SPECIAL CHARECTERS

AZHAG THE SLAUGHTERER
........ 130 points

War Wyvern, +180 points
Crown of Sorcery, +125 points

(Imperial Year - 2510 to 2515)

Your army may be led by Azhag the Slaughter. If you decide to do this, Azhag is the Warlord of your army and therefore replaces the Warlord described in the main list. If your army is led by Azhag the Slaughter it must inclued at least one unit of Orcs.

Azhag was one of the most dangerous Orc Warlords of recent history, and his campaigns of destruction throughout the Empire almost brought the eastern provinces to their knees. After defeating countless Orc and Goblin tribes from the World Edge Mountains he led his horde into Ostermark and looted several towns destroying the Temple of Sigmar at Nachtdorf in the process.

Azhag possessed a strange iron crown which apperared to give him sorcerous powers. After his final defeat by a large Empire army this crown was taken by the Grand Theogonist of Sigmar and locked away forever.

Azhag rode to battle on the back of a lrge war wyvern, oftern harrying his retreating enenies from the air after a battle.

ProfileMWSBSSTWIALD
Azhag4754535410
Wyvern650564435

Equipment: Azhag wears a suit of light armour and carries a shield.

Save: Azhag: 4+ Wyvern: 5+

May Ride: Azhag Rides a War Wyvern

Magic Items: Azhag may carry upto three magic items. One of these will always be the Crown of Sorcery.

SPECIAL RULES

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

(Imperial Year - 2470 to Today)

Your army may inclued Gorfang Rotgut as a Orc Warlord or Orc Big Boss if you wish. You must have at least one unit of Orcs in your army to inclued Gorfang.

Gorfang Rotgut is the chiefain of the Orcs of Black Crag, the ancient Dwarf hold taken over by Orcs many years ago. Over the centuries many tribes have fought over and occupied Black Crag, and the most powerful tribe has always taken the crag as its homeland. Gorfang's tribe, the Red Fangs, is currently the most powerful Orc tribe in the whole of the area around the western end of Death Pass. Gorfang has subjegated most of the local Orc tribes but his neighbours are the Night Goblins of Karak Eight Peaks whose leader is the old and infamously cunning Skarsnik. The two leaders enjoy an uneasy allience, with Skarsnik controlling the mounatins around Karak Eight Peaks and the eastern end of Death Pass, while Gorfang controls the wesern end of Death Pass and the ajoining areas.

Gorfang is an immensly strong Orc. He lost bis eye at the Battle of the Jaws, and waers an iron patch to cover the wound. Many of his battles have been fought against the Dwarfs, inclueding the seige of Barak Varr and the attack on Karak Azul. As a result of his long struggles Gorfang has acquired an unreasoning hatred of the Dwarf race.

When Gorfang attacked Karak Azul he broke into Lord Kazador's throne room and captured many of the Dwarf Lord's kinsfolk. Some were taken back to the dungeons of Bl;ack Crag where they remain to this day, to the anger of Kazador. The Dwarf Lord's son, Kazrik, was not taken captive but was shaved, and his head tattooed with a crude Orc glyph representing Gorfang, and the firmly nailed to Kazadors own throne. Although Kazrik survied the experienced has unhinged his somewhat. Lord Kazador has sworn vengeance and awaits the day when he can crush the Orc chieftain.

ProfileMWSBSSTWIALD
Gorfang464553438
Warboar740341313

Equipment: Gorfang wears a suit of light armour and carries a shield. He is armed with a hugfe sword.

Save: 5+ (3+ on boar)

May Ride: Gorfang may ride a warboar (+8 points), an Orc Boar Chaiot (see Warmachines) or a monsters (see Monster List).

Magic Items: Gorfang may carry upto two magic items.

SPECIAL RULES

Hates Dwarfs: Gorfang really hates dwarfs - he just can't stand the stunties.

GROM THE PAUNCH OF THE
MISTY MOUNTAIN .... 80 points

Niblit, +65 points
Chariot, +62 points
Axe of Grom, +50 points

(Imperial Year - 2400 to 2425)

Your army may be led by Grom the Paunch of Misty Mounatin. If you deside to do this he replaces the Warlord described in the main army list. Grom is accompanied by his goblin assisstant Niblit who also carries the army's battle banner. Niblit replaces the normal battle standard bearer option in the army list. Your army must inclued at lest one unit of Goblins if it is led by Grom.

