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Unnamed List

The document outlines a detailed army list for Orc and Goblin Tribes totaling 1991 points, including various characters, core units, special units, and rare units. Key characters include a Goblin Oddgit, Orc Bigboss, Orc Warboss, and Orc Weirdnob, each with specific abilities and spells. The army composition features a mix of Goblin and Orc units, emphasizing their unique strengths and special rules in battle.

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0% found this document useful (0 votes)
13 views12 pages

Unnamed List

The document outlines a detailed army list for Orc and Goblin Tribes totaling 1991 points, including various characters, core units, special units, and rare units. Key characters include a Goblin Oddgit, Orc Bigboss, Orc Warboss, and Orc Weirdnob, each with specific abilities and spells. The army composition features a mix of Goblin and Orc units, emphasizing their unique strengths and special rules in battle.

Uploaded by

sls200293
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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Orc and Goblin Tribes - Unnamed list - (1991 pts)

Main Force (Orc and Goblin Tribes) (1991 pts)

Characters (788 pts)


Goblin Oddgit (1) • Goblin Oddgit: Wizard Level 2, Waaagh! Magic
(90 pts)
Model: Goblin Oddgit
Weapon: Hand Weapon
Base: Base[1]
Spell: Fist of Gork, Vindictive Glare, Hand of Mork, Bad Moon Rizin', Evil Sun Shinin', 'Ere We Go!, Foot of
Gork
Unit: Goblin Oddgit
Special Rule: Fear of Elves, Lore of Mork, Warband

Orc Bigboss (1) • Orc Bigboss: Battle Standard Bearer, The Big Red Raggedy Flag, Frenzy, Warpaint, Great Weapon
(142 pts)
Model: Orc Bigboss
Weapon: Great Weapon, Hand Weapon
Base: Base[2]
Magic Standards: The Big Red Raggedy Flag
Unit: Orc Bigboss
Special Rule: Battle Standard Bearer, Choppas, Furious Charge, Ignore Goblin Panic, Impetuous, Rallying
Cry, Waaagh!, Warband, Warpaint

Orc Warboss (1) • Orc Warboss: Talisman Of Protection, Giant Blade, Trollhide Trousers, General, Frenzy, Warpaint, Additional
(351 pts) Hand Weapon, Wyvern

Model: Orc Warboss, Wyvern


Weapon: Additional Hand Weapon, Wicked Claws
Weapon: Hand Weapon, Venomous Tail
Armour: Heavy Armour
Base: Base[2], Base[3]
Magic Weapons: Giant Blade
Magic Armour: Trollhide Trousers
Talismans: Talisman Of Protection
Unit: Orc Warboss, Wyvern
Special Rule: Choppas, Close Order, Fly (9), Furious Charge, General, Ignore Goblin Panic, Impetuous, Large
Target, Rallying Cry, Stomp Attacks (D3), Swiftstride, Terror, Waaagh!, Warband, Warpaint

Orc Weirdnob (1) • Orc Weirdnob: Idol of Mork, Wizard Level 4, Waaagh! Magic, Frenzy, Warpaint
(205 pts)
Model: Orc Weirdnob
Weapon: Hand Weapon
Base: Base[2]
Arcane Items: Idol of Mork
Spell: Fist of Gork, Vindictive Glare, Hand of Mork, Bad Moon Rizin', Evil Sun Shinin', 'Ere We Go!, Foot of
Gork
Unit: Orc Weirdnob
Special Rule: Choppas, Ignore Goblin Panic, Lore of Gork, Mob Rule, Rallying Cry, Waaagh!, Warpaint

Core (740 pts)


Goblin Mobs (20) Standard Bearer, Musician, Boss
(97 pts) • Boss
• Musician
• Standard Bearer
• 20x Goblin: Shortbow

Model: Boss[1], Goblin


Weapon: Hand Weapon, Shortbow
Base: Base[1]
Command: Champion, Musician, Standard Bearer
Unit: Goblin Mobs
Special Rule: Fear of Elves, Horde, Impetuous, Warband

