REGIMENTS:
Orc Boar Boyz .................................. 27 points
The best Orcs ride firece wild War Boars into battle.
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Orc | 4 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 7 |
| War Boar | 7 | 4 | 0 | 3 | 4 | 1 | 3 | 1 | 3 |
Equipment: They wear light armour and carry shilds. They are armed with hand weapons.
Save: 3+
Options: May be armed with spears +2. May also carry a magic standard.
Special Rules:
Leadership: -1 to the leadership value of the rider when taking leadership tests.
Combat Bonus: A charing warbore recives a +2 strenght bonus.
Panic: Orcs will not panic if they see Goblins fleeing.
Savage Orc Boar Boyz ............................... 25 points
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Savage Orc | 4 | 3 | 3 | 3 | 4 | 1 | 2 | 1 | 7 |
| War Boar | 7 | 4 | 0 | 3 | 4 | 1 | 3 | 1 | 3 |
Equipment: They carry shilds and hand weapons.
Save: 3+
Options: May be armed with spears +2 or bows +4. One mob may also carry a magic standard.
Special Rules:
Frenzy: Savage Orcs are subject to frenzy.
Leadership: -1 to the leadership value of the rider when taking leadership tests.
Combat Bonus: A charing warbore recives a +2 strenght bonus.
Panic: Orcs will not panic if they see Goblins fleeing.
0-1 Unit of Black Orc Boarboyz.....................30 points per model
There are only a few Black Orc Boarboyz in the Old World. These saw the strength of boarboyz in battle and decided to give it a go for themselves. The result was a Black Orc on a Boar hacking down any foot troops. The problem came when they went up against cavalry.......
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Black Orc | 4 | 4 | 3 | 4 | 4 | 1 | 2 | 1 | 8 |
| War Boar | 7 | 4 | 0 | 3 | 4 | 1 | 3 | 1 | 3 |
Equipment: The Boarboyz have two hand weapons. They may use shields when not in combat.
Save: 4+
Options: They may have a double handed weapon at +1pts.
Special rules
Leadership: -1 to the leadership value of the rider when taking leadership tests.
Combat Bonus: A charing warbore recives a +2 strenght bonus.
Panic: Black Orcs will not panic if they see other Orcs or Goblins fleeing.
Anamosity: Black Orcs are immune to psycology.
Goblin Wolf Riders ............................... 9 points
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Goblin | 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 |
| Wolf | 9 | 4 | 0 | 3 | 3 | 1 | 3 | 1 | 3 |
Equipment: They carry hand weapons.
Save: 6+
Options: May be armed with spears +1, short bows +1, light armour +2 and shields +1.
Special Rules:
Fear: Goblins fear Elves if they don't out number them at least two to one.
Forest Goblin Spider Riders ......................... 9 points
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Forest Goblin | 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 |
| Giant Spider | 7 | 3 | 0 | 4 | 3 | 1 | 1 | 1 | 5 |
Equipment: They carry hand weapons.
Save: 6+
Options: May be armed with spears +1, short bows +1 and shields +1.
Special Rules:
Fear: Goblins fear Elves if they don't out number them at least two to one.
Move: Spiders are not slowed by crossing diificult terrain.
0-1 Big'Uns ............................... 6.5 points
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Big'Uns | 4 | 4 | 3 | 4 | 4 | 1 | 3 | 1 | 7 |
Equipment: They carry hand weapons.
Save: None
Options: May be armed with spears +1, bows +2, double-handed weapons +2, light armour +2 and shields +1. They may carry a magic standard.
Special Rules:
Panic: Orcs will not panic if they see Goblins fleeing.
Orc Boyz ............................... 5.5 points
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Orc | 4 | 3 | 3 | 3 | 4 | 1 | 2 | 1 | 7 |
Equipment: They carry hand weapons.
Save: None
Options: May be armed with spears +1, double-handed weapons +2, a halberd +2, additional hand weapon +1, light armour +2 and shields +1. One Mob may carry a magic standard.
Special Rules:
Panic: Orcs will not panic if they see Goblins fleeing.
Orc Arrer Boyz ............................... 7.5 points
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Orc | 4 | 3 | 3 | 3 | 4 | 1 | 2 | 1 | 7 |
Equipment: They carry hand weapons and bows.
Save: None
Options: May be armed with Crossbows +1, light armour +2 and shields +1.
Special Rules:
Panic: Orcs will not panic if they see Goblins fleeing.
Savage Orcs ............................... 7.5 points
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Savage Orc | 4 | 3 | 3 | 3 | 4 | 1 | 2 | 1 | 7 |
Equipment: They carry hand weapons.
