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Orcs

This document provides rules and stats for an army of Orcs in a fantasy wargame. It includes profiles for hero and elite units like Sorin Stormcaller and Black Orcs as well as troops like Orc Snipers and Brute Orcs. Spell options are also listed that the Orcs can use in battle.

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Draq Shoru
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0% found this document useful (0 votes)
76 views1 page

Orcs

This document provides rules and stats for an army of Orcs in a fantasy wargame. It includes profiles for hero and elite units like Sorin Stormcaller and Black Orcs as well as troops like Orc Snipers and Brute Orcs. Spell options are also listed that the Orcs can use in battle.

Uploaded by

Draq Shoru
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Orcs • 300pts Orcs 3.3.

Sorin Stormcaller [1] - 45pts 3x Orc Sniper [1] - 25pts


Mob Leader
Quality 5+ Defense 5+
Quality 5+ Defense 5+ Tough 3
Furious
Furious, Hero, Tough(3)
Weapon RNG ATK AP SPE
Weapon RNG ATK AP SPE
Hand
- A1 - -
Hand Weapon - A3 - - Weapon
Upgrade SPE Rending,
Skew-Bow 24" A1 -
Shaman Caster(2) Reliable

2x Black Orc [1] - 15pts 3x Brute Orc [1] - 50pts

Quality 4+ Defense 3+ Quality 4+ Defense 4+ Tough 3

Furious, Headtaker Furious, Tough(3)

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

Great Weapon - A1 2 - Dual Heavy Hand


- A4 1 -
Weapon

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Furious: When charging, unmodified rolls of 6 to hit deal one

Blast: Ignores cover, and after resolving other special rules, extra hit (only the original hit counts as a 6 for special rules).

each hit is multiplied by X, where X is max. as many hits as Headtaker: This model gets AP(+2) in melee against units
enemy models in the target unit and within 3” of it. Hits must where most models have Tough(3) or higher.
be split evenly between all enemy units within 3” of any model Hero: Friendly units within 12” may take morale tests using the
from the target (defender picks how).
hero’s Quality and special rules, as long as it isn’t Shaken.
Caster: Gets X spell tokens at the start of each round, but can’t
Regeneration: When taking a wound, roll one die. On a 5+ it is
hold more than 6 tokens at once. At any point before attacking, ignored.
spend as many tokens as the spell’s value to try casting one or
Reliable: Attacks at Quality 2+.
more spells (only one try per spell). Roll one die, on 4+ resolve
the effect on a target in line of sight. This model and other Rending: Ignores Regeneration, and unmodified results of 6 to
casters within 18” in line of sight may spend any number of hit get AP(4).
tokens at the same time before rolling, to give the caster +1/-1
Stealth: Enemies get -1 to hit rolls when shooting at units
to the roll per token. where all models have this rule from over 9" away.
Deadly: Assign each wound to one model, and multiply it by X. Tough: This model only rolls to check wound effects once it has
Hits from Deadly must be resolved first, and these wounds
taken at least X wounds, and is only Knocked Out on rolls of
don’t carry over to other models if the original target is killed. 5+X or more.
Defense: Gets +X to Defense rolls.

Orcs Army Spells


Evil Gaze (1): Target 2 friendly units within 12" get Stealth next time they are shot at.
Burst (1): Target enemy unit within 6” takes 1 hit with Blast(3).
Magic Fists (2): Target 4 friendly units within 18" get Rending next time they fight in melee.
Headbutt (2): Target enemy unit within 6" takes 1 hit with AP(2) and Deadly(3).
Let’s Go (3): Target 4 friendly units within 12" get +3" next time they Advance, or +6" next time they Rush/Charge.
Godly Foot (3): Target enemy unit within 6" takes 3 hits with AP(2).

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