ORC TRIBES

Orcs are among the more powerful warriors of the Goblinoid races and usually install themselves as leaders of their weaker cousins. They are powerfully built and often approach seven feet in height, some being somewhat ape-like in their gait and appearance, others showling less signs of this and being more powerfully built, depending on parentage. Skin is greenish or a darkish olive brown and their blood is a deep red colour. Favourite mounts are War Boars. Orcs speak the Orrakh dialect of the Goblinoid tongue and possess Night Vision to 10 yards.

ORC BOSSES

0-1 ORC WARLORD .... 110 points

The Warlord represents a great chieftain and leader of the Waaagh!

Your army must be led by a General and Orc and Goblin generals are called Warlords. A Orc Tribe is led by a Orc Warlord at least half of your Mobs must be from the Orc Tribe list.

ProfileMWSBSSTWIALD
Warlord475453549
War Boar740341313

Equipment: Sword or other hand weapon

Weapons/Armour: A Warlord may be armed with the following equipment; May have a bow (+2 points) or a crossbow (+3 points). May carry a secound hand weapon (+1 point), a double handed weapon (+2 points), a spear (+1 point) or a halberd (+2 point). May have light armour (+2 points) or/and a shield (+1 point).

May Ride: An Orc Warlord may be ride a Warboar (+8 points), a Warboar Chariot (see War Machines) or a Monster (see Monster List).

Save: None

Magic Items: A Warlord may have up to three magic items.

SPECIAL RULES:

Orc Special Rules: An Orc Warlord is subject to any Orc special rules in the Special Rules section.

0-1 ORC ARMY STANDARD
83 points

Your army may inclued an Orc Battle Standrad together with its bearer if your army is led by an Orc Warlord.

ProfileMWSBSSTWIALD
Boss453441327
War Boar740341313

Equipment: Sword or other hand weapon

Weapons/Armour: A Battle Standard may be armed with the following equipment; a bow (+2 points) or a crossbow (+3 points). May carry a secound hand weapon (+1 point), a double handed weapon (+2 points), a spear (+1 point) or a halberd (+2 point). May have light armour (+2 points) or/and a shield (+1 point).

May Ride: A Battle Standard may be ride any of the following; a Warboar (+8 points), a Warboar Chariot (see War Machines) or a Monster (see Monster List).

Save: None

Magic Items: A Battle Standard may carry a single magic item. This may be a magic standard.

SPECIAL RULES:

Orc Special Rules: Orc Standard are subject to any Orc special rules in the Special Rules section.

ORC BIG BOSSES ..... 72 points

You may inclued upto one Orc Big Bosses for every Orc Mob in your army. Big Bosses oftern lead elite units such as Boar Boyz, Big Uns or Trolls.
ProfileMWSBSSTWIALD
Big Bosses464452438

Equipment: Sword or other hand weapon

Weapons/Armour: A Orc Big Bosses may be armed with the following equipment; a bow (+2 points) or a crossbow (+3 points). May carry a secound hand weapon (+1 point), a double handed weapon (+2 points), a spear (+1 point) or a halberd (+2 point). May have light armour (+2 points) or/and a shield (+1 point).

May Ride: A Big Bosses may be ride any of the following; a Warboar (+8 points), a Warboar Chariot (see War Machines) or a Monster (see Monster List).

Save: None

Magic Items: A Big Bosses may carry upto two magic items.

SPECIAL RULES:

Orc Special Rules: Orc Big Bosses are subject to any Orc special rules in the Special Rules section.

ORC BOSSES ........ 33 points

You may choose an Orc Boss to lead any Orc Mob. He is always the same race as the Mob he is leading.

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Boss453441327

Equipment: Sword or other hand weapon

Weapons/Armour: A Orc Boss must be armed the same as the Mob he is leading.

May Ride: An orc Boss may ride a Warboar (+8 points) if he is leading a unit of Orc Boar Boyz.

Save: None

Magic Items: An Orc Boss may carry a single magic item.

SPECIAL RULES:

Orc Special Rules: Orc Bosses are subject to any Orc special rules in the Special Rules section.

ORC SHAMANS
Shaman ................. 57 points
Shaman Champion ........ 118 points
Master Shaman .......... 211 points
Shaman Lord ............ 287 points

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Shaman442351317
Shaman Champion442452317
Master Shaman442453427
Shaman Lord442454538

Equipment: Staff or Sword.

Weapons/Armour: A Shaman may be armed with a secound hand weapon (+1 point).