Save: 6+ due to tattoos.
Options: May be armed with spears +1, bows +2, double-handed weapons +2, additional hand weapon +1 and shields +1. One mob may carry a magic standard.
Special Rules:
Panic: Orcs will not panic if they see Goblins fleeing.
Skirmish: Savage Orcs may Skirmish.
Frenzy: Savage Orcs are also effected by the rules for Frenzy.
0-1 mob of Black Orc .......................... 5.5 points
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Black Orc | 4 | 4 | 3 | 4 | 4 | 1 | 2 | 1 | 8 |
Equipment: They carry hand weapons and wear light armour.
Save: 6+
Options: May be armed with spears +1, double-handed weapons +2, a halberd +2, additional hand weapon +1 and shields +1. They may carry a magic standard.
Special Rules:
Panic: Black Orcs will not panic if they see Orc or Goblins fleeing.
Anamosity: Black Orcs are not effected by Anomosity.
Leaders: Black Orcs cannot be led by other Orc Bosses. Orc Bosses can still join the unit but do not count as leaders.
Goblins ............................... 2.5 points
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Goblin | 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 |
Equipment: They carry hand weapons.
Save: None
Options: May be armed with spears +1/2, short bows +1/2, double-handed weapons +1, a halberd +1, additional hand weapon +1/2, light armour +1 and shields +1/2. One mob may carry a magic standard.
Special:
Fear: Goblins fear Elves unless they outnumber them at least two to one.
Forest Goblins ............................... 2.5 points
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Goblin | 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 |
Equipment: They carry hand weapons.
Save: None
Options: May be armed with spears +1/2, short bows +1/2, double-handed weapons +1 and shields +1/2. One Mob may carry a magic standard.
Special:
Fear: Goblins fear Elves unless they outnumber them at least two to one.
Night Goblins ............................... 2.5 points
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Goblin | 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 |
Equipment: They carry hand weapons.
Save: None
Options: May be armed with spears +1/2, short bows +1/2, double-handed weapons +1, a halberd +1 and shields +1/2. One mob may carry a magic standard.
Special:
Fear: Goblins fear Elves unless they outnumber them at least two to one.
Hate Dwarfs: When fighting Dwarfs, Night Goblins are affected by hatred.
0-1 Mob of Night Goblin Squig Hunters
Hunter Team ...................... 8 points
Cave Squig ....................... 20 points
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Goblin | 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 |
| Cave Squig | 2d6 | 4 | 0 | 5 | 3 | 1 | 5 | 2 | 2 |
Equipment: The Night Goblins are armed with a Long Handled Squig Prodder.
Save: None
Special Rules:
Fear: Goblins fear Elves unless they outnumber them at least two to one.
Formation: Set up in two ranks, cave squigs on the front rank and Night Goblins on the second rank.
Movement: The whole unit moves at the same speed as the Night Goblins.
Hand-To-Hand: The Cave squigs will attack any model in base contact with them unless they are there own Night Goblin prodders. The Night Goblins can attack any models that are touching the unit even if they are attacking the squigs in front, this is because of there large prodder, this also gives them a +1 strenght bonus.
Shooting: When shooting hits are randomised for example with 3 squigs and 2 goblins do the following: 1-3 = Squig, 4-5 = Goblin, 6 = Roll again.
Goblin Casualties: When a goblin is slain the model is replaced by a goblin spearman. They loss the +1 strenght bonus.
Wild Squig: Each team can control three squigs any other squigs go wild. Wild Squigs are moved indivdually at the start of the movement phase. They move 2D6" in a random direction. If they hit a unit they enter hand-to-hand combat. They cannot be broken and are immune to psychology.
0-1 Mob of Night Goblin Netters .................. 3.5 points
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Night Goblin | 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 |
Equipment: The Night Goblins Netter are armed with either a Net or a Club.
Save: None
Special Rules:
Fear: Goblins fear Elves unless they outnumber them at least two to one.
Formation: Netters may have either nets or clubsand may be of what ever mix you want. Other wise it is moved and used just like any other unit.
Nets: Goblins with nets receive a +1 initiative bonus and always attack before club armed goblins. Hits do not casue damage instead they are netted. They cannot attack back that turn. They also become the prime target for clubbers.
Clubs: Goblins armned with clubs have a +1 strength bonus Once you have establised how may hits your clubbers have caused and add the numbe rof hits caused by netters. All these hits are resolved at srenght 4.