Goblin Spider Rider Mobs (5) • 5x Spider Rider: Shortbow


(65 pts)
Model: Giant Spider, Spider Rider
Weapon: Hand Weapon, Shortbow
Armour: Shield
Base: Base[4]
Unit: Goblin Spider Rider Mobs
Special Rule: Fast Cavalry, Fear of Elves, Impetuous, Move Through Cover, Open Order, Poisoned Attacks,
Swiftstride, Warband
Goblin Spider Rider Mobs (5) • 5x Spider Rider: Shortbow
(65 pts)
Model: Giant Spider, Spider Rider
Weapon: Hand Weapon, Shortbow
Armour: Shield
Base: Base[4]
Unit: Goblin Spider Rider Mobs
Special Rule: Fast Cavalry, Fear of Elves, Impetuous, Move Through Cover, Open Order, Poisoned Attacks,
Swiftstride, Warband

Goblin Spider Rider Mobs (5) • 5x Spider Rider: Shortbow


(65 pts)
Model: Giant Spider, Spider Rider
Weapon: Hand Weapon, Shortbow
Armour: Shield
Base: Base[4]
Unit: Goblin Spider Rider Mobs
Special Rule: Fast Cavalry, Fear of Elves, Impetuous, Move Through Cover, Open Order, Poisoned Attacks,
Swiftstride, Warband

Orc Mobs (24) Frenzy, Close Order, Big Stabbas, Warpaint, Standard Bearer, Musician, Boss
(214 pts) • Boss
• Musician
• Standard Bearer
• 24x Orc Boy: Additional Hand Weapon

Model: Boss[2], Orc Boy


Weapon: Additional Hand Weapon
Weapon: Hand Weapon
Base: Base[2]
Command: Champion, Musician, Standard Bearer
Unit: Orc Mobs
Special Rule: Big Stabass, Choppas, Close Order, Frenzy, Ignore Goblin Panic, Impetuous, Warband,
Warpaint

Orc Mobs (24) Frenzy, Close Order, Big Stabbas, Warpaint, Standard Bearer, Musician, Boss, Obsidian Lodestone
(234 pts) • Boss: Obsidian Lodestone
• Musician
• Standard Bearer
• 24x Orc Boy: Additional Hand Weapon

Model: Boss[2], Orc Boy


Weapon: Additional Hand Weapon
Weapon: Hand Weapon
Base: Base[2]
Command: Champion, Musician, Standard Bearer
Talismans: Obsidian Lodestone
Unit: Orc Mobs
Special Rule: Big Stabass, Choppas, Close Order, Frenzy, Ignore Goblin Panic, Impetuous, Warband,
Warpaint

Special (368 pts)


Orc Boar Boy Mobs (5) Frenzy, Warpaint, Magic Standard, Standard Bearer, Da Banner of Butchery, Musician, Boss, Big Un's
(160 pts) • Boss
• Musician
• Standard Bearer: Da Banner of Butchery
• 5x Boar Boy: Cavalry Spear, Shield

Model: Boar Boy, Boss[3], War Boar


Weapon: Cavalry Spear, Hand Weapon
Armour: Shield
Base: Base[5]
Magic Standards: Da Banner of Butchery
Command: Champion, Musician, Standard Bearer
Unit: Orc Boar Boy Mobs
Special Rule: Armoured Hide, Armoured Hide (1), Big 'Uns, Choppas, Close Order, Counter Charge, Frenzy,
Furious Charge, Ignore Goblin Panic, Impetuous, Swiftstride, Tusker Charge, Warband, Warpaint

Orc Boar Chariots (1) • Orc Boar Chariot: 2x Orc Crew, Frenzy, Warpaint
(104 pts)
Model: Orc Boar Chariot, Orc Crew (2), War Boar (2)
Weapon: Cavalry Spear, Hand Weapon
Armour: Armour Value : 4+
Base: Base (2), Base[3]
Unit: Orc Boar Chariots
Special Rule: Choppas, Close Order, First Charge, Frenzy, Ignore Goblin Panic, Impact Hits (D6+1),
Impetuous, Tusker Charge, Tusker Charge (2), Warband, Warpaint
Orc Boar Chariots (1) • Orc Boar Chariot: 2x Orc Crew, Frenzy, Warpaint
(104 pts)
Model: Orc Boar Chariot, Orc Crew (2), War Boar (2)
Weapon: Cavalry Spear, Hand Weapon
Armour: Armour Value : 4+
Base: Base (2), Base[3]
Unit: Orc Boar Chariots
Special Rule: Choppas, Close Order, First Charge, Frenzy, Ignore Goblin Panic, Impact Hits (D6+1),
Impetuous, Tusker Charge, Tusker Charge (2), Warband, Warpaint