May Ride: An Orc Shaman may be ride a Warboar (+8 points), a Warboar Chariot (see War Machines) or a Monster (see Monster List).

Save: None

Magic Items: Shamans carry a single Magic Item, Shaman Champions 2, Master Shaman 3 and Shaman Lord 4.

Magic Spells: Shamans take there spells from the Waaagh!! magic deck as normal.

SPECIAL RULES:

Painic: Orc Shamans do not panic if they see Goblins fleeing.

Waaagh! Magic: Orc Shamans follow the special rules for Waaagh Magic. These are detailed in the Shamans section of the rule book.

ORC MOBS

ORC BOAR BOYZ .... 27 points

The warboar is a ferocious animal, as big as a horse, extremely strong, vicious, bad tempered, loudly flatulent, and its behaviour is in all respects dangerous and unpredictable. These are just the sort of qualities that Orcs really admire!

Orc war boar riders are rough, tough and very determined. Breaking in a war boar can be a long and dangerous business, but fortunately Orcs have thick skulls and don't feel pain much. In fact you never really train a war boar, you just learn to hang on better while the creature goes crazy, goring and stamping, twisting and biting, and generally causing as much damage as it can.

Thanks to their size, toughness, and extreame ferocity war boars make excellent mounts for Orc warriors. Warboars have earned themselves a place alongside Orcs, and most Orc settlments have one or more secure pens where the war boars are kept. war boars are evil minded creatures that will take every opportunity to maim, bite and kick their Orc master but this doesn't really bother the Orcs who are on the whole sensible enough to keep out of the way.

ProfileMWSBSSTWIALD
Orc452341217
War Boar740341313

Equipment: They wear light armour and carry shilds. They are armed with hand weapons.

Save: 3+

Options: May be armed with spears (+2 points).

Leader: The Orc Boar Boyz may be led by an Orc Boss. He is armed the same as the Boar Boyz.

Standard & Musician: The Orc Boar Boyz may inclued a standard bearer and/or musician costing double the points of a normal Boar Boy. The standard bearer may carry a magic standard.

SPECIAL RULES:

Panic: Orcs will not panic if they see Goblins fleeing.

Anamosity: Orcs are subject to anamosity.

Leadership: -1 to the leadership value of the rider when taking leadership tests.

Combat Bonus: A charing warbore recives a +2 strenght bonus.

0-1 ORC BIG'UNS .... 6.5 points

The biggest Orcs of all are the Warbosses and Warlords, but there are some almost equally big Orcs who consider themselves just one step down from the great leader himself. These are very important Orcs and they are known as Big'uns. When the Warboss is killed or badly wounded, the Big'uns who fancy their chances fight each other for the leadership. The winner becomes the new Warboss. The other Big'uns continue to support the new Warboss because they know their chance will come one day.

The number of Big'uns in an Orc tribe is never very great, the natural process of growth and conflict ensures that there are always many more ordinary Orcs.

In battle the Big'uns fight together in a single mass. They are very strong and mean, and by far the best Mob of Orcs in the whole army.

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Big'Uns452441317

Equipment: They carry hand weapons.

Save: None

Options: May be armed with spears (+1 point), bows (+2 points), double-handed weapons (+2 points), light armour (+2 points) and shields (+1 point).

Leader: The Orc Big'Uns may be led by an Orc Boss. He is armed the same as the Big'Uns.

Standard & Musician: The Orc Big'Uns may inclued a standard bearer and/or musician costing double the points of a normal Big'Un. The standard bearer may carry a magic standard.

SPECIAL RULES:

Panic: Orcs will not panic if they see Goblins fleeing.

Anamosity: Orcs are subject to anamosity.

ORC BOYZ .... 5.5 points

These are the mainstay of many an army - tough reliable fighters able to hold a battleline against almost any enemy. The vast bulk of every tribe is made up of Orc Boyz, ferocious fighters armed with wicked edged blades, spiked clubs and other deadly weapons. Oc Boyz form the backbone of the Waaagh!

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Orc442341217

Equipment: They carry hand weapons.

Save: None

Options: May be armed with spears (+1 point), double-handed weapons (+2 points), a halberd (+2 points), additional hand weapon (+1 point), light armour (+2 points) and shields (+1 point).

Leader: The Orc Boyz may be led by an Orc Boss. He is armed the same as the Boyz.

Standard & Musician: The Orc Boyz may inclued a standard bearer and/or musician costing double the points of a normal Orc. One units standard bearer may carry a magic standard.