Shooting: When shooting hits are randomised for example with 4 netters and 2 clubbers do the following: 1-4 = Netters, 5-6 = Clubbers.
Night Goblin FanaticsNight Goblin Fanatics .................. 30 points each
Each Mob of Night Goblins may contain up to 3 hidden fanatics.
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Night Goblin | 2D6 | special | 0 | 5 | 3 | 1 | - | D6 | - |
Equipment: Ball and Chain
Save: None
Special Rules:
Hide: Up to 3 Fanatics may be hidden in a unit of Night Goblins. They are not placed on the table but a note is made on which unit they rea in. If they unit is destroyed before the fantics are realased then the Fanatics are killed as well.
Attack: Goblin Fanatics are realeased as soon as the enermy are within 8" of the unit. The unit is halted 8" away and all fantics are relased. All fantic attacks are worked out before the game continues.
First Move: Each fantic model is moved 2D6" towards the enermy unit. Fantics move straight through any troops in there way.
Fighting: If a Fantic touches a unit as it moves it automaticallyt sustains D6 strenght 5 hits. There is no armour save from this type of attack. The Fantic cannot be attacked in hand-to-hand combat. He can only be killed by magic or shooting.
Further Moves: In futher moves the fantics are moved at the satart of the Orc & Goblin movement phase once all charges have been declared. For each fantic roll a Scatter dice and 2D6 this shows in what direction and how far the Fantic will go. If you roll a double on the 2D6 then the fanatic collapes.
Move through Fantics: If a unit was charging when the fantics emerged it may either remain still or continue its charge. Other than this troops may never move through fanatics.
Obstacles: If a fantic moves into an Obstacle, Wood, Building or otrher fanatic it is slain.
Psycology: Fantics are immune to psycology and cannot be broken.
Squig Hoppers .................. 25 points each
You may inclued up to 5 Squig Hoppers per unit of Nigh Goblins (inclueding Squig Hunters and Netters).
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Night Goblin | 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 |
| Squig | 2D6" | 4 | 0 | 5 | 3 | 1 | 5 | 2 | 2 |
Equipment: Night Goblins riders carry a Hand Weapon.
Save: 6+
Special Rules:
Movement: Decalre the direction you want to move and then roll 2D6 to see how far in that direction the Squig Hopper went. On a double it moves in a random direction, roll the scatter dice to determin which way. The squig jumps over all modles and scenery. If they land on a modle the attack (see below). Once they have attacked they can move again until they miss a unit.
If a Squig Hopper Bounces into a river or lake it sinks. If it bounces off the table it does not return.
Psycology: Squig Hoppers are immune to psycology and does not take break tests
Fighting: If you land on any model the squig will make attack it. The Night Goblin may also attack if he wishes. They hit automatically and damage is worked out as normal. The enemy may not attack back.
Charging a Squig Hopper: If the enemy charge your Squig Hopper he is pinned down and cannot leave hand-to-hand combat. He will attack as normal and can be attacked back.
Shooting: Work out the shot against the rider. If he is slain then the whole model is removed.
Snotlings ............................................. 15 points per base
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Snotlings | 4 | 2 | 2 | 1 | 1 | 3 | 3 | 3 | 4 |
Special Rules:
Mimic: A snotling unit must always be within 12" of a Orc or Goblin unit and will move this distance during the movement phase if it finds its self further away. The snotlings aways do what the nearest unit of Orc or Goblins is doing.
If the nearest unit is in hand-to-hand combat the Snotings will move towards the enermy as fast as they can and try and enter combat.
If the nearest unit are Savage Orcs then the snotlings become frenzied.
If the nearest unit is fleeing then the Snotlings will begin to flee.
Otherwise the snotlings will keep pace with there nearest unit.
So long as Orcs or Goblins are within 12" Snotlings will be immune to psycology. If they find themselves further than 12" away from a unit and cannot move to within 12" that turn. Then the snotlings remain stationary. If they are charged when in this state they automatically flee.
Leaders: Snotlings cannot be joined by heros or led by them.
Anamosity: Snotlings are uneffected by Anamosity.
Trolls .................. 65 points each
You trolls can be one of the following types of Troll, Troll, River Troll or Stone Troll.
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Trolls | 6 | 3 | 1 | 5 | 4 | 3 | 1 | 3 | 4 |
Equipment: Trolls often carry a big club.
Save: None
Special Rules:
Fear: Trolls cause Fear.
Stupidity: Trolls are extreamly stupid and suffer from stupidity.
