Greenskins live in the mountains and forests all over the Warhammer World. They respect nothing but strength and their culture is based on the simple understanding that might is right. A unit of Black Orcs, Spider Riders, Ogres or any Core unit except Snotlings may upgrade a model to a Champion, musician or standard bearer for +10 points each. Any unit of Boar Boys or Savage Orc Boar Boys may upgrade a model to a Champion, musician or standard bearer for +15 points each. A Champion will have +1A, A standard bearer from the following units may carry a magic banner worth up to 50 points: Black Orcs, Boar Boys or Savage Orc Boar Boys. The following special rules apply to the Orc & Goblin army.
ORC WARBOSS, SAVAGE ORC WARBOSS, GOBLIN WARBOSS, NIGHT GOBLIN WARBOSS, FOREST GOBLIN WARBOSS SAVAGE ORC GREAT SHAMAN, GOBLIN GREAT SHAMAN, NIGHT GOBLIN GREAT SHAMAN, FOREST GOBLIN GREAT SHAMAN
Equipment: Hand weapon. A Great Shaman may not have other equipment. A Warboss may have an additional hand weapon (+6 pts), Great weapon (+6 pts), spear (+6 pts) or halberd (+6 pts). He may wear light armour (+3 pts} and may carry a shield (+3 pts). A Black Orc may wear heavy armour (+6 pts). An Orc or Black Orc Warboss may ride a Wyvern (+230 pts). An Orc, Savage Orc or Black Orc may ride a boar (+18 pts). Any type of Goblin may ride a wolf (+18 pts) or Gigantic Spider (+50 pts). Special rules: A Great Shaman is a level 3 wizard. This may be increased to level 4 at a cost of +35 points. Savage Orcs are subject to frenzy. A Wyvern can fly, causes terror, has a 5+ armour save and is a large target. A Gigantic Spider causes fear, has a 4+ armour save and ignores penalties for moving over difficult terrain and obstacles such as rocks, cliffs and so on. However, they cannot ignore water features like rivers and swamps. ORC BIG BOSS, SAVAGE ORC BIG BOSS, GOBLIN BIG BOSS, NIGHT GOBLIN BIG BOSS, FOREST GOBLIN BIG BOSS SAVAGE ORC SHAMAN, GOBLIN SHAMAN, NIGHT GOBLIN SHAMAN, FOREST GOBLIN SHAMAN
Equipment: Hand weapon. A Shaman may not have other equipment. A Big Boss may have an additional hand weapon (+4 pts), Great weapon (+4 pts), spear (+4 pts) or halberd (+4 pts). He may wear light armour (+2 pts) and may carry a shield (+2 pts). A Black Orc may wear heavy armour (+4 pts). An Orc, Savage Orc or Black Orc character may ride a boar (+12 pts). Any type of Goblin may ride a wolf (+12 pts). One Big Boss may be upgraded to a Battle Standard Bearer for +25 points. He may carry any magic banner (no points limit), but if he does so he may take no other magic items. He may not be given any extra equipment except light armour. A Battle Standard Bearer may not be your army General. Special rules: A Shaman is a level 1 wizard. This may be increased to level 2 at a cost of +35 points. Savage Orcs frenzy. 0-1 UNIT OF BIG'UNS, SAVAGE ORC BOYZ
Unit Size: 10+ Equipment: All have a hand weapon. Orcs & Big'Uns have light armour. May have additional hand weapon (+2 pts), spear (+2 pts), bow (+4 pts) or a shield (+1 pt). Orc Boyz and Big'Uns may have halberd (+2 pts). Savage Orcs may have warpaint (+1 pt). Special rules: Savage Orcs are subject to frenzy. Their warpaint gives them a 6+ ward save. NIGHT GOBLINS, FOREST GOBLINS
Equipment: Hand weapon and shield. May have spear (+1 pt) or swap their shield for a short bow (+1 pt). Goblins may be given light armour (+1 pt). Night Goblins may include 0-3 Fanatics (+25 pts each) in each regiment. Special rules: Fanatics are unbreakable. They interrupt the normal sequence to emerge 2D6" (in a direction chosen by the Goblin player) as soon as an enemy unit moves within 8", or the Goblins move to within 8" of the enemy. In subsequent turns move them 2D6" in a random direction. Except on the turn they emerge, Fanatics die if they roll a double for movement. Fanatics also die if they hit an obstacle such as a wall, or move into difficult or impassable terrain. Any unit touched suffers 1D6 S5 hits with no armour save. Fanatics cannot be fought normally, but can be shot.
Unit Size: 5+ Equipment: Hand weapon and light armour. May have short bow (+3 pts), spear ( + 1 pt) and/or shield (+3 pts) Special rules: Fast cavalry.
Unit Size: 3+ Equipment: Odd bits of bone and assorted scrap. Special rules: Snotlings агe represented by saveral models mounted on a single base and are treated as a single creature with 3 wounds. Cannot bejoined or led by characters- Ignore Animosity. Count +1 `rank` bonus in close combat for each base after the first to a maximum of +4.
