grimgors little waaagh

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Created with Army Builder® - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com! 1500 Pts - Orcs & Goblins - Grimgors Little Waaagh Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Grimgor Ironhide (16 , 555 pts) Grimgor Ironhide 1 In 4 8 1 5+*/7+* 5 3 5 5 9 1+ 5+ 355 General; Choppas; Da Immortulz; Hatred (Everybody!); Immune to Psychology; Waaagh! Gitsnik 1 Magic Weapon. +2 Strength, Always Strikes First. [0] Always Strikes First Blood-Forged Armour 1 Magic Armour. Grants a 1+ armour save and a 5+ ward save [0] Da Immortulz 15 In 4 5 3 4+* 4 1 2 1+* 8 5+ 200 Musician ; Standard Bearer ; A huge array of weapons; Heavy Armour; Armed to da Teef; Choppas; Hatred (Everybody!); Immune to Psychology Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Goblin Big Boss (2 , 156 pts) ×Goblin Big Boss 1 MC 4 4 3 4/6 4 2 3 3 7 2+ 4+ 156 Battle Standard Bearer ; Hand Weapon; Great Weapon; Shield; Fear Elves; Always Strikes Last Armour of Destiny 1 Heavy armour. Grants a 4+ ward save. [50] Gigantic Spider 1 - 7 3 - 4 4 3 4 3 7 [40] Creeping Assault; Fast Cavalry; Fear; Forest Strider; Obstacle Strider; Poisoned Attacks; Stomp; Swiftstride; Thick-skinned; Vanguard; Wall-crawler Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Savage Orc Shaman (1 , 120 pts) Savage Orc Shaman 1 In 4 3 3 3+* 4 2 2 1/2 7 5+ 1 120 Level 1 Wizard; Hand Weapon; Choppas; Extra Attack; Frenzy; Immune to Psychology; Size Matters; Warpaint Lucky Shrunken Head 1 Increases the Warpaint save of the bearer and any unit he joins by +1. [50] Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Savage Orcs (23 , 288 pts) Savage Orc Big 'Uns 22 In 4 4 3 4+* 4 1 2 1/3 7 6+ 288 Musician ; Standard Bearer ; Hand Weapon; Additional Hand Weapon; Animosity; Choppas; Extra Attack; Frenzy; Immune to Psychology; Size Matters; Warpaint; Extra Attack Savage Orc Boss 1 In 4 4 3 4+* 4 1 2 2/4 7 6+ [26] Hand Weapon; Additional Hand Weapon; Animosity; Choppas; Extra Attack; Frenzy; Immune to Psychology; Size Matters; Warpaint; Extra Attack Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Night Goblin Shaman (1 , 80 pts) Night Goblin Shaman 1 In 4 2 3 3 3 2 3 1 5 (6+) 1 80 Level 1 Wizard; Hand Weapon; Magic Mushrooms; Fear Elves; Hatred (Dwarfs) Dispel Scroll 1 One use only. Read instead of attempting to dispel. Automatically dispels an enemy spell. [25] Ironcurse Icon 1 Character and unit gain a 6+ ward save against war machines. [5] Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Doom Diver Catapult (4 , 80 pts) Doom Diver Catapult 1 WM 7 3 80 Doom Diver Catapult; Fear Elves Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 [0] Hand Weapon; Fear Elves Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Goblin Rock Lobber (4 , 85 pts) Goblin Rock Lobber 1 WM 7 3 85 Fear Elves; Multiple Wounds (D6) Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 [0] Hand Weapon; Fear Elves

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Page 1: Grimgors Little Waaagh

Created with Army Builder® - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!

1500 Pts - Orcs & Goblins - Grimgors Little WaaaghName # Type M WS BS S T W I A Ld AS WSv Mgc Cost

Grimgor Ironhide (16 , 555 pts) Grimgor Ironhide 1 In 4 8 1 5+*/7+* 5 3 5 5 9 1+ 5+ 355

General; Choppas; Da Immortulz; Hatred (Everybody!); Immune to Psychology; Waaagh!