Regenerate: Trolls can regenerate damage if they are not to badly hurt. Work out how many wounds the unit receives as normal. Roll a D6 for each wound and on a 4+ that wound has been regenerated. The combat results are worked out after regeneration.
Fire: Troll flesh cannot regenerate when it is burned. If a Troll sustains one or more wounds from flames then it cannot regenerate any wounds, not even those inflighted by normal weapons.
Types of Troll:
Trolls: Trolls can vomit. If he chosses to vomit he can make no othert attack that turn. The troll inflicts 1 strenght 5 hit on his enermy. There is nop armour save from vomit attacks.
Stone Trolls: If a spell is directed at a unit of stone trolls it will be automatically dispelled on a 4+. This inclueds friendly spells. It does not effect magic weapons or other items except those which cast spells.
River Trolls: All enemy must subtract -1 from any rolls to hit River Trolls in hand-to-hand combat, down to a minimum of 6 to hit.
Ogers ..................................................... 40 points each
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Ogers | 6 | 3 | 2 | 4 | 5 | 3 | 3 | 2 | 7 |
Equipment: Hand Weapons
Save: None
Options: Any unit of Ogers may be equipped with the following: an additional hand weapon (+1 point), a double-handed weapon (+2 points) or a halberd (+2 points). Any unit may wear light armour (+2 points).
Special Rules:
Fear: Ogers cause Fear.
Giant ..................................................... 200 points
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Giant | 6 | 3 | 3 | 7 | 6 | 6 | 3 | Special | 6 |
Special Rules:
Fear: Giants cause Fear.
Move: Giants can move over walls, headges and similar sized objects without penalty.
Fall Over: A Giant may fall over if any of the following occure:
1. When he is beaten in hand-to-hand combat.
2. At the start of the movement phase he is fleeing.
3. When it crosses an obstacle
4. If the Giant wishes to Jump Up and Down
To see if the Giant falls over roll a D6 on a 6 he falls over. To determin which direction he falls roll the scatter dice and p[lace the fallen giant templatein that direction. Any model lying under the template are automatically hit.
Any model caught by the falling Giant must roll equal to or less than its Toughness on a D6 otherwise it is slain regarless of wounds or armour. Heroic charecters may avoid beeing squashed if they roll equal to or under there Initive on a D6, so in effect they have two chances to save.
The Giant will get up in the next movement phase, but may not move that turn.While on the ground the Giant may not attack. If forced to flee while on the ground the Giant is killed.
Giant Attacks: The Giant may choose one of the following attacks:
Thump With Club: The Giant hits one model with his Club. The modle may attempt to dodge the club by rolling equal or under his Inititive. If he fails he recives D6 wounds. On the roll of a 6 the Giant must spend the next hand-to-hand phase pulling his club free from the ground.
Swing With Club: The Giant inflicts D6 S7 hits on the target unit. Damage and Saves are worked out as normal.
Stamp: Stamp only works against man-sized creatures. The enermy modle must be touching the giants base and may attempt to dodge the stamp by rolling equal to or under his Inititive on a D6. If he fails then he takes D3 wounds with no armour save.
Yell and Bawl: The Giant automatically wins the combat. The enermy must take a break test with an additional -2 modifier.
Jump Up and Down: This only works against man-sized creatures. The Giant must first test to see if he falls over if he doesn't then the unit substains 2D6 Strength 7 hits, work out damagage and armour saves as normal. Next turn the Giant must take a Ld test to stop Jumping Up and Down otherwise he continues.
Pick Up: The only works against man-sized creatures. The Giant may pick a single modle. The victim make make a single attack. If the victim wounds the giant the giant drops him. If the victim fails to wound the Giant roll a D6 to see what happens next:
1. Squash: The modle is killed.
2. Throw Back into Unit: The victim is thrown back into the unit causing a Str 5 hit on the victim and D6 Str 3 hits on the unit.
3. Hurl: The victim is thrown into any unit within 12" causing a Str 5 hit on the victim and D6 Str 3 hits on the unit.
4. Eat: The Giant eats the victim. He may not do anything during the next turn of hand-to-hand combat.
5. Stuff in Bag: The modle is counted as slain unless the Giant is killed in which case he is freed.
6. Pick Another: The modle is stuffed in the Giants bag and is counted as slain unless the Giant is killed in which case he is freed. The Giant may pick another modle to pick up.
Head Butt: This only works on large sized targets. The Giants head-butt causes a single Str 7 hit which is worked out as normal. If the victim is wounded but not slain then it has been knocked out and may do nothing during the next turn. Any hits against it are automatically hit.