THE IDOL OF GORK

DA SNATCH

Da Snatch is the first in a series of clashes between Grotfang's Orcs and Goblins and Rutgar's Empire forces that will eventually climax in a huge final battle. The outcome of this battle will decide whether Grotfang gets hold of the Crown of Gork.

THE BATTLEFILED
The battle field is dominated by the hill on which stand the twin idols of Gork and Mork. The Idol of Gork has now fallen over, which will make it far easier to dig up the Crown of Gork buried beneath it.

The hill where the idols stand is a fixed terrain feature which must be placed first in the middle of the battle field, no futher than 24" from the Empire player's edge but no closer than 6" to it.

THE ARMIES

MANFRED'S GUARDS

You may choose 1,000 points from the troops listed here;

CHARECTERS

Manfred von Bock ..... 94 points
The army must be led by Manfred von Block, who counts as the army's General.

Manfred is a veteran retainer who has loyally been in the service of Rutgar's father for many years. he is the one who drills the Halberdiers with ruthless precision and inspires in them a sense of great courage and bravery. Count Wilhelm sent him with rutgar as a great favour to his sone, knowing that Manfred's devotion and expertise would assist in getting Rutgar and his entourage out of many a tight spot. It is not surprising therefore that Rutgar will wisely consider any advice that Manfred offers.

ProfileMWSBSSTWIALD
Manfred45544238

Equipment: Manfred is armed with a hand weapon, halberd, light armour and is wearing the Ring of Volans.

Save: 6+

Magic Items: Manfred was given the Rign of Volans many years ago by a priest of Sigmar in return for saving a temple from desecration by Orcs.

SPECIAL RULES

Von, Bock, Von Bock, Soild as a Rock!: So goes the famous war-cry of von Bock's soilders. manfred von Bock has a reputation of ruthless determination. Any unit accompanied by Manfred may re-roll any Break or Panic test. Manfred is a huge man whose sheer presence is worth another rank in melee, Any unit he accompanies, therefore , also counts as having one extra rank.

Champion
You may choose one Champion for each unit in your army, armed and equipped the same as the rest of the unit. Each champion may have a magic item up to a value of 25 points.

REGIMENTS

Halberdiers

Spearmen

Hand Gunners

0-1 Swordsmen

0-1 Greatswords

0-1 Tilean Crossbowmen

0-1 Archers

0-1 Halflings

ODDGIT'S RAIDERS

You may choose 1,000 points from the troops listed here;

CHARACTERS

Oddgit
The raiders are led by Oddgit. He counts as the army general even though he is not a Warlord Charecter. (See Special Charecters).

Night Goblin Boss
You may choose one Night Goblin Boss for each unit in your army, armed and equipped the same as the rest of the unit. Each Boss may have a magic item up to a value of 25 points.

REGIMENTS

0-1 Goblin Wolf Riders

Night Goblin Warriors

Night Goblin Spearmen

Night Goblin Archers

Night Goblin Fanatics
There may be 0-3 hidden in each mob of Night Goblin Archers, Spearmen or Warriors.

0-1 Night Goblin Netters

0-1 Night Goblin Squig Hunters

Night Goblin Squig Hoopers
There may be 0-5 per Night goblin mob.

0-1 Snotlings Mob

WARMACHINES

Night Goblin Squig Chariots

Goblin Wolf Chariots

0-1 Snotling Pump Wagon

MONSTERS

0-5 swarms of Bats
If more than one swarm is used, they all operate together as a single unit.

SPECIAL RULES
The following Special Rules apply to this scenario;

Darkness: The Night Goblins are fighting in their favourite conditions; deep, gloomy gloom! This means they can fight better than they would in daylight. To represent this, the Goblin player may re-roll any missed dice rolls to hit when shooting; each miss may be re-rolled once.

The darkness also makes it difficult for the Empire troops to shoot. All missile troops in the Empire force suffer from a -1 tom hit modifier for shooting in the dark. The darkness also means taht they won't march move. The Halfling are immune to the effects of darkness due to eating a vast ammount of carrots.

Sneakin' Up: At the start of the movement phase of his first turn, but before moving any of his units, the Goblin player rolls one dice for each of his units. Each unit creeps forward as many inches as the dice score. This represents the cunning and sneaky Gobbos creeping up stealthily before the Empire looksout realise what is happening and manage to raise the alarm.

Gork's Powers are Waning: Oddgit cannot use Fists of Gork or Hands of Gork as the Idol of Gork has been toppled over by the humans. Remove these spells from the magic deck.

Waaagh Power Drain: Ceratin glyphs carved into the idol are now upside down and Waagh magic is being sucked into the idol. Oddgit will always add +1 to his dice scroe if he is required to roll on the'Eadbanger Chart.

Eerie Noises: The idols of Gork and Mork make eerie noises at night. Any Empire troops intending to move over or onto the hill must take a leadership test.

DEPLOYMENT
The Empire force is gaurding the idols and is therefore deployed first, before any Goblins. The Empire force is deployed no futher than 12" from the Empire player's edge and no closer than 12" to the side edges. One unit may be placed on the idol's hill as long asthey are not placed on the Goblin side of the table.

