WARHAMMER ARMIES -
ORCS AND GOBLINS

WARMACHINES:

Rock Lobbers
Small Rock Lobber ................ 66.5 points each
Large Rock Lobber ................ 96.5 points each

If your army contains at least one Mob of Orcs (or Big Uns) you may have any number of Rock Lobers. Each Rock Lobber is crewed by three Orcs.

Profile M WS BS S T W I A Ld
Rock Lobber - - - - 7 3 - - -
Crew 4 3 3 3 4 1 2 1 7

Artillery Piece Range Strength Save Wounds Per Hit
Large Rock Lobber 60" 10 none D6
Small Rock Lobber 48" 7 none D3

Equipment: The crew are armed with hand weapons.

Save: None

Options: Rock Lobber Crew may wear light armour (+2 points each).

Bolt Throwers ................ 46.5 points each

If your army contains at least one Mob of Orcs (or Big Uns) you may have any number of Bolt Throwers. Each Bolt Thrower is crewed by three Orcs.

Profile M WS BS S T W I A Ld
Rock Lobber - - - - 7 3 - - -
Crew 4 3 3 3 4 1 2 1 7

Artillery Piece Range Strength Save Wounds Per Hit
Bolt Thrower 48" 5 (-1 per rank) none D4

Equipment: The crew are armed with hand weapons.

Save: None

Options: Bolt Thrower Crew may wear light armour (+2 points each).

Doom Divers ................ 100 points each

If your army contains at least one Goblin Mob you may have any number of Doom Divers. Each Doom Divers are crewed by an unlimited number of Goblins.

Profile M WS BS S T W I A Ld
Catapult - - - - 7 3 - - -
Crew 4 2 3 3 3 1 2 1 5

Artillery Piece Range Strength Save Wounds Per Hit
Direct Hits 60" 10 none D6
Other Hits 48" 5 -2 1 Snotling Pump Wagons
Goblin Wolf Chariot
Orc Boar Chariot

Night Goblin Squig Chariot ..................................97 points per model

Night Goblins are renowned for their deranged activities with Squigs, be it hunting, wrestling, or keeping them as pets, Night Goblins are constantly involved with them. Squigs are also used by the Goblins in battle, being herded towards the enemy or ridden around in a bounding frenzy. I imagine that some more intelligent (or possibly more deranged) Night Goblins have even tried linking a couple of these bounding beauties to a chariot, probably more for a laugh than as a weapon of war. So the Night Goblin Squig Chariot was born.

If your army contains at least one mob of Night Goblins then it may include any number of Night Goblin Squig chariots as described above. Each Squig chariot has a crew of two Night Goblins and is pulled by two Cave Squigs.

Profile M WS BS S T W I A Ld
Night Goblin 4 2 3 3 3 1 2 1 5
Cave squig 2D6 4 0 5 3 1 5 2 2
Chariot - - - 7 7 3 1 - -

Equipment: The Night Goblins are armed with hand weapons.

Options: Any chariot may have up to two additional crew members at 2 ˝ points each. Any chariot may have an additional Cave Squig at 20 points. Any crew may carry a shield at ˝ a point per model. Any crew may be armed with one of the following weapons: either double handed weapons +1 point per model, halberds +1 point per model, spears +˝ point per model, or short bows +˝ point per model. Any chariot may have scythed wheels at +20 points per model. One Night goblin Squig Chariot may carry a magic standard.

Special Rules:

Frenzy: In reality the crew of a chariot have little or no control over the squigs, who go where they want as fast as they want. However they still enjoy whipping the squigs so that they at least look like they are in control. This accompanied by the hostile environment of the battlefield and the sunlight, causes the squigs to get a little annoyed, turning them from loveable balls of fun into veritable mincing machines of teeth and claws. This means they are affected by the rules for frenzy.

