Søren O&G 1250 - 2

Download as pdf or txt
Download as pdf or txt
You are on page 1of 3

1250 Pts - Orcs & Goblins - Sren O&G 1250 - 2

Name

Type

WS BS

Ld

AS

WSv Mgc Cost

Savage Orc Great Shaman (1 , 295 pts)


Savage Orc Great 1
In
4
3
3
4+*
5
3
2
1/2
8
5+
4
295
Shaman General; Level 4 Wizard; Hand Weapon; Choppas; Extra Attack; Frenzy; Immune to Psychology; Size
Matters; Warpaint
Biting Blade

1 Armour Piercing.
Armour Piercing
Lucky Shrunken Head 1 Increases the Warpaint save of the bearer and any unit he joins by +1.
Obsidian Amulet 1 Grants Magic Resistance (2).
Magic Resistance (2)

Name
Savage Orc Big Boss (1 , 114 pts)
Savage Orc Big Boss

Banner of Eternal Flame

Name
Savage Orcs (32 , 387 pts)
Savage Orc Big 'Uns

Savage Orc Boss

Name
Night Goblin Shaman (1 , 135 pts)
Night Goblin Shaman

Dispel Scroll
Ruby Ring of Ruin

Name
Mangler Squig (1 , 65 pts)
Mangler Squigs

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

[10]
[50]
[30]

Ld

AS

WSv Mgc Cost

1
In
4
5
3
4+*
5
2
3
3/5
8
6+
6+
Battle Standard Bearer ; Hand Weapon; Additional Hand Weapon; Shield; Choppas; Extra Attack;
Frenzy; Immune to Psychology; Size Matters; Warpaint; Wild Abandon; Extra Attack

114

1 The unit has Flaming Attacks.


Flaming Attacks

[10]

Type

WS BS

Ld

AS

WSv Mgc Cost

31
In
4
4
3
4+*
4
1
2
1/3
7
6+
387
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

Type

WS BS

Ld

AS

WSv Mgc Cost

1
In
4
2
3
3
3
2
3
1
5
Level 2 Wizard; Hand Weapon; Magic Mushrooms; Fear Elves; Hatred (Dwarfs)

1 One use only. Read instead of attempting to dispel. Automatically dispels an enemy spell.
1 Bound Spell (power level 3) . Contains Fireball.
Fireball

Type

WS BS

Ld

AS

[26]

135

[25]
[25]

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

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

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

WSv Mgc Cost

[0]

AS

WSv Mgc Cost


35

1
WM
Doom Diver Catapult; Fear Elves

AS

35

[0]

AS

WSv Mgc Cost


80

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

[0]

Name
Goblin Wolf Chariot (1 , 50 pts)
Goblin Wolf Chariot

Type

WS BS

3
2
3
3+*
2
Hand Weapon; Spear; Short Bow; Fear Elves; Volley Fire
Giant Wolf 2
9
3
3
3

Name

Ld

1
Ch
5
4
3
Scythed wheels; Fear Elves; Impact Hits (D6+1); Swiftstride

Goblin Crew

Goblin Wolf Chariot (1 , 50 pts)


Goblin Wolf Chariot

Type

WS BS

3
2
3
3+*
2
Hand Weapon; Spear; Short Bow; Fear Elves; Volley Fire
Giant Wolf 2
9
3
3
3

WSv Mgc Cost

5+

50

[0]

[0]

Ld

1
Ch
5
4
3
Scythed wheels; Fear Elves; Impact Hits (D6+1); Swiftstride

Goblin Crew

AS

AS

WSv Mgc Cost

5+

50

[0]
[0]
Total Cost:

1246

Option Footnotes
Additional Hand Weapon
Battle Standard Bearer
General
Hand Weapon
Level 2 Wizard
Level 4 Wizard
Magic Mushrooms

Musician
Scythed wheels
Shield
Short Bow
Spear
Standard Bearer
Animosity

Armour Piercing
Choppas
Completely Out of Control

Doom Diver Catapult

Extra Attack
Fear Elves
Flaming Attacks
Force of Total Destruction

Frenzy

Gone Crazy!

Options
(Foot) Extra Attack, Requires Two Hands.
Hold your Ground! : If not fleeing, friendly models within 12" may re-roll failed Leadership tests.
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 +2 to all attempts to cast and dispel. Knows 2 spells.
Can channel Power and Dispel dice. Adds +4 to all attempts to cast and dispel. Knows 4 spells.
Each time a Night Goblin Shaman attempts to cast a spell, after the casting dice have been rolled, they must add +D6
to the casting result. This dice does not count as a power dice, and cannot contribute to Irresistible Force. However, if
your roll a 1 on this dice, you must roll a further D6. On a roll of 1-3 the Shaman suffers a Wound with no armour
saves allowed, and unless it was cast with Irresistible Force, the spell automatically fails.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.
Improves Impact Hits.
+1 armour save bonus.
Range 18", 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.
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.
Elves cause Fear in units of Goblins and Night Goblins.
Models with this rule cause Fear in War Beasts, Chariots and Cavalry. Moreover, they re-roll failed To Wound rolls
when shooting at or assaulting a building.
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.
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.

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

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

Hatred (Dwarfs)
Immune to Psychology
Impact Hits (D6+1)
Ker-splat!

Magic Resistance (2)


Random Movement (3D6)
Size Matters
Slipshod
Swiftstride
Warpaint
Watch Out!

Wild Abandon

Extra Attack
Multiple Wounds (D3)
Volley Fire

Fireball

- Kindleflame

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.
Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.
Impact Hits are resolved at the very beginning of combat, only if this model charged and is in base contact with the
enemy. Those hits hit automatically, and roll to wound using the Strength of the model.
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.
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.
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.
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.
When charging / fleeing / pursuing, units made entirely of models with this rule roll 3D6 and discard the lowest
instead of 2D6 for distance.
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.
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
Grants +1 Attack.
Each unsaved Wound inflicted is multiplied by the number indicated.
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.
Bound Spells
Magic Missile
Range 24", D6 Strength 4 hits.
Lore of Fire
Spells from the Lore of Fire are Flaming Attacks. In addition, if a direct damage or magic missile spell is cast at a
unit that has already been hit by a direct damage or magic missile from the Lore of Fire in the same magic phase, the
casting Wizard adds +D3 to his casting total.

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

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

You might also like