Grom is hugely obese and extreamly fierce Goblin Warlord. According to legend he once ate a piece of Troll meat which is regenerating within him all the time. As a result he is very fat and suffers from constant agony due to chronic indigestion, which may why he is so fierce. He rides a massive chariot pulled by three giant wolves and swings his might axe Elf-Biter. he is accompanied by his assistant Niblit the Goblin who carries the armies battle standard. As a result of eating the troll flesh he has developed several troll like traits and has an almost trollish resistance to injury.

ProfileMWSBSSTWIALD
Grom456343747
Niblit434331525
Chariot---7731--
Giant Wolves940331313

Equipment: Grom wears a suit of light armour and carries the huge Axe of Grom. Niblit carries the army battle standard and a hand weapon.

Save: Grom: 6+ Niblit: None

May Ride: Grom ride in a Goblin Wolf Chariot pulled by three Ginat Wolves.

Magic Items: Grom may carry upto three magic items. One of these will always be the Axe of Grom. Niblit may carry a magic standard.

SPECIAL RULES

Regenerate: 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

(Imperial Year - 2480 to Today)

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.

Black Orcs come from the east, from Dark Lands and the Mounatins of Mourn where the land lies under a cloud of balck volcanic dust. Some Black Orc tribes have undertaken the arduous journey across the Dark Land into the west, where they conquered Orc and Goblin tribes. The most feared of these tribes is the Necksnappers under their ambitious chieftain Morglum.

Most Orcs are load and quarrelsome, but Black Orcsare quiet and stern, stronmg and silent. This is especially true of Morglum who appears to be almost entirely fearless. Morglum is renowned for his short, to the point battle cries and terse tactical observations. At the Battle of Death Pass he led his Black Orcs, Orcs and Goblins to a convincing victory against an Errant Bretonnia army. As the Bretinnian duke and his knights galloped frantically out of Death Pass towards the setting sun, pursued bu hordes of Goblins, Morglum Necksnapper made his famous pronouncement "Let 'em tell da King. Da east belongs to da Orcs. Da east belongs to Morglum. Da east is green."

ProfileMWSBSSTWIALD
Morglum485553548
Warboar740341313

Equipment: Morglum wears light armour and is armed with an axe in each hand.

Save: 6+ (5+ on boar)

May Ride: Morglum may ride a war boar (+8 points), or a monster (see monsters), or he can ride a chariot pulled by war boars (see war machines).

Magic Items: Morglum may carry up to three magic items.

SPECIAL RULES

Immune to Psychology: Morglum is immune to all psychology. He must still take break tests if defeated in hand-to-hand combat.

OGLOK THE 'ORRIBLE ... 90 points

(Imperial Year - 2470 to Today)

You may include Oglok in your army if you wish, if so he may be an Orc Big Boss or a Warlord. You must inclued a unit of Orcs if you inclued Oglok in your army.

Oglok's Orc tribe lives in the Badlands and were degeated by Morglum Necksnapper's Black Orc leader that he decided to throw in his lot with Morglum. Since then he has fought in many battles alongside the Black Orcs, leading his Orc Boar Boyz against Bretonnians at the Battle of Death Pass anad against the Dwarfs of Karak Azul. Oglok is a gnarled old Orc whose craggy head bears the scars of many years fighting. His powers of leadership are second only to Morglum himself.

ProfileMWSBSSTWIALD
Oglok474452449
War Boar740341313

Equipment: Oglok wears light armour. He carries a shield and a hand weapon.

Save: 5+

May Rides: Oglok may ride a Warboar (+8 points), a Monster or a Warboar Chariot (see warmachines).

Magic Items: Oglok carries up to two magic items.

SKARSNIK, WARLORD OF
THE EIGHT PEAKS ..... 80 points

+75 points, Prodder
+50 points, Gobbla

(Imperial Year - 2470 to Today)

You may include Skarsnik in your army if you wish. Skarsnik is accompanied by a Cave Squig which he calls Gobbla. You must inclued a unit of Night Goblins if you inclued Skarsnik in your army.