Rare (95 pts)


Doom Diver Catapults (1) • Doom Diver Catapult
(95 pts)
Model: Doom Driver Catapult, Goblin Crew
Weapon: Stone Thrower
Weapon: Hand Weapon
Base: Base[1], Base[6]
Unit: Doom Diver Catapult
Special Rule: Doom Driver, Fear of Elves, Skirmishers
Model M WS BS S T W I A Ld

Boar Boy - 3 3 3 4 1 3 1 6

Boss[1] 4 2 3 3 3 1 2 2 6

Boss[2] 4 3 3 3 4 1 3 2 7

Boss[3] - 3 3 3 4 1 3 2 7

Doom Driver Catapult - - - - 5 3 - - -

Giant Spider 7 3 - 3 - - 4 1 -

Goblin 4 2 3 3 3 1 2 1 5

Goblin Crew 4 2 3 3 3 3 3 3 4

Goblin Oddgit 4 3 3 3 3 2 3 1 6

Orc Bigboss 4 5 2 4 5 2 4 3 7

Orc Boar Chariot - - - 5 5 4 - - -

Orc Boy 4 3 3 3 4 1 3 1 6

Orc Crew (2) - 3 3 3 - - 3 1 7

Orc Warboss 4 6 2 5 5 3 5 4 8

Orc Weirdnob 4 4 2 4 5 3 4 2 8

Spider Rider - 2 3 3 3 1 3 1 5

War Boar 7 3 - 3 - - 3 1 -

War Boar (2) 7 3 - 3 - - 3 1 -

Wyvern 4 5 - 6 (+1) (+4) 3 3 -

Weapon

Additional Hand Weapon

Extra Atacks (+1), Require Two Hands

Stone Thrower

12-60" S4(8) AP-1(-3) Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D3+1)

Wicked Claws

AP-2
Weapon R S AP

Cavalry Spear Combat S+1 -1

Fight in Extra Rank

Models whose troop type is ‘cavalry’, ‘monster’ or ‘chariot’ only. A cavalry spear’s Strength and Armour Piercing modifiers apply only during a turn in which the
wielder charged. A model wielding a cavalry spear cannot make a supporting attack during a turn in which it charged.

Great Weapon Combat S+2 -2

Armour Bane (1), Requires Two Hands, Strike Last

Hand Weapon Combat S -

Unless specified otherwise, all models are assumed to be equipped with a hand weapon.

Shortbow 18" 3 -

Quick Shot, Volley Fire

Venomous Tail Combat S -

Poisoned Attacks, Strike First

Armour

Armour Value : 4+

Base Armour value

Heavy Armour

Armour Value 5+

Shield

A model that carries a shield improves its armour value by 1. For example, a model equipped with light armour has an armour value of 6+. Should that model
also carry a shield, its armour value would be improved by 1 by lowering the target number from 6+ to 5+.

Note that if a model uses a weapon that has the Requires Two Hands special rule in combat, it cannot also use a shield.

Base Base Size

Base (2) 30x60

Base[1] 25x25

Base[2] 30x30

Base[3] 50x100

Base[4] 25x50

Base[5] 30x60

Base[6] 50x75
Magic Standards

Da Banner of Butchery

All models in a unit carrying Da Banner of Butchery have a +1 modifier to their Strength characteristic during a turn in which they charge.

The Big Red Raggedy Flag

A unit carrying the Big Red Raggedy Flag has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10). In addition, whilst calculating its combat
result, the unit may count an additional bonus of +1 combat result point.

Arcane Items

Idol of Mork

The bearer of the Idol of Mork increases their Dispel range by 3". Additionally, once per turn, when attempting a Wizardly dispel, the bearer of the Idol of Mork
may re-roll the Dispel roll.

