SPECIAL CHARACTERS
Azhag the Slaughterer..... 130 points
Wyvern..... +180 points
Your army may be led by Azhag the Slaughterer. If you decide to do this, Azhag is the Warlord of your army and therefore replaces the Warlord in the main army list. If your army is led by Azhag it must include at least one unit of Orcs.
Profile M WS BS S T W I A LD
Azhag 4 6 6 4 5 3 5 4 10
Wyvern 6 5 0 5 6 4 4 3 5
Weapons/Armour: Azhag wears light armour and carries a shield.
May Ride: Azhag rides a wyvern.
Magic Items: Azhag may carry up to three magic items in total but the first magic item he has must always be the Crown of Sorcery. Azhag does not have to have the Crown of Sorcery, but if he has any magic items the Crown of Sorcery must be among them. Other items may be chosen freely.
Animosity: No Orc or Goblin units within 12" of Azhag are affected by animosity. They just don't dare. Units within 12" of Azhag therefore don't tests. Units more than 12" away from Azhag at the start of your turn are affected as normal.
Gorfang Rotgut..... 90 points
You may include Gorfang Rotgut in your army as an Orc Big Boss or as a Warlord if you wish, but if you take him your army must include at least one unit of Orcs.
Profile M WS BS S T W I A LD
Gorfang 4 5 5 5 5 3 4 3 8
Weapons/Armour: Gorfang wears light armour and carries a shield. He is armed with a huge sword.
May Ride: Gorfang may ride a war boar (+8 points), or a monster, or he can ride a chariot pulled by either war boars or giant wolves as described in the war machines section.
Magic Items: Gorfang may carry up to two magic items.
Hates Dwarfs: Gorfang really hates dwarfs.
Grom the Paunch of Misty Mountain..... 80 points
Niblit..... +65 points with Battle Standard
Chariot..... +62 points
Axe of Grom..... +50 points
Your army may be led by Grom the Paunch. If you decide to do this, Grom is the Warlord of your army and replaces the Warlord in the main army list. Grom is accompanied by his Goblin assistant Niblit who carries the army's battle banner. Niblit replaces the normal battle standard bearer option in the army list. Your army must also include at least one unit of Goblins if it is led by Grom.
Profile M WS BS S T W I A LD
Grom 4 5 6 4 4 3 5 4 7
Niblit 4 3 4 4 3 1 3 2 5
Chariot - - - 7 7 3 1 - -
Giant Wolf 9 4 0 3 3 1 3 1 3
Weapons/Armour: Grom wears light armour and is armed with the Axe of Grom. Grom rides a chariot pulled by three
Magic Items: Grom may carry up to three magic items including the Axe of Grom. Other magic items may be chosen freely. Niblit may carry a single magic item.
Regeneration: Grom can regenerate wounds like a Troll. This works as follows: If Grom suffers one or more wounds from shooting, combat, or whatever, he can try to recover these wounds at the end of the phase in which they are inflicted. Roll a dice for each wound. If you roll a 4+ that wound has regenerated. Any regenerated wounds are reinstated. If Grom is slain he may still try to regenerate wounds suffered, and if successful he is not killed after all. Like Trolls, Grom cannot regenerate wounds suffered from flames or burning. If he sustains one or more wounds from flames then he loses his ability to regenerate, and he won't even be able to regenerate wounds inflicted by ordinary weapons.
Morglum Necksnapper..... 150 points
Your army may be led by Morglum Necksnapper. If you decide to do this, Morglum is the Warlord of your army and replaces the Warlord in the main army list. Your army must also include at least one unit of Black Orcs if it is led by Morglum.
Profile M WS BS S T W I A LD
Morglum 4 7 6 5 5 3 5 4 10
War Boar 7 4 0 3 4 1 3 1 3
Weapons/Armour: Morglum wears light armour and is armed with an axe in each hand.
May Ride: Morglum may ride a war boar (+8 points), or a monster, or he can ride a chariot pulled by either war boars or giant wolves as described in the war machines section.
Magic Items: Morglum may carry up to three magic items.
Immune to Psychology: Morglum is immune to all psychology. He must still take break tests if defeated in hand-to-hand combat.
Skarsnik, Warlod of the Eight Peaks..... 80 points
+75 points Prodder
+50 points Gobbla
You may include Skarsnik in your army if you wish. Skarsnik is accompanied by a Cave Squig which he calls Gobbla.
Profile M WS BS S T W I A LD
Skarsnik 4 5 6 4 4 3 6 4 9
Gobbla - 6 0 6 4 3 6 4 2
Weapons/Armour: Skarsnik wears light armour.
May Ride: Skarsnik may ride a chariot pulled by either war boars or giant wolves as described in the war machines section.
Magic Items: Skarsnik may carry up to three magic items, including Skarsnik's Prodder. Other items may be chosen freely.
Movement: Gobbla is chained to Skarsnik and so always moves together with him. The two models are placed side by side. Should Skarsnik by slain Gobbla will bite through his chains and act like a large monster that has lost its rider (see Monster Reaction Table). Gobbla moves 2D6" per turn once free of Skarsnik.
Hand-to-Hand Fighting: Gobbla will not bite Skarsnik but he may attack other Orcs or Goblins if given half a chance. If there are any enemy in base contact he will always bite enemy models in preference to friends. If there are no enemy in base contact he may bite other Orcs, Goblins, etc. if they are touching. This tends to happen if Skarsnik joins a Mob and fights with it. Roll a dice at the start of the hand-to-hand combat phase. One the roll of a 6 Gobbla will attack whatever is touching him. Work out Gobbla's attack as normal. No break test is necessary for friends due to Gobbla's indiscretion.
Shooting: When the enemy shoots bows or other missiles at Skarsnik any hits are randomised between Skarsnik and Gobbla. Roll a D6: 1-3 = Skarsnik hit, 4-6 = Gobbla hit.
Gobbla: Gobbla does not test psychology separately from Skarsnik. The two models are treated as a single entity and Gobbla always follows Skarsnik. Should Skarsnik be killed Gobbla takes no psychology or other leadership based tests, he becomes so enraged. He cannot be broken in hand-to-hand combat and is immune to the effects of psychology.