
[50]
Force of Destruction; Hide in Units; Immune to Psychology; Out of Control; Random Movement (2D6);
Release the Fanatics!; Splat!; Armour Piercing

Type

WS BS

Ld

AS

WSv Mgc Cost

1
Uq
3D6
6
4
3
3
*
3
65
Completely Out of Control; Force of Total Destruction; Gone Crazy!; Immune to Psychology; Ker-splat!;
Random Movement (3D6); Watch Out!

Type

WS BS

Ld

AS

WSv Mgc Cost

1
Uq
3D6
6
4
3
3
*
3
65
Completely Out of Control; Force of Total Destruction; Gone Crazy!; Immune to Psychology; Ker-splat!;
Random Movement (3D6); Watch Out!

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Name
Goblin Spear Chukka (4 , 35 pts)
Goblin Spear Chukka

Goblin Crew

Name
Goblin Spear Chukka (4 , 35 pts)
Goblin Spear Chukka

Goblin Crew

Name
Doom Diver Catapult (4 , 80 pts)
Doom Diver Catapult
Goblin Crew

Type

WS BS

1
WM
7
Fear Elves; Slipshod; Multiple Wounds (D3)

3
4
2
Hand Weapon; Fear Elves

Ld

Ld

1
WM
7
Fear Elves; Slipshod; Multiple Wounds (D3)

3
4
2
Hand Weapon; Fear Elves

Type

Type

WS BS

WS BS

3
4
2
Hand Weapon; Fear Elves

Ld

WSv Mgc Cost

[0]

AS

WSv Mgc Cost


35

1
WM
Doom Diver Catapult; Fear Elves

AS

35

[0]

AS

WSv Mgc Cost


80

[0]
Total Cost:

1249

Option Footnotes
Additional Hand Weapon
General
Hand Weapon
Musician
Netters

Shield
Spear
Standard Bearer
Animosity

Armour Piercing
Choppas
Completely Out of Control

Creeping Assault
Doom Diver Catapult

Extra Attack
Extra Boingy
Fast Cavalry

Fear

Fear Elves
Force of Destruction

Options
(Foot) Extra Attack, Requires Two Hands.
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.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.
At the start of each round of close combat, roll a D6. On a roll of 2+ the enemy unit has become entangled. If a 1 is
rolled, the Netters' unit is entangled instead. A unit that has been entangled (regardless of how many times) suffers a
-1 penalty to its Strength until the end of the combat round.
+1 armour save bonus.
(Foot) Fight in Extra Ranks.
(Mounted) +1 Strength on the charge.
+1 to Combat Resolution, Standard can be captured if unit Flees.
Special Rules
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.
Wounds caused in close combat by a model with this rule (or by a weapon with this rule) inflict a further -1 armour
save modifier.
Models with this rule gain +1 Strength in the first round of each combat.
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).
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.
Grants +1 Attack.
In any turn in which a model with this rule rolls three 6s for its Movement, the model gains the Impact Hits (1)
special rule.
Grants Vanguard. Moreover, a Fast cavalry unit is allowed to reform as many times at it wishes during its move, can
move and shoot during the turn it rallies after having fled as a charge reaction, and can shoot during a turn in which
it marched or reformed. If a Fast Cavalry unit is joined by a character without this rule, the unit loses the rule until
the character leaves.
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.
Models that cause fear are themselves immune to Fear, and treat Terror-causing models as causing Fear instead.
Elves cause Fear in units of Goblins and Night Goblins.
Fanatics cannot be charged, but models can move into contact with them. Any unit that moves into contact with a
Fanatic takes D6 Strength 5 Armour Piercing hits. The Fanatic model is then removed, and the unit may carry on with
its move. Fanatics can be targeted with shooting attacks and spells, but count as being in soft cover.

Created with Army Builder - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved.

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

Force of Total Destruction

Forest Strider
Frenzy

Gone Crazy!
Hatred (Dwarfs)
Hide in Units

Immune to Psychology
Ker-splat!