Skarsnik is the chieftain of the Crooked Moon tribe and the most powerful Night Goblin Warlord in the whole of the southern World Edge Mountains. All the other Goblin and Orc tribes acknowledge his overlordship of the mountains around the runined hold of Karak Eight Peaks.

Since the Dwarfs returned to reoccupy their ancient hold, Skarsnik has virtually kept the Dwarfs prisoner within their tiny citadel. When Dwarfs try to enter of leave Karak Eight Peaks he hunts them down and hangs their beard remarkably cunning and is constantly luring the Dwarfs managed to surround a Dwarf remnants to flee back into the citadel itself.

Skarsnik is accomanied by a huge Cave Squig which he calls Gobbla. Gobbla is enormous, very smelly and mindlessly vicious but seems totally loyal to his master. Skarsnik feeds Gobbla on Dwarfs and any Goblin careless enough to stray to close.

Skarsnik carries a huge magical weapon called a Prodder. This enbables him to throw blasts of magic about the battle field.

ProfileMWSBSSTWIALD
Skarsnik456343849
Gobbla2D660643642

Equipment: Skarsnik wears light armour and is armed with his Prodder.

Save: 6+

May Ride: Skarsnik may ride in a Squig Chariot (see war machines).

Magic Items: Skarsnik may carry up to three magic items, including Skarsnik's Prodder. Other items may be chosen freely.

SPECIAL RULES

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.

GORBAD IRONCLAW ..... 120 points
+125 points, Morgor the Mangler

(Imperial Year - 1705 to 1712)

You may include Gorbad in your army if you wish, if so he is the Warlord and replaces the Warlord from the main list. You must inclued a unit of Orcs if you inclued Gorbad in your army.

Gorbad Ironclaw was one of the most successful Orc leaders of all time. In his day the Empire almost crumbled, the Emperor Sigismund was slain, and the region of Solland turned into a wasteland. At the Battle of Solland's Crown Gorbad slew Eldred, the last Count of Solland, and captured both his crown and sword, one of the ancient Runefangs of the Empire. Even today, almsot a thousand years after his death, the name of Gorbad Ironclaw is feared in the Empire and his memory by the Orc Warlords that have succeeded him. prehaps none will ever be as great again - he is the greatest of all Orc heros and an inspiration to all Orc kind.

ProfileMWSBSSTWIALD
Gorbad4754535410
War Boar740341313

Equipment: Gorbad wears light armour. He carries a huge battle axe, Morgor the mangler.

Save: 3+

Rides: Gorbad always rides a Warboar.

Magic Items: Gorbad carries up to three magic items, including Morgor the Mangler. Other items may be chosen freely.

GROTFANG SKAB IRONCLAW ... 121 points
+50 points, Crown of Gork

(Imperial Year - 2385 to 2395)

You may include Grotfang in your army if you wish, if so he is the Warlord and replaces the Warlord from the main list. You must inclued a unit of Orcs if you inclued Grotfang in your army.

Grotfang was once the warlord of the Iron Claw tribe. His tribe was powerful until their stronghold was taken by Margraf Frederik. Grotfang and the remnants of the tribe luckily got away. Meanwhile margraf had one of hios lackeys building a settlement on the tribal stronghold, a place sacred to the tribe and the Orc gods. The whole tribe were seething with rage and looked to Grotfang to wreak a well-deserved revenge.

ProfileMWSBSSTWIALD
Grotfang475453549
War Boar740341313

Equipment: Grotfang wears light armour and the Crown of Gork. He carries a shield and a hand weapon.

Save: 3+

Rides: Grotfang always rides a Warboar.

Magic Items: Grotfang carries up to three magic items, including The Crown of Gork. Other items may be chosen freely.

SPECIAL RULES

Grotfang's Yell: Grotfang had a load, booming, raucous voice, exceptional even for an Orc. It inspires his troops with obedience. Grotfang can attempt to stop any fleeing by yelling at them such Orcy rallying cries as "Oi, where do yer fink yer's goin?" and "Come back 'ere, ya gitz!". If a fleeing unit fails a normal test to rally, Grotfang will yell at them. Roll four dice to see how many paces Grotfang's yell carries over and above the din of battle. If the unit is within distance, it can hear Grotfang and will automatically rally. Greenskin Allies will ignor Grotfangs yell because they are stupid.