Fear: Night Goblins fear elves that they do not outnumber two to one. However Squigs see Elves (surprisingly) as more food and so are treated as normal. Meanwhile, the Night Goblins cower in the chariot chassis, hoping the Elves will not notice them. The Night Goblins must pass a fear test when engaging a unit of elves which it does not outnumber 2-1 (add the number of crew and squigs together). If the test is failed the chariot will still engage the elves but the goblins (not the Squigs) will require sixes to hit in the first round of combat. In any subsequent rounds of combat the crew may attack as normal, mainly because they realise that if they do not they will end up stuck on the end of an Elf spear.

Movement: Squigs are known for their unpredictability so roll 2D6 for each squig pulling the chariot, the chariot will move the distance indicated on the highest 2 dice. If the squigs are within 14" of a visible unit (you may measure) then the squigs will move directly towards that unit and will move at double rate if this allows them to engage it.

Running Over Squigs: Although a Squig does have a certain amount of respect for its own life (but just a little) the stubborn little gits sometimes just refuse to go as fast as their mates who will quite happily mow him down regardless. Should you roll a treble or higher when moving the squig box, then one squig has been run over. He suffers a single strength seven hit. As is obvious to you by now, the more squig you have the more likely they are to get run over and should you have only one squig left it is impossible to run him over.

Combat: Unfortunately teeth are not particularly effective at using bows so combat is where the squigs excel, especially as the squigs on a chariot are constantly being whipped into a frenzy. As they have no charge range as such, they double their movement if they are within 14" of a visible enemy unit if this will bring them into combat. This represents the lead squigs eagerness at the first sign of a tasty morsel, after all, a goblin doesn't exactly make a three-course meal, that Dwarf however...

Only one Squig needs to reach an enemy to count as charging in which case all squigs are placed in combat. Note that a Squig chariot does not declare charges as such, but if it reaches an enemy unit it counts as charging.

Before combat is begun the chariot causes D6+1 for each scythe hits on the enemy unit resolved at S7. This is only when the chariot charges and not when it is charged.

In combat roll a D6 for each hit scored against the chariot to see where it is hit:
1 chariot
2-3 Squig
4-6 Crew

Loss of Squigs: If a Squig is killed for any reason then this does not affect the speed of the other squigs as it is only the fastest Squig who does the pulling anyway. However the fewer squigs there are pulling, the more unpredictable the chariot's movement is likely to be. If all squigs are killed then the crew may abandon the chariot and continue on foot if you have models to represent them.

Loss of Crew: If any or all the crew are killed then the squigs (who probably hardly even noticed them anyway) will carry on regardless.

Loss of Chariot: If the chariot is destroyed then the Night Goblins may continue on foot if you have models to represent them and should quite probably make haste as any surviving Squigs will go wild.

Shooting: If the chariot is shot at then randomise any hits in the following way:
1 crew
2-3 Squig
4-6 chariot

If the chariot is hit by a template weapon or a cannon or similar then any part of the chariot covered is hit in the normal way.

The Goblin War Giant ..................... 280 points

The Goblin War Giant carries a large platform with a bunch of goblins and a pair of ballistas. There is also a hooded goblin ( the Giant Wacker) riding the head of the giant.

Profile M WS BS S T W I A Ld
Giant 6 3 3 7 6 6 3 - 6
Goblins 4 2 3 3 3 1 3 1 5
Giant Wacker 4 3 4 4 3 1 3 2 5
Ballista - - - - 7 2 - - -

Max Range Strength Damage Save Mod.
12-48" 4 - 1 per rank d2 None

Weapons/Armor: The goblins are armed with hand weapons. The Giant Whacker is armed with a large club (treat as a 2-H weapon).

Options: The goblins and the Giant Whacker may be equipped with shields, for +1 point per model, light armor, for +2 points per model, and they may be armed with short bows for +1 points per model or spears for +1 points per model. The Whacker may also carry a single magic item.

Special Rules:

Fear: The giant causes fear. Since the goblins are riding the giant, they gain the benefit of being immune to fear.

Move: The giant can step over normal walls and hedges without penalty.

The Giant Whacker: The Whacker uses his club to give directions to the giant in combat - 1 thump: move forward, 2 thumps: stop, thump on the ear: turn in that direction, etc. Because he is so engaged, the Whacker may not be involved in hand-to-hand combat. If the Whacker is killed, the Giant will become confused. In addition, the giant will move d6 inches in a random direction (roll the scatter dice) each turn during the compulsory movement phase.