Spell Number Type Casting Value Range

Fist of Gork - Assailment 9+ Combat

Place a large (5") blast template so that its central hole is directly over the center of a unit the caster is engaged in combat with. Once placed, the template will
scatter D3"+1. Any model (friend of foe) whose base lies underneath the template's final position risks being hit and suffering a single Strength 4 hit with an AP
of -1.

Vindictive Glare 1 Magic Missile 8+ 21"

The target enemy unit suffers a single Strength 7 hit with the Multiple Wounds (D3) special rule and with no armour save permitted (Ward and Regeneration
saves can be attempted as normal). This spell may target an enemy unit engaged in combat.

Hand of Mork 2 Conveyance 7+ 18"

This spell can only target friendly characters, but may target characters engaged in combat. You may immediately remove the target friendly character from
the battlefield and replace it anywhere within 2D6" of its original location, but not within 3" of any enemy models. However, if a double 1 is rolled, the character
land badly and looses a single Wound. Note that this spell allows a character to leave combat.

Bad Moon Rizin' 3 Hex 10+ 15"

Until the end of this turn, the target enemy suffers a -D3 modifier to its Weapon Skill and Initiative characteristics (to a minimum of 1).

Evil Sun Shinin' 4 Enchantment 9+ Self

Until your next Start of Turn sub-phase, friendly units that are within the caster's Command range may re-roll any rolls To Hit of a natural 1, and improve the
Armour Piercing characteristic of their weapons by 1.

'Ere We Go! 5 Enchantment 7+ Self

Any friendly unit that is within the caster's Command range during the Declare Charges & Charge Reactions sub-phase of this turn increases its maximum
possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.

Foot of Gork 6 Magical Vortex 8+ 15"

Remains in Play. Place a large (5") blast template so tat its central hole is within 15" of the caster. Whilst in play, the template is treated as dangerous terrain.
The template moves 2D6" in a random direction during every Start of Turn sub-phase. Any unit (friend of foe) the moving template touches or moves over
suffers D3+3 Strength 5 hits, each with an AP of -1.
Command

Champion

In combat, a champion that is within the fighting rank fights as normal. Enemy models that are in base contact with a champion can direct attacks against that
champion if they wish. Champions can issue and accept challenges in the same manner as a character.

Musician

“Onwards To Victory!” If, once the combat result has been calculated, both sides have the exact same number of points each, the side that has a musician in
the front rank of one or more of its units may claim a bonus of +1 combat result point.

If, however, the opposing side has a musician also, the redoubled efforts (and almighty clamour) cancel each other out and neither side may claim this bonus.

Steadying Rhythm If a fleeing unit contains a musician, it may apply a +1 modifier to its Leadership characteristic whenever it attempts to rally, up to a
maximum of Leadership 10.

Quick Time Should a unit that contains a musician wish to march whilst within 8" of an enemy unit, it may apply a +1 modifier to its Leadership characteristic,
up to a maximum of Leadership 10, when making its Leadership test.

Musicians As Casualties If a musician model is slain, another rank and file model belonging to the same unit, but that is not a command group model, will
retrieve the fallen instrument and take their place. Therefore, a unit cannot lose its musician unless it, the standard bearer and the champion are the only
remaining models in the unit. This applies even if the musician is targeted by an attack that allows a specific model within a unit to be targeted, or finds
themselves lying underneath a template.

If the only other remaining models in a unit are the champion and standard bearer, the musician must be removed as a casualty before either.

Standard Bearer

If a unit includes a standard bearer, it may claim a bonus of +1 combat result point.

If a fleeing unit is run down by an enemy unit, or if a unit is destroyed in combat by an enemy unit, its standard is claimed as a trophy. Standards claimed in
this way are worth bonus Victory Points at the end of the battle. Once a standard has been lost in this way, it cannot be reclaimed.

Magic Weapons R S AP Note

Giant Blade Combat S+1 - -

Armour Bane (2), Magical Attacks, Multiple Wounds (2)

Magic Armour

Trollhide Trousers

May be worn with other armour. The wearer of the Trollhide Trousers improves their armour value by 1 (to a maximum of 2+). In addition, their wearer has the
Regeneration (5+) special rule.