THE BATTLE
The Goblin Army is attacking at night so it has the element of surprise. The Goblin player therefore has the first turn of the game.

Da Snatch is a Goblin night raid. It begins at midnight and ends at sunrise. To reprsent this the battle lasts five turns unless the battle ends in a sudden death victory.

At dawn the Goblins will break off from the battle and haed for home to avoid the glare of the sun. Rutgar's men must thus try to keep the Goblins away from the idols until sunrise in order to win.

VICTORY
If Oddgit reaches the fallen idol; he immediantely grubs out the Crown of Gork and stuffd it into his filthy robes. The battle finishes as the end of this turn in a sudden death victory for the Goblins. Only Oddgit is able to find and recognise the Crown of Gork. The rest of the Gobbos have not been let in on the objective of the raid.

If Oddgit is slain or routed off the table before he finds the crown, the battle ends at the end of that turn in an immediate victory for the Empire player.

If the battle continues until sunrise then count up victory points to deside who wins. In the event of a draw the Empire will win by default.

SNAGGA'S AMBUSH

Snagga's Ambush is the second in a series of encounters between Grotfang's Orcs and Goblins and Rutgar's Empire forces. The outcome of this battle will decide whether Rutgar receives reinforcements from the Empire, inclueding a valuable wizrd, or whether he will have to defend his new settlemet with only his regular forces.

THE BATTLEFILED
The main feature of the battle field is the road from the Empire which runs directly across the table, and a long ridge that runs parellel with it, behind whic the Orcs are poised ready yo ambush the convoy.

The road from the Empire is placed first. This runs from one side edge, across the width of the table, and exists on the opposite side. It runs no further than 12" from the Empire player's table edge. The rode should be wide enough for a column of four models abrest.

The ridge where the Orcs lurk is placed next. This is represented by several low hills placed no closer than 12" to the Orc player's edge. The Orc army will therefore be screened from view from the road at the start of the game.

THE ARMIES

ZORN'S ESCORT

You may choose 1,500 points from the troops listed here;

CHARECTERS

Ulrich ..... 151 points
The army must be led by Ulrich, who counts as the army's General.

Ulrich is a henchman of Rutgar. He was sent to Altdorf to find a wizard and is now returing with Zorn. His task is to escort Zorn safely to Rutgar's encampment. Ulric is a young and rather impetuous companion of Rutgar's form Wissenland. He should have scouted the oute ahead but neglected to do so. When the Orcs attack he will feel honour-bound to fight to the death without surrender, in oreer to redeem his error.

ProfileMWSBSSTWIALD
Ulrich455442538
Warhorse830331315

Equipment: Ulrich is armed with a hand weapon, heavy armour, a shield; riding a barded warhorse.

Save: 2+

Magic Items: Rutgar has given Ulrich the Horn of Urgok, which he brought out of Wissenland. Perhaps Rutgar expected Ulrich to meet danger along the way and took precaution; soon Ulrich will be grateful for having it.

SPECIAL RULES

Determined: Ulrich is utterly determined not to fail his lord in the task he was entrusted with. Ulrich and any unit he accompanies is immune to panic.

Zorn ..... 243 points
Zorn is one of the few wizards to have made a deep study of Orcy magic and by many he is regaurded as something of an expert. He was intrigued by the tale of the ancient Orc idols. Although he had not revealed his thoughts to Ulrich, he had heard of the Crown of Gork and suspected that it might be hidden in the vicinity and that this is what attracted the Orcs to the area. Zorn wants to destroty the item, which he believes may one day be used in a Waaagh against the Empire. Undoutedly it is Holy Sigmar who has chosen him for this noble and patriotic task.

ProfileMWSBSSTWIALD
Zorn433443527
Warhorse830331315

Equipment: Zorn is armed with a hand weaponand rides a warhorse.

Save: 6+

Magic Items: Zorn has a secret talisman of black stone which was given to him by a witch in Reikwald forest when he was a youth. He wears the Black Amulet.

Magic Spells: Zorn is a Bright Wizard and may have three magic spells from either the Baattle or Bright magic deck.

SPECIAL RULES

Sigmars Protection: Zorn belives he is directed and protected by Holy Sigmar and so is immune to Psycology.

Champion
You may choose one Champion for each unit in your army, armed and equipped the same as the rest of the unit. Each champion may have a magic item up to a value of 25 points.

REGIMENTS

0-1 Knight TemplersMay have a magic standrard of their order.

0-1 Pistoliers

0-1 Outriders

0-1 Hand Gunners

0-1 Swordsmen

0-1 Greatswords

0-1 Mercenary Ogers

0-1 Flagellants

WARMACHINES

0-2 War Wagons

0-3 Great Cannons

0-1 Hellblaster Volly Gun

SNAGGA'S WARPACK

You may choose 1,500 points from the troops listed here;

CHARACTERS

Snagga
The war pack is led by the Big Boss Snagga. He counts as the army general even though he is not a Warlord Charecter, (See Special Charecters).