ODDGIT ... 159 points
+25 points, Mad Cap Mushrooms

(Imperial Year - 2385 to 2395)

You may include Oddgit in your army as a Night Goblin Shaman. You must inclued a unit of Night Goblins if you inclued Oddgit in your army.

Oddgit was Grotfang's henchman and adviser. Being a Night Goblin Master Shaman, he had great influence over the groups of Night Goblins who associated with the Iron Claw Orcs. Oddgit being a loyal adviser, totally believes in Grotfang's qualities as a leader, as long as he is wisely 'guided' in his decisions by Oddgit, that is!

ProfileMWSBSSTWIALD
Oddgit423343625

Equipment: Oddgit carries a hand weapon and Mad Cap Mushrooms

Save: None

May Not Ride: Oddgit may not ride anything.

Magic Items: Oddgit carries up to three magic items, including Mad Cap Mushrooms. Other items may be chosen freely.

Magic Spells: Oddgit take three spells from the Waaagh!! magic deck.

SPECIAL RULES:

Fear Elves: If Oddgit is fighting in a unit which does not out number a Elvern unit by at least 2 to 1 he fears the elves.

Hate Dwarfs: Oddgit hates Dwarfs just like normal Night Goblins.

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

'Shrooms: Oddgit have three pieces of mushroom; for rules for mushrooms see Shamans section of the rule book.

SNAGGA ... 82 points
+100 points, Spelleater Shield

You may include Snagga in your army if you wish, he may be the Warlord or a Big Boss. You must inclued a unit of Orcs if you inclued Snagga in your army.

Snagga was one of Grotfang's best commanders. He was sent by Grotfang, the task of roaming deep into the old tribal lands occupied by the humans, to see what they were upto and to cause as much mayhem as he can. For this hob, Snagga picked some of the hardest and meanest boyz in the tribe.

ProfileMWSBSSTWIALD
Snagga464452438
War Boar740341313

Equipment: Snagga wears light armour. He carries the Spelleater shield and a hand weapon.

Save: 3+

Rides: Snagga always rides a Warboar.

Magic Items: Snagga carries up to two magic items, including The Spelleater Shield. Other items may be chosen freely.

UZGUZ ... 75 points
+75 points, Obsidian Bladed Axe
+211 points, Nazgob the Shaman
+50 points, Staff of Flaming Death

(Imperial Year - 2385 to 2395)

You may include Uzguz in your army if you wish, he may be the Warlord or a Big Boss. He must be accompanied by Nazgob his Shaman. You must inclued a unit of Orcs if you inclued Uzguz in your army.

Uzguz was the chief of a nomadic band of Orcs. They wander in a search of easy loot and will join forces with other tribes if it suits them. Uzguz was not a very clever, even for a Orc, and relies a lot on Nazgob, who is only maginally more brainy. Uzguz began to wander if Nazgob was past his prime as a shaman and adviser, especially when he found the Iron Claws were not at Troll Rocks as promised.

Nazgob is cheif adviser to Uzguz. He spends a lot of his time delving in dank, dark fungus caves and roaming the wilderness concocting plans with other Orc shamans. This is how he gets to hear about events looming in the surronding regions so that he can make sure that the tribe gets in on the action.

ProfileMWSBSSTWIALD
Uzguz464452438
Nazgob442453427

Equipment: Uzguz wears light armour. He carries the Obsidian Bladed Axe, a hand weapon and a shield. Nazgob carries a hand weapon and a Staff of Flaming Death.

Save: Uzguz (5+), Nazgob (6+)

May Ride: Uzguz and Nazgob may ride Warboar (+8 points each).

Magic Items: Uzguz carries up to two magic items, including an Obsidian Bladed Axe. Nazgob may carry three magic items, inclueding the Staff of Flaming Death. Other items may be chosen freely.

Magic Spells: Nazgob take three spells from the Waaagh!! magic deck.

SPECIAL RULES:

Hail to da Chief: Uzguz is chief of a small tribe of Orcs but he is respected and trusted by his boyz to an extent that is unusual among Orcs. So much so that when you are testing against Uzguz'z Leadership, roll three dice and choose the best two scores.