Gitsnik 1 Magic Weapon. +2 Strength, Always Strikes First. [0]Always Strikes First

Blood-Forged Armour 1 Magic Armour. Grants a 1+ armour save and a 5+ ward save [0] Da Immortulz 15 In 4 5 3 4+* 4 1 2 1+* 8 5+ 200

Musician ; Standard Bearer ; A huge array of weapons; Heavy Armour; Armed to da Teef; Choppas;Hatred (Everybody!); Immune to Psychology

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostGoblin Big Boss (2 , 156 pts)

×Goblin Big Boss 1 MC 4 4 3 4/6 4 2 3 3 7 2+ 4+ 156Battle Standard Bearer ; Hand Weapon; Great Weapon; Shield; Fear Elves; Always Strikes Last

Armour of Destiny 1 Heavy armour. Grants a 4+ ward save. [50] Gigantic Spider 1 - 7 3 - 4 4 3 4 3 7 [40]

Creeping Assault; Fast Cavalry; Fear; Forest Strider; Obstacle Strider; Poisoned Attacks; Stomp;Swiftstride; Thick-skinned; Vanguard; Wall-crawler

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostSavage Orc Shaman (1 , 120 pts)

Savage Orc Shaman 1 In 4 3 3 3+* 4 2 2 1/2 7 5+ 1 120Level 1 Wizard; Hand Weapon; Choppas; Extra Attack; Frenzy; Immune to Psychology; Size Matters;Warpaint

Lucky Shrunken Head 1 Increases the Warpaint save of the bearer and any unit he joins by +1. [50]

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostSavage Orcs (23 , 288 pts)

Savage Orc Big 'Uns 22 In 4 4 3 4+* 4 1 2 1/3 7 6+ 288Musician ; Standard Bearer ; Hand Weapon; Additional Hand Weapon; Animosity; Choppas; ExtraAttack; Frenzy; Immune to Psychology; Size Matters; Warpaint; Extra Attack

Savage Orc Boss 1 In 4 4 3 4+* 4 1 2 2/4 7 6+ [26]Hand Weapon; Additional Hand Weapon; Animosity; Choppas; Extra Attack; Frenzy; Immune toPsychology; Size Matters; Warpaint; Extra Attack

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostNight Goblin Shaman (1 , 80 pts)

Night Goblin Shaman 1 In 4 2 3 3 3 2 3 1 5 (6+) 1 80Level 1 Wizard; Hand Weapon; Magic Mushrooms; Fear Elves; Hatred (Dwarfs)

Dispel Scroll 1 One use only. Read instead of attempting to dispel. Automatically dispels an enemy spell. [25] Ironcurse Icon 1 Character and unit gain a 6+ ward save against war machines. [5]

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostDoom Diver Catapult (4 , 80 pts)

Doom Diver Catapult 1 WM 7 3 80Doom Diver Catapult; Fear Elves

Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 [0]Hand Weapon; Fear Elves

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostGoblin Rock Lobber (4 , 85 pts)

Goblin Rock Lobber 1 WM 7 3 85Fear Elves; Multiple Wounds (D6)

Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 [0]Hand Weapon; Fear Elves

Page 2: Grimgors Little Waaagh

Created with Army Builder® - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostSavage Orcs (10 , 100 pts)

Savage Orcs 10 In 4 3 3 3+* 4 1 2 1/2 7 6+ 100Musician ; Hand Weapon; Bow; Animosity; Choppas; Extra Attack; Frenzy; Immune to Psychology;Size Matters; Warpaint; Volley Fire

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostGoblin Spear Chukka (4 , 35 pts)

Goblin Spear Chukka 1 WM 7 3 35Fear Elves; Slipshod; Multiple Wounds (D3)

Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 [0]Hand Weapon; Fear Elves

Total Cost: 1499

Option FootnotesOptions

A huge array of weapons See the Armed to da Teef special rule.Additional Hand Weapon (Foot) Extra Attack, Requires Two Hands.Battle Standard Bearer Hold your Ground! : If not fleeing, friendly models within 12" may re-roll failed Leadership tests.Bow Range 24", Strength 3, Volley Fire.General Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.Great Weapon +2 Strength, Always Strikes Last, Requires Two Hands.Hand Weapon 6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.Heavy Armour 5+ armour save.Level 1 Wizard Can channel Power and Dispel dice. Adds +1 to all attempts to cast and dispel. Knows 1 spell.Magic Mushrooms 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, ifyour 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 armoursaves allowed, and unless it was cast with Irresistible Force, the spell automatically fails.