SPECIAL RULES:

Panic: Orcs will not panic if they see Goblins fleeing.

Anamosity: Orcs are subject to anamosity.

ORC ARRER BOYZ .... 7.5 points

These are Orc Boyz armed with bows or crossbows. Despite their armament they are equally good hand-to-hand fighters as other Boyz.

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Orc442341217

Equipment: They carry hand weapons and bows.

Save: None

Options: May be armed with Crossbows (+1 point), light armour (+2 points) and shields (+1 point).

Leader: The Orc Arrer Boyz may be led by an Orc Boss. He is armed the same as the Boyz.

Standard & Musician: The Orc Arrer Boyz may inclued a standard bearer and/or musician costing double the points of a normal Orc.

SPECIAL RULES:

Panic: Orcs will not panic if they see Goblins fleeing.

Anamosity: Orcs are subject to anamosity.

ORC WARMACHINES

ROCKLOBBERS
Small Rocklobbers .... 66.5 points
Large Rocklobbers .... 96.5 points

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

ProfileMWSBSSTWIALD
Rock Lobber----73---
Orc Crew442341217

Equipment: The crew are armed with hand weapons.

Save: None

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

Leader: Rock Lobber Battaries may be joined by an Orc Champion.

Standard & Musician: None

Artillary PieceRangeStrengthSaveWounds Per Hit
Large Rock Lobber60"10noneD6
Small Rock Lobber48"7noneD3

BOLT THROWER .... 46.5 points

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

ProfileMWSBSSTWIALD
Bolt Thrower----73---
Orc Crew442341217

Equipment: The crew are armed with hand weapons.

Save: None

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

Leader: Bolt Thrower Battaries may be joined by an Orc Champion.

Standard & Musician: None

Artillary PieceRangeStrengthSaveWounds Per Hit
Bolt Thrower48"5-1 per rankD4

ORC BOAR CHARIOT .... 81 points

Orcs sometimes hitch up their best boars to war chariots. They grant these chariots to mighty warriors and they set out to destroy the enemy. Sometimes even the Warlord will join the chariots leading them to death or glory.

If your army contains at least one mob of Orcs (incluecing Big Uns or Arrer Boyz) then it may include any number of Orc Boar Chariots. Chariots fight as individual models. Each chariot has a crew of two Orcs and is pulled by two warboars.

ProfileMWSBSSTWIALD
Chariot---7731--
Orc Crew442341217
War Boar740341313

Equipment: The crew are armed with hand weapons and wear light armour.

Save: 6+

Options: You may have inclued upto two extra crewman (+7.5 points each). Crew may be armed with shields (+1 point each), they may be given shortbows (+1 point each). The Chariot may have scythed wheels (+20 points).

Leader: Chariots may be join together as a squadron led by by an Orc Champion rideing in a Chariot.

Standard & Musician: One Orc Boar Chariot may be a standard bearer at no extra cost. He may carry a Magic Standard.

SPECIAL RULES:

1. Chariots move individually in the same way as large monsters or charecters. If grouped together (within 5" of another chariot) they may be treated as a unit for leadership tests testng on the value of the highest.

2. A chariot moves at the speed of the creatures pulling it. Casualties reduce this speed in proportion, eg a chariot pulled by two boars moves 7", if one is killed it moves 3.5" if both are killed it is immobilised. If all of the crew are killed it moves it will move 2D6" upto its maximum speed in a random directon, collapsing on a double.

3. Chariots cannot move over obstacles or difficult terrain except to cross a river at a bridge or ford. If obliged to do so the chariot suffers D6 S6 hits.

4. In hand-to-hand combat the enemy fights against the highest WS of the chariot crew. All hits against the chariot in hand-to-hand combat are randomly allocated as shown below. Remember that chariots are large targets and so +1 to hit. If a chariot has crew with diffrent profiles hits are randomised between them.

ShootingH-to-H
1Crew1Chariot
2-3Creature2-3Creature
4-6Chariot4-6Crew

5. Chariots have their own profile as shown above. Once a chariot has taken its full quota of wounds it is destroyed. Surviving crew may continue to fight on foot if the player has models to represent them.

6. Crew may fight akk round. Creatures pulling the chariot may fight to their front. The chariot itself may attack only as it charges charges causing D6 hits plus +1 per scythe of scythes are fitted on the model.

7. Chariots flee and pursue exactly like other troops. If forced to flee and subsequently caught by their pursuers they are destroyed.

8. In the case of stone throwers and other war machines with a template, treat each individual part of the chariot as a separate target.

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