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

GORGUT, WARBOSS OF THE
BLACK FANG ORCS ... 115 points

+ 50 points, Gorgut's Ring
+ 30 points, Big'Un Bodygaurd

During an attack by a raiding party of Dwarfs from Karaz-a-Karak, the Warboos of the Black Fangs, Bigrot the Gross, was foully dispatched from behind (though rumour has it that the reason he was hit from behind was that he was running away at the time.

However it wasn't until the Dwarfs had gone that the real trouble started. Two of the Big Bosses, Vertigut the Big and Blocknose the Squat, gathered their supporters together and fought it out to see who would be the new Warboss. When the dust settled it seemed that in the excitement both had died along with most of their supporters and quite a few spectators. This was the signal to all the Bosses that the Warboss's job was up for grabs and soon nearly the whole tribe was at war.

Within days it began to look as if there would be no Black Fang Orcs at all. Many seperate factions had sprung up, and because Orcs like nothing better than a good fight, all the Orcs were involved with one side or another, and most with more than one side! It was then that a suprisingly cunning Big Boss called Gorgut finally made his move. Gathering his favoured Big'Uns he quickly struck at some of the other Bosses, whilst trying to avoid getting into piecemeal scraps with their followers.

The simple technique of rushing upon his victims while they were asleep or wounded and desatching them with a few well placed blows from his trusty sword seemed to work a treat. Victorious every time, he added the defeated Orc's followers to his own and continued to rise to power. Finally, he crushed the last of the opposition (literally, with his 'klever boulda trap fing') to become the acknowledged Warboss of the Black Fang. Any Orc that refused to bow down before his was dealt with harshly by Gorgut's Big'Uns, who carried out their master's orders with an unholy zeal borne out of terror for their own safety ... and because they enjoyed that sort of thing.

It was about this time that Skabnoze the Orc Shaman turned up. After his great plans had been wrecked by a group of meddlesome Warriors in the dungeons under Karak Azgal, the Shaman had wandered in the mountains for months, finally turning up at Mount Gunbad. Always quick to seize an opportunity for more power, Gorgut was pleased to see Skabnoze, and after hearing Skabnoze's somewhat embellished tale of his rise to greatness with the help of the powers of Chaos, Gorgut asked him to stay and become his Shaman.

Skabnoze was given his own den where he could carry out his strange experiments and in return supported Gorgut's rule whole-heartedly. Between them they are now building the Black Fangs into a tribe to be feared.

Gorgut's meteoric rise to power means that although he is Warboss, in reality he isn't all that more powerful than the other Big'Uns in the tribe, it's just that his fearful reputation has stopped anmy of them realising it yet. If they all got together, they might be able to oust Gorgut and steal his gold. A vaue feeling of insecurity has made Gorgut slightly paranoid, and he is always worrying that someone is out to get him.

Gorgut is already convinced that Skabnoze wants to do away with him, but Gorgut has 'found' a magic ring which he belives will protect him. He has also been training his most loyal Big'Uns in the noble art of the 'Eadbutt.

You may include Gorgut in your army if you wish, he may be the Warlord or a Big Boss. You must inclued a unit of Orcs if you inclued Gorgut in your army.

ProfileMWSBSSTWIALD
Gorgut475453549
Big'Uns452441317

Equipment: Gorgut wears light armour and carries two hand weapons.

Save: 6+

May Not Ride: Gorgut may not ride He always fights on foot.

Magic Items: Gorgut carries up to three magic items; these may be chosen freely.

SPECIAL RULES:

Big'Uns: Gorgut always travels around with a bodygaurd of three Big Uns armed with light armour and shields.

'Eadbutt: Gorgut and his Big'Uns have the 'Eadbutt special attack this gives them +1 Attack while Gorgut is alive.

SKABNOZE DA SHAMAN ... 118 points
+ 50 points, Ring of Invisability

You may include Skabnoze in your army if you wish. You must inclued a unit of Orcs if you inclued Skabnoze in your army.

After his disastrous change in fortune in the dungeons under Karak-Azgal, the Shaman wandered alone in the mountains for many moths, looking for a new home. Eventually he came across the Black Fang tribe, and has been with them ever since. Now, supported by Gorgut, he has a new position of power among the Black Fang Orcs, inclueding his own 'bee-joo' den.