The Platform: The giant tends to find carrying a platform of rowdy goblins on his shoulders to be rather unbalancing and will drop the platform on a D6 roll of 6 in the following situations. He will automatically drop it if he is fleeing at the start of his movement phase.

At the end of any hand to hand combat phase.
Whenever the giant takes a wound.
If the giant crosses an obstacle.
If the Giant Whacker is killed.

If the platform is dropped, the remaining goblins are killed.

Shooting: If the giant march moves, the goblins cannot fire. If the giant moves normally, the goblins may shoot their short bows with the same penalties as if they had moved this turn. If the giant did not move, they may shoot as normal. Any two ordinary goblins can choose to fire a bolt thrower instead of their short bows. The bolt throwers cannot target anything within 4" of the giant.

Hand-to-Hand Combat: If the giant is charged, the goblins can stand and shoot with their short bows no matter how close the enemy is. In subsequent rounds, the giant is considered to be holding up the platform as below, and the goblins may either continue to fire, or engage in hand-to-hand. (During hand-to-hand combat, the goblins swarm about the giant, attacking enemies in base-to-base contact with the giant before fleeing back up to the platform.) The goblins are always considered as attacked from high-ground.

If the giant charges he may either continue to hold up the platform and fight as below. Anyone killed by the goblin are added to the giant's HTH score for that round.

The Giant itself uses the standard giant special attacks except he cannot use the following: Thump with club, Swing with club, Jump up and down, Pick up, Headbutt

Firing at the Giant: Any fire directed at the giant must roll to hit normally as per the weapon used. If it hits roll on the following table:
1-4 Giant
5-6 Platform and goblins (roll randomly between ballistas and goblins)

0-1 The Goblin Doom Balloon .................... Points Vary

Some enterprising goblins have invented many things and one of these the Goblin Doom balloon.  High up in the worlds edge mountains and in the chaos wastelands are gas holes emitting an extremely flammable gas. By accident goblins discoverd they could trap this gas in skins and in hopes of making an flame weapon of sorts, they discovered it floats! Thus a short couple years later appeared the Goblin Doom Balloon.  Doom Balloons come in two sizes Large and small, first used for spotting for artillary then later as an attack platform of sorts to hail down different forms of weaponry and mayhem.  Both forms of Doom Balloons have a platform to hold a number of Goblins and weapons.

A Doom Balloons Point cost can vary depending on how it is configured generally. Small Doom Balloons can Hold 5 Goblins and Large Doom Balloons can Hold 10 Goblins depending on the mix of the arsenal choices below each goblin or weapon system take the weight of a specific number of goblins in the balloon. Each system is explained below:

Movement/Propulsion: The Doom Balloon has two forms of propulsion either a goblin pedaling and stearing or snotlings on a treadmill or pump aparattus each has its own benefits the Goblin driver has a great deal more control and relaiblity in the speed department each goblin but the snotlings give a higher potential speed. Any Balloon may have 1 or 2 goblins or 1 snotling base as its propulsion system. Each goblin adds 6 inches of movement to a balloon and a snotling base adds 3d6 movement and obviously takes more wounds

Crew Type Space Used Points Cost
Pump / Pedaler Goblin 1 3˝ points each
Snotling Propulsion 2 15 points each

Crew Types
Sniperz Goblin 1 goblin 10.5 pts ea.
Bungee Goblin! 1 goblin 9.5 pts ea.
Rok Dropper Gobbo 2 goblins 8.5 pts ea.
Bolt Thrower & Crew 5 goblins 40.5 pts ea.

Crew Type Space Used Points Cost
Sniperz Goblin 1 10˝
Bungee Goblin 1 9˝
Rok Dropper Gobbo 2 8˝

Goblin Sniperz are adept archers they are armed with Bows that can be braced in the platform they have a 24" range and a better bow skill than regular goblins they amy also have no range modifiers for shooting from up high and may target charecter models in units with a -1 to hit and no modifier if a charecter is alone and at least 2" inches away from any unit.