Musician +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.Shield +1 armour save bonus.Standard Bearer +1 to Combat Resolution, Standard can be captured if unit Flees.

Special RulesAlways Strikes First A model with this special rule always strikes first in close combat regardless of Initiative.

In addition, if the model's Initiative is equal to or higher than his enemy's, he can re-roll misses when striking inclose combat.If the model's enemy has this rule too, the Attacks are made simultaneously, and neither model benefits from the re-rolls normally granted by this rule.

Animosity Every units subject to Animosity must take an Animosity test in the Start of Turn sub-phase, during each of yourturns, 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.

Armed to da Teef At the start of each combat a unit of Black Orcs can choose to fight either with a single hand weapon (in case theyhave shields), two hand weapons, or with a great weapon. If a Black Orc character has a magic weapon, he loses thebenefit of this special rule.

Choppas Models with this rule gain +1 Strength in the first round of each combat.Creeping AssaultDa Immortulz You must upgrade one of your Black Orcs unit to Da Immortulz. A unit upgraded this way has an additional +1

Weapon Skill. Grimgor must set up with this unit and may not leave it. No other character may join the unit.Doom Diver Catapult 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 movethe Doom Diver Goblin model by that many inches in any direction. If any units are touched by the Doom Diver'sbase, then each must take D6 Strength 5 hits with no armour saves allowed.

Extra Attack Grants +1 Attack.Fast Cavalry 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 whichit marched or reformed. If a Fast Cavalry unit is joined by a character without this rule, the unit loses the rule untilthe character leaves.

Fear Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed, theirWeapon 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.

Fear Elves Elves cause Fear in units of Goblins and Night Goblins.Forest Strider 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.

Page 3: Grimgors Little Waaagh

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Frenzy Grants Berserk Rage, Extra Attack and Immune to Psychology. Frenzied models cannot parry and cannot choose torestrain 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 acharge, then it must do so unless a Leadership test is passed. If the test is failed, the unit must declare a chargeagainst the nearest viable enemy.Losing Frenzy : Models retain their Frenzy until beaten in close combat, at which point this special rules is lost.

Hatred (Dwarfs) 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.

Hatred (Everybody!) 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.

Immune to Psychology Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.Obstacle Strider 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.Poisoned Attacks Poisoned hits wound automatically on a To Hit roll of 6.Size Matters 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.Slipshod 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.Stomp 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.Swiftstride When charging / fleeing / pursuing, units made entirely of models with this rule roll 3D6 and discard the lowest

instead of 2D6 for distance.Thick-skinned A model riding a War Boar or a Gigantic Spider receives an armour save bonus of +2 rather than of the usual +1.Vanguard After deployment, the unit can make a free movement of up to 12".Waaagh! If a Warboss is your Army General, then once per game he may call a Waaagh! The Waaagh! may only be called if

the Warboss first declares a charge, and must be announced immediately after making the charge declaration, beforeany charge reaction takes place. In the turn a Waaagh! is called, every unit of five or more Orc Boyz, Savage OrcBoyz, Black Orcs, Boar Boyz and Savage Orc Boar Boyz adds +1 to its combat resolution for the rest of the playerturn. The General himself, and any unit he accompanies, adds +D3 to their combat resolution instead.

Wall-crawler Models with this rule treat ungarrisoned buildings as open terrain for the purposes of movement. They may not finishtheir movement inside or on top of an ungarrisoned building.

Warpaint Grants a 6+ ward save.Equipment Special Rules

Always Strikes Last A model with this special rule always strikes last in close combat, regardless of Initiative.If the model's enemy has this rule too, the Attacks are made simultaneously. If a model has both this rule and AlwaysStrikes First, the two cancel out and neither applies.

Extra Attack Grants +1 Attack.Multiple Wounds (D3) Each unsaved Wound inflicted is multiplied by the number indicated.Multiple Wounds (D6) Each unsaved Wound inflicted is multiplied by the number indicated.Volley Fire 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.