Magic Resistance (2)


Obnoxious
Obstacle Strider
Out of Control

Poisoned Attacks
Random Movement (2D6)
Random Movement (3D6)
Release the Fanatics!

Size Matters
Skirmishers

Slipshod
Splat!

Stomp
Swiftstride
Thick-skinned
Vanguard
Wall-crawler
Warpaint
Watch Out!

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.
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.
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.
Once Mangler Squigs have made a Ker-Splat! they will move in a random direction when they move in the
Compulsory Moves sub-phase.
A model with this rule re-rolls To Hit misses every first round of close combat against models of the specified army.
If none is specified applies against every enemy.
Fanatics are not placed on the table at the start of the game. Instead you take make note of any Night Goblin units
that include Fanatics. These units are referred to as concealing units. The Fanatic count as being part of the
concealing unit until they are released. Fanatics remain hidden, carried along by their fellows, until they are ready to
be pushed towards the enemy. If a concealing unit flees or is destroyed, any Fanatics yet to released are lost.
Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.
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.
Improves the unit's ward save by 2 against spells.
Characters cannot join a Squig Herd nor a unit of Squig Hoppers.
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.
A Fanatic is removed immediately as a casualty when:
It contacts a piece of terrain of any kind other than a hill.
It contacts another Fanatic.
It moves off a table edge.
It rolls a double for movement. This does not apply in the turn of release.
Any unit moves into contact with the Fanatic (see the Force of Destruction rule).
Friendly units do not take Panic tests if a Fanatic is destroyed.
Poisoned hits wound automatically on a To Hit roll of 6.
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.
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.
Fanatics must be release when a concealing unit comes to within 8" of the enemy or vice versa. The moving unit
stops immediately. Once the Fanatics' movement have been resolved, the unit can continue moving if the controlling
player wishes, although chargers must complete their charge unless panicked. When a Fanatic is released, you may
choose the direction in which it travels and the point on the concealing unit from which it starts. Fanatics move 2D6"
using the rules for Random Movement. After release, Fanatics are treated as individual units. In your subsequent turns
they move using the Random Movement special rule, by they always move in a random direction.
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.
Skirmish Formation : Skirmishers deployed in rank and files as normal but the models are positioned 1/2" apart.
Skirmishers and Charging : The Skirmishers tighten up their formation as soon as they declare a charge or have to
make a charge reaction and aren't loosened up as long as an enemy is in base contact .
Free Reform : Unless charging, a skirmishing unit is allowed to reform for free during its move, provided that no
model ends up moving a number of inches higher than double it Move value.
Fire on the March : Skirmishers can fire after having marched.
Light Troops : Shots aimed at a unit of Skirmishers suffer a -1 To Hit penalty. Skirmishers can never claim rank
bonuses, be steadfast or disorder an enemy.
Characters: Characters that join a Skirmishers unit gain Skirmishers special rule themselves. Mounted characters
cannot join a unit of Skirmishers.
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.
If a Fanatic's move would bring it into contact with another unit, then he moves through rather than stopping. If the
Fanatic's move would end within a unit, place the Fanatic model 1" beyond the unit, in the direction he was moving.
When a Fanatic moves through a unit, it inflicts D6 Strength 5 Armour Piercing hits.
Deals 1 automatic hit at creature's Strength with the Always Strikes Last special rule. Applies only against Infantry,
War Beasts or Swarms in base contact.
When charging / fleeing / pursuing, units made entirely of models with this rule roll 3D6 and discard the lowest
instead of 2D6 for distance.
A model riding a War Boar or a Gigantic Spider receives an armour save bonus of +2 rather than of the usual +1.
After deployment, the unit can make a free movement of up to 12".
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.
Grants a 6+ ward save.
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.

Created with Army Builder - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved.

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

Wild Abandon

Armour Piercing
Extra Attack
Fight in Extra Ranks
Multiple Wounds (D3)

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
Wounds caused in close combat by a model with this rule (or by a weapon with this rule) inflict a further -1 armour
save modifier.
Grants +1 Attack.
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.
Each unsaved Wound inflicted is multiplied by the number indicated.

Created with Army Builder - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved.

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

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