Talismans

Obsidian Lodestone

A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has magic Resistance (-1), a model that bears two
has Magic Resistance (-2), and a model that bears three has a Magic Resistance (-3).

Talisman Of Protection

The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Unit Troop Type Unit Size

Doom Diver Catapult War Machine 1

Goblin Mobs Regular Infantry 10+

Goblin Oddgit Regular Infantry 1

Goblin Spider Rider Mobs Light Cavalry 5+

Orc Bigboss Regular Infantry 1

Orc Boar Boy Mobs Heavy Cavalry 4+

Orc Boar Chariots Heavy chariot 1

Orc Mobs Regular Infantry 5+

Orc Warboss Regular Infantry 1

Orc Weirdnob Regular Infantry 1

Wyvern Monstrous creature 1


Special Rule

Armoured Hide

The hide of some creatures forms natural armour and improves their armour value ( and that of their rider). By how much armour value is improved varies from
model to model, as shown in brackets after the name of this special rule.

Note that a model that wears no armour is considerer to have an armour value of 7+ for the purposes of rules that improve armour value.

Armoured Hide (1)

The hide of some creatures forms natural armour and improves their armour value ( and that of their rider). By how much armour value is improved varies from
model to model, as shown in brackets after the name of this special rule.

Note that a model that wears no armour is considerer to have an armour value of 7+ for the purposes of rules that improve armour value.

Battle Standard Bearer

Armies often include a Battle Standard Bearer – a trusted warrior who holds aloft the General’s personal heraldry. A Battle Standard Bearer is a rallying point
for the army, from The Battlecan Standard which friendly soldiers take heart and draw strength.

The Battle Standard Bearer Model


A Battle Standard Bearer is a heroic model carrying a particularly impressive banner, and it will be presented as an option in your chosen army list. The Battle
Standard is carried by a character model and, unless specified otherwise, the model that carries the Battle Standard cannot be the General.

Unlike normal standards, the Battle Standard is lost if the bearer is slain – other models cannot pick it up, even if they are in the same unit.

Combat Result Bonus: A Battle Standard grants a bonus of +1 combat result point. Unlike other standards, a Battle Standard grants this bonus even if another
standard is present.
If, by some unusual circumstance, there are two Battle Standards on the same side in the combat, you can only count the bonus for one.

“Hold Your Ground”: To represent the Battle Standard’s steadying presence, unless your Battle Standard Bearer is fleeing, friendly units within the Battle
Standard Bearer’s Command range may re-roll any failed Panic or Rally test. In addition, friendly units within the Battle Standard Bearer’s Command range
may re-roll the 2D6 when making a Break test. However, you must accept the result of the second roll, even if it is worse than the first.

Big 'Uns

When engaged in combat, a model with this special rule has a +1 modifier to its Strength characteristic and gains the Armour Bane(1) special rule.

Big Stabass

A unit with Big Stabbas has the Impact Hits (D3) special rule

Choppas

During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic
of its weapon(s) by 1.

Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic
weapon, this special rule ceases to apply.

Close Order

A unit consisting of models with this special rule may adopt a Close Order formation.

Counter Charge

This special rule can only be used by units that consist entirely of models with this special rule. When a unit with this special rule is charged in its front arc by
an enemy unit whose troop type is ‘cavalry,’ ‘chariot’ or ‘monster’, it may declare a ‘Counter Charge’ charge reaction:

Counter Charge: The unit surges forward to meet the enemy charge. Measure the distance between the two units. If the distance is less than the Movement
characteristic of the charging unit, the charged unit has not enough time to meet the enemy charge and must either Hold or Flee instead.

Otherwise, pivot the unit about its centre so that it is facing directly towards the centre of the charging enemy unit. After pivoting, the unit moves D3+1"
directly towards the enemy unit. Both units are considered to have charged during this turn.

Fleeing units and units already engaged in combat when charged cannot Counter Charge. A unit can only Counter Charge in response to one charge per turn,
even if charged by multiple units. Once all charges have been declared, the inactive player can choose which charging unit to Counter Charge. The unit will
then Hold against the other charging units.