During his wanderings in the mountains, Skabnoze often went without food or water for days on end. It was in these starved and bleary periods that he entered a state of heightened awareness and experianced strange visions. In the visions Skabnoze became aware that he could tap into new channels of magic. Up until then Skabnoze had employed the same Orc spells that had been handed down by generations of Shamans, but now his mind had been opened to more exiting possibilities.

ProfileMWSBSSTWIALD
Skabnoze442452317

Equipment: Skabnoze carries a hand weapon and a staff.

Save: None

May Not Ride: Skabnoze may not ride He always fights on foot.

Magic Items: Skabnoze carries up to two magic items; one of these is the Ring of Invisability the other may be chosen freely.

Magic Spells: Skabnoze take two spells from the Waaagh!! magic deck.

SPECIAL RULES:

Waaagh! Magic: Skabnoze does not follow the special rules for Waaagh Magic as he is able to tap in to other sorces of magical energy.

GUBBINZ THE JESTER ... 30 points
+ 30 points, Growler the Squig Hound

You may include Gubbinz the Jester in your army if you wish. You must inclued a unit of Goblins if you inclued Gubbinz in your army. He may be accompanied by his pet Squig Hound Growler.

Originally jester to Bigrot the Gross, Gubbinz became somewhat 'unhinged' during the fighting after Bigrot's death as he tried to stay alive by pleasing everyone all of the time. He has now taken to wandering the passageways and caverns looking for 'friends' to 'cheer up'. Many an Orc has had to endure his capering and crackling, and has only stopped from choking the life out of Gubbinz by Growler, the ferocious Squig Hound that seems to have become his pet.

Gubbinz and Growler make a very strange partnership, and the malevolent Squig Hound is steadfasty loyal to his little comrade. However, Gubbinz knows that he is not well liked by his Orc and Goblin cousins and is constantly on the look out for someone new to annoy. When he finds some new 'friends' he follows them around being very very irritating, and it is quite likely that others will turn up to see what all the noise is about.

A horrible howl announces the arrival of a creature from your worst nightmares. To the unwary (actually, even to the most wary) Growler is a terrible sight to behold, a bounding ball of razor fangs and beady, evil eyes.

ProfileMWSBSSTWIALD
Gubbinz434331525
Growler2D640531522

Equipment: Gubbinz carries a jesters toy.

Save: (see Gubbinz Dodge Skill)

May Not Ride: Gubbinz may not ride. He always fights on foot.

Magic Items: Gubbinz carries no Magic Items.

SPECIAL RULES:

Dodge Skill: Gubbinz has developed a highly tuned set of relexes designed purely to save his skin and seems almost impossible to kill. Most Orcs who do get angry enough to try and kill him usually spend half an hour falling over, stabbing themselves and generally missing as he dodges and twits nimbly out of the way and in the end in the end give up. Anyway, there's always Growler to contend with! When attacked in hand-to-hand combat roll a D6;

1-2 Gubbinz ducks and the warrior hits himself roll to wound as normal.

3-4 Gubbinz darts between the warriors legs tripping him over. The warrior cannot attack again till his next turn and counts as -1 WS when being attacked.

5. Gubbinz says "Oi, you nearly 'it me!" or cackles "Dat wasn't nice!" as the blow misses.

6. Gubbinz screams and dies theatrically.

Fear: Growler is a frightening sight and causes Fear.

Movement: Growler always moves with Gubbinz. The two models are placed side by side. Should Gubbinz by slain Growler act like a large monster that has lost its rider (see Monster Reaction Table). Growler moves 2D6" per turn once free of Gubbinz.

Hand-to-Hand Fighting: Growler will not bite Gubbinz 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 Gubbinz 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 Growler will attack whatever is touching him. Work out Growler's attack as normal. No break test is necessary for friends due to Growler's indiscretion.

Shooting: When the enemy shoots bows or other missiles at Gubbinz any hits are randomised between Gubbinz and Growler. Roll a D6: 1-3 = Gubbinz hit, 4-6 = Growler hit.

Growler: Growler does not test psychology separately from Gubbinz. The two models are treated as a single entity and Growler always follows Gubbinz. Should Gubbinz be killed Growler 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.

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