Profile M WS BS S T W I A Ld Equipment
Sniperz 4 2 4 3 3 1 2 1 5 Light Armour & Short Bow

Bungee Goblins are probably the most silly on the balloon but interesting using the same elastic bands that doomdivers use they leap off of the platform while brandishing a large glaive or spear in hopes of skewering a couple troops that lay below they may attack any unit below or within 4" of the balloon and the unit may not return attack! The goblin rolls to hit as normal WS versus WS but with a change; a successful hit does d3 strength 5 hits to the unit. Should the Bungee jumper roll a one on his to hit roll somthing has gone terribly wrong and you need to roll on the following chart.

d6 Roll Effect

1-2 The elastic band has snapped and the goblin plumets to the ground place a (Doomdiver) template directly below the balloon and roll a deviation die and a d6 any models directly under the template take 1 STR 5 hit and the bungee jumper is dead.

3-4 Misjump. The Bungee jumper has not gotten enough momentum to reach his target and dangles helplessly for one whole turn while he climbs for another jump enemy troops may shoot missle weapons at him this phase only (as long range) The bungee jumper skips one turn. 5The Bungee Jumper has become entangled and hung himself and dies immediatly.

6 The Bungee Jumper has recoiled violently and screams back towards the balloon
1-3 work out the attack vs the gondola and crew
4-6 work out the attack vs the balloon.

Profile M WS BS S T W I A Ld Equipment
Jumper 4 2 3 3 3 1 2 1 5 Light Armour and a big Glaive.

Rok Dropper Gobbos are by far the simplest to use. Each gobbo is considered to have enough large rocks for a battle which they drop from a great height. They may drop a rock up to 6 inches away to directly under the balloon using the Doomdiver template,the deviation die and a d6. They place the template over their target and simply roll the deviation die and a d6. Any models directly under the template take d6 STR 6 hits and the models at least 1/2 under the template take 1 STR 4 hit on a 4-6 only. Armour saves apply as normal.

Profile M WS BS S T W I A Ld Equipment
Jumper 4 2 3 3 3 1 2 1 5 Light Armor, Hand weapon, Basket of big Rocks!

The Warballoon

The balloon itself  is a somewhat stable platform to carry the crew and equipment. The different sizes have different stats and some special rules, after all there is a huge amount of highly flammable gas used to carry make the balloon float in the air and it only has a thin skin to maintain and protect that gas!!!!!!

Profile M WS BS S T W I A Ld Cost
Small Balloon * - - - 5 3 - - - 75 points
Big Balloon * - - - 5 6 - - - 100 points
Gondola * - - - 7 4 - - - -

The Doom balloon in combat: The Doom Balloon cannot be attacked by ground troops, can be fired at by war machines that can fire high and by opposing flyers as per the flying rules. Any hits are randomized between the machine and its riders as per the following table:

1-2 Balloon
3-4 Crew
5-6 Gondola

Hits vrs the Balloon - Once all the wounds are done to the balloon itself it plumets to the ground killing all. Should the balloon be hit by any flaming attacks it will explode on a 5 or 6  with a +1 per each additional wound beyond the first (a 1 always fails to ignite the balloon). A flaming balloon plummets to the ground as a buring hulk and may hurt anyone under it. Use a 3" radius / 6 " template. Roll the deviation die and 2d6 for distance. Anyone completely under the template takes d2 Str 5 Flaming hits with no armour save. Anyone ˝ under the template has a 4+ chance of a taking a single Str 5 flaming hit, again with no armour save.

Hits vrs the Gondola - Once a gondola has taken all its wounds the crew and contents plummet to the ground dead! 

Hits vrs the crew - Randomize hits to the crew and remove accordingly. Any wounds to propulsion crew may effect the balloons movement but if you have goblin propulsion any other goblin can take his place. Should all the snotling or goblin propulsion be killed the balloon drifts d6 inches in a random direction each turn. 

The Doom Balloon crew are crazy even by the demented standards of the goblins and instills bravery and confidence in its crew. They are therefore immune to psycology (where can they run?).

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