Unit Size: 10+ Equipment: Hand weapon and heavy armour. May have an additional hand weapon (+2 pts), spear (+2 pts), halberd (+2 pts) or Great weapon (+2 pts). Black Ores may have shields (+1 pt). SAVAGE ORC BOAR BOYS
Unit Size: 5+ Equipment: All have a hand weapon and shield. Normal Orc Boar Boys also have light armour and a spear. Savage Orcs may have a spear (+2 pts) and/or warpaint (+3 pis). Special rules: Savage Orcs are subject to frenzy. Their warpaint gives them a 6+ ward save.
Unit Size: Fight individually, but you may take up to 3 as a single Special choice. Equipment: The Gobbo has a hand weapon. Special rules: Unbreakable. Moves in the Compulsory Movement phase. Choose a direction and roll 2D6. If you roll a double randomise the direction, otherwise move the dice roll in inches in that direction. If the Squig lands on a unit it will attack and then bounce off before the enemy fights back. Calculate the attack immediately, then move the Squig again. It will stop bouncing when it fails to land on a unit. Note that it will attack friend and foe alike. STONE THROWER
Unit Size: 1 Stone Thrower with 3 Goblin crew, or up to 2 Bolt Throwers with 2 Goblin crew each, as a single Special choice. Equipment: Hand weapon. Special rules: If you have a Doom Diver, treat it as a Stone Thrower for now. GOBLIN WOLF CHARIOTS
Unit Size: A Goblin Wolf Chariot with 3 Gobbo crew, pulled by 2 wolves or an Orc Boar Chariot with 2 Ores, pulled by 2 boars. You may take up to 2 Goblin Wolf Chariots as a single Special choice. Equipment: Hand weapons. The Gobbos also have short bows. The Orcs also have spears. Both chariots have scythes, Gobbo Wolf Chariots may have an extra wolf (+3 pis). Special rules: The Wolf Chariot has an armour save of 5+, the boar chariot a save of 4+.
Unit Size: 10+ Equipment: Hand weapon. May have a spear (+2 pts), short bow (+3 pts) and/or shield (+1 pt). Special rules: Giant Spiders ignore the penalties for moving over difficult terrain and obstacles such as rocks, cliffs and so on. However, they cannot ignore water features like rivers and swamps.
Unit Size: 1 Equipment: The Snotlings fight with whataver comes to hand. Special rules: Unbreakable. The Snotling Pump Wagon moves 2D6" in the Compulsory Movement phase (and not at all in the Movement phase). Pick a direction then roll the dice. If it hits a unit it counts as having charged and will do 2D6 impact hits. It has an armour save of 6+.
Unit Size: 3+ Equipment: Trolls often fight with a large club (hand weapon), though they don't really need one. You may upgrade Trolls to either Stone Trolls (+5 pts) or River Trolls (+10 pts). Special rules: Regenerate, cause fear, stupid. Instead of their normal attacks, Trolls of all types may vomit once on a single enemy model in base-to-base contact. Troll vomit is S5, always hits, and allows no armour save. In addition, units of Stone Trolls may use an extra 2 Dispel dice against any spells that affect them. All close combat attacks against River Trolls are at -1 to hit.
Unit Size: 5+ models (each Hunter Team is made up of 2 Gobbos). Equipment: Goblins have prodders to herd the Squigs (count all the Gobbos as armed with spears). Special rules: Units contain a mixture of Goblins and Squigs. Randomise shooting hits between Squigs and Gobbos. Unit fights in 2 ranks with all the Squigs in front. If there are more than 3 Squigs per Gobbo, the excess leave the unit - treat them as Bouncing Squigs that always move randomly (see the Squig Hopper entry above).
Unit Size: 10+ Equipment: Either hand weapon and net, or a club. Special rules: Units contain a mixture of Netters and Clubbers. Randomise shooting hits between Netters and Clubbers. Nets always attack before clubs. As long as there are Clubbers fighting, each hit from a Netter adds one to the number of hits caused by the Clubbers. In addition, if the ensnared enemy model hasn't fought back yet this turn he loses 1 attack. Hits are at S4 as long as there is at least 1 Clubber fighting. If there are no Clubbers fighting then the Netters use their hand weapons.
Unit Size: 3+ Equipment: Hand weapon. May have additional hand weapons (+6 pts), Great weapon (+6 pis), halberd (+6 pts) and/or light armour (+3 pts). Special rules: Cause fear.
Unit Size: 1 Equipment: Huge club. Special rules: Large target, causes fear. Giants are not slowed by obstacles, but are prone to falling. Roll a D6 if they cross an obstacle or lose a round of combat. If you roll a 1 the Giant has fallen and will squash those underneath. Use the Scatter dice to see which direction he falls, and the model itself as a template. Those underneath take a single S10 hit for D6 wounds. Giants may not attack whilst on the ground. It takes a Giant one turn to stand up. Obviously, Giants fall over when they die. In close combat against enemy classed as a large target, Giants can Yell and Bawl {enemy automatically loses by 2 - only once per combat) or 'Eadbutt {1D6 hits at S6 on single enemy model). Against smaller opponents, Giants can either Yell and Bawl, Jump Up and Down (2D6 S6 hits on unit, but test to fall over first - see above) or Swing With Club (1D6 S6 hits). You may choose magic items for your characters and units from the following list and/or the common magic items in the rulebook. Rending Axe (magic weapon): Ironskin Shield (magic armour): Warpaint (talisman): Crown of Sorcery (enchanted item): Badum Staff (arcane item): Mork's War Banner (magic banner): Gork's War Banner (magic banner): |