Doom Driver

When shootinh a Doom Driver catapul, follow the special

Fast Cavalry

If all of the models (including characters) within a unit arrayed in an Open Order formation have this special rule, the unit may perform its Quick Turn (see page
183) even if it marched.
Fear of Elves

Elves of any type cause Fear in models with this special rule.

First Charge

If this unit’s first charge of the game is successful (i.e., if the unit makes contact with the charge target), the charge target becomes Disrupted until the end of
the Combat phase of that turn.

Fly (9)

A model with this special rule can Fly. Models that can Fly can choose wither to move normally on the ground (using their Movement characteristic), or to
move by flying. How many inches a model can Fly varies from model to model, and will be shown in brackets after the name of this special rule. Models tat
choose to move by flying:

- May move as normal (i.e. they may charge, march and manoeuvre as if moving on the ground), except that they are able to pass freely above other models,
units and terrain features without any penalty, and they can march whilst within 8" of an enemy unit without first having to make a Leadership test.

- May end their movement in terrain, but will suffer its effects if they do. They cannot end their movement 'on top' of impassable terrain or another unit, or
within 1" of an enemy unit.

Models that can Fly must begin and end all their movement on the ground. A character with this special rule cannot join a unit without this special rule, and
vice versa.

Frenzy

A Frenzied model has a +1 modifier to its Attacks characteristic. This modifier does not apply to the model’s mount (in the case of a cavalry model), to the
beasts that draw it (in the case of a chariot), or to its rider (in the case of a monster).

In addition:

• If the majority of the models in a unit are Frenzied, the unit automatically passes any Fear, Panic or Terror tests it is required to make.

• If a unit that includes one or more Frenzied models is able to declare a charge during the Declare Charges & Charge Reactions sub-phase of its turn, it
must do so.

• If the majority of the models in a unit are Frenzied, it cannot choose to Flee as a charge reaction, nor can it ever choose to make a Restraint test.

Losing Frenzy: Unlike other special rules, Frenzy can be lost during a game. Any model that loses a round of combat will immediately lose this special rule.

Furious Charge

During a turn in which it made a charge move of 3" or more, a model with this special rule gains a +1 modifier to its Attacks characteristic.

General

Inspiring Presence: Warriors fight all the better under the stern gaze of their General. Unless your General is fleeing, all friendly units within their Command
range can use their Leadership characteristic instead of their own (so rally your General first!).

Horde

A unit with this special rule may increase the maximum Rank Bonus it can claim (as determined by its troop type) by one.

Ignore Goblin Panic

This unit does not have to make a Panic test when a friendly Goblin unit is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit
have to make a Panic test when it is fled through by a friendly Goblin unit.

Note that, for the purposes of this rule, a Goblin unit is considered to be any unit that is made up entirely of Goblins of any kind, mounted or otherwise. This
includes any war machine or chariot that is crewed entirely by Goblins. Should a Goblin unit be joined by an Orc character, it is no longer considered to be a
Goblin unit.

Impact Hits (D6+1)

The number of Impact Hits caused varies from model to model, and will be shown in brackets after the name of this special rile. Often, this is determined by
the roll of a dice.

Resolving Impact Hits: Impact Hits can only be made by a charging model that moved 3" or more and that is in base contact with the enemy. Impact hits are
attacks made in combat that always strike at Initiative 10 (regardless of modifiers), and that hit automatically using the unmodified Strength characteristic of
the model.

Impetuous

If during the Declare Charges & Charge Reactions sub-phase of its turn, a unit that includes one or more Impetuous models is able to declare a charge, roll a
D6. On a roll of 1-3, the unit must declare a charge. On a roll of 4+, the unit may act as normal.
Large Target

Enemy models never suffer To Hit modifiers for full or partial cover when shooting at models with this special rule. In addition, a model can draw a line of sight
to a model with this special rule over or through other models, and vice versa.

Lore of Gork

A wizard with the Lore of Gork special rule may discard one of their randomly generated spells as normal. When they do it they may select instead the
signature spell of theur chosen Lore of Magic, or one of the spell listed below.

Lore of Mork

A wizard with the Lore of Mork special rule may discard one of their randomly generated spells as normal. When they do it they may select instead the
signature spell of theur chosen Lore of Magic, or one of the spell listed below.

Mob Rule

If this character has joined a unit of Orcs with a Unit Strength of 10 or more, they may apply a +1 modifier to any Casting roll they make. Should they leave the
unit for any reason, or should the unit’s Unit Strength fall below 10, this modifier is lost.

Note that, for the purposes of this rule, a unit of Orcs is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise.

Move Through Cover

Models with this special rule do not suffer any modifiers to their Movement characteristic for moving through difficult or dangerous terrain. In addition, a model
with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests.

Open Order

A unit consisting of models with this special rule may adopt an Open Order formation.

Poisoned Attacks

If a model with Poisoned Attacks rolls a natural 6 when making a roll To Hit, that hit will wound automatically. Unless otherwise stated, a model with this special
rule may use it when making both shooting and combat attacks. Any spells cast by the model are unaffected, as are any attacks made with magic weapons.
Note that if an attack needs a To Hit roll of 7+, or hits automatically, this special rule cannot be used.

Rallying Cry

During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single fleeing friendly unit that is within their
Command range. The nominated unit immediately makes a Rally test. If this test is failed, the unit may attempt to rally again as normal during the Rally
sub-phase.

Skirmishers

A unit consisting of models with this special rule may adopt a Skirmish formation.

Stomp Attacks (D3)

The number of Stomp Attacks caused varies from model to model and will be shown in brackets after the name of this special rule. Often, this is determined by
the roll of a dice.

Resolving Stomp Attacks: Stomp Attacks can only be made by a model that is in base contact with the enemy. Stomp Attacks are attacks made in combat
that always strike at Initiative 1 (regardless of modifiers) and that hit automatically using the unmodified Strength characteristic of the model.

Swiftstride

A unit with this special rule increases its maximum possible charge range by 3" and, when it makes a Charge, Flee or Pursuit roll, may apply a +D6 modifier to
the result.

Terror

Models with this special rule cause Terror. Models that cause Terror also cause Fear:

• When a unit that causes Terror declares a charge, the charge target must immediately make a Leadership test. If this test is failed, it must Flee. If this test is
passed, it can declare its charge reaction normally.

• If the winning side of a combat includes one or more units that cause Terror, each unit that belongs to the losing side must apply a -1 modifier to its
Leadership characteristic when making its Break test.

Note that if a charged unit cannot choose to Flee, it does not make this Leadership test.

Models with the Fear special rule Fear models that cause Terror. Models that cause Terror are immune to Terror. A unit that does not cause Terror does not
become immune to Terror when joined by a character that does.

Tusker Charge
During a turn in which it charged, a War Boar’s Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1.

Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew.

Tusker Charge (2)

During a turn in which it charged, a War Boar’s Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1.

Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew.

Waaagh!

Once per game, during the Command sub-phase of their turn, this character may attempt to invoke the power of the Waaagh! by making a Leadership test
(using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character, their mount and any Orc unit they have joined may
re-roll any rolls To Hit of a natural 1 and, when calculating its combat result, may claim an additional bonus of +1 combat result point.

Note that, for the purposes of this rule, an Orc unit is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise. Should
an Orc unit be joined by a Goblin character, it is no longer considered to be an Orc unit. This special rule is not cumulative.

Warband

Unless it is fleeing, a Warband gains a positive (+) modifier to its Leadership characteristic equal to its current Rank Bonus, up to a maximum of Leadership
10. However, a Warband cannot use this modifier to its Leadership should it ever choose to make a Restraint test. In addition, if the majority of the models in a
unit have this special rule, it may re-roll its Charge roll.

Note that unless a character also has this special rule, their Leadership cannot be modified by this special rule. A Warband can use either its own modified
Leadership, the modified Leadership of a Warband character, or the unmodified Leadership of a non-Warband character, whichever is the higher.

Warpaint

Warpaint gives its wearer a 6+ Ward save against any wounds suffered. However, a model with this special rule can never wear armour of any sort (though
they may carry a shield).

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