Orc Boss
You may choose one Orc Boss for each unit in your army, armed and equipped the same as the rest of the unit. Each Boss may have a magic item up to a value of 25 points.

REGIMENTS

Goblin Wolf Riders

Orc Boar Boyz

Orc Boyz

Orc Arrer Boyz

0-1 Black Orcs or Orc Big'Unz
May have a magic standard up to the vaule of 50 points.

WARMACHINES

Orc Boar Chariots

Goblin Wolf Chariots

SPECIAL RULES
The following Special Rules apply to this scenario;

Unlimbering the Artillary: The Empire artillary pieces begin the game harnessed to the War Wagon or being pulled by troops. The Empire gunners must spend all of their first turn unlimbering the cannons and making them ready to fire in their next turn. As a result, the Empire cannons and volly gun will not be able to fire at all in the Empire player's first turn.

DEPLOYMENT
The Empire force must set up first. They are deployed along the road, no futher than 12" from the Empire player's edge and no closer than 12" to the side edges. The unit deploys in a marching colume heading towards the left hand table edge. Any cannons or other artillery are pulled either by a war wagon or a unit of infantry. The artillary model is placed so that it faces the end of the column with its 'tail' in contact with a wagon or unit. The crew march beside the artillary piece.

Zorn the wizard is placed in the middle of the column, no closer than 24" to either side edge of the table. If Zorn leaves the table it doesn't mean he survies. If the Orcs win they may still hunt hiim down in the wilderness.

The Orc forces which is lying in ambush awaiting the arrival of the column is deployeed no closer than 24" to the Empire army and no nearer than 12" to the side edge. It is partially screened from the Empire troops by the intervening ridge of low hills.

THE BATTLE
Because the Orcs have the element of surprise they have the first turn of the game.

The battle lasted from mid-afternoon to sunset. To reprsent this the battle lasts four turns each battle representing an hour of daylight. Unless the battle ends in a sudden death victory with the Orcs destroying the Empire column.

VICTORY
If the Orcs destroy both the artillary and the wizard they win a sudden death victory against the Empire at the end of the turn.

If the battle continues until sunset then count up victory points to deside who wins. In the event of a draw the Empire will win by default and the reinforcements will get through to Rutgar.

THE BATTLE OF TROLL ROCKS

The Battle of Troll Rocks is the third encounter between the Greenskins and Rutgars forces. The outcome desieds wheather Grotfang will receive troops from the Itcy Skab tribe in the final battle.

THE BATTLEFILED
The main feature of the battle field is Troll Rocks a cluster of huge bolders, rumoured to be the lair of Mountain Trolls. These count as very difficult ground. The Itcy Skab huts are deployed between the Rocks in the center of the table and the Orc deployment zone.

THE ARMIES

KONRAD'S RAIDERS

You may choose 1,000 points from the troops listed here;

CHARECTERS

Konrad ..... 121 points
The army must be led by Konrad, who counts as the army's General.

Konrad is a Hero and henchman of Rutgar. Konrad once served the Ice Queen of Kislev as a mercenary in one of the many Orc wars in the East, where he required a loyal retiner of Kislevites. These accompanied him when he returned to the Empire and took up serve with Rutgar.

ProfileMWSBSSTWIALD
Konrad455442538
Warhorse830331315

Equipment: Konrad is armed with a hand weapon, Dragon Blade, light armour, a shield; riding a warhorse.

Save: 4+

Magic Items: Konrad has a blade stolen by a Kislev horseman from a great burial mound on the plains of Kislev. It is said they had to slay many fiends and mosters to escape with it. The Khan of the tribe presented it to Konrad in return for helping them aganist the Orc raiders. He carries the Dragon Blade.

Champion
You may choose one Champion for each unit in your army, armed and equipped the same as the rest of the unit. Each champion may have a magic item up to a value of 25 points.

REGIMENTS

0-1 Kislev Winged Lancers
May have a magic standrard worth upto 50 points.

0-1 Pistoliers

Kislev Horse Archers
Armed with burning arrows.

Archers
Armed with burning arrows.

0-1 Halflings
Armed with burning arrows.

THE ITCY SKAB ORCS

You may choose 1,000 points from the troops listed here;

CHARACTERS

Uzguz, Orc Big Boss
The army is led by the Big Boss Uzguz. He counts as the army general even though he is not a Warlord Charecter, (See Special Charecters).

Nazgob, Orc Master Shaman
The army must inclued Nazgob, Master Shaman and advisor to Uzguz. (See Special Charecters)

Orc Boss
You may choose one Orc Boss for each unit in your army, armed and equipped the same as the rest of the unit. Each Boss may have a magic item up to a value of 25 points.

REGIMENTS

0-1 Orc Boar Boyz
May have a magic standard worth upto 100 points.

Orc Boyz

Orc Arrer Boyz

0-1 Orc Big'Unz
May have a magic standard up to the vaule of 25 points.

0-1 Trolls
The Trolls that lurk among the Troll Rocks have been tempted out to join the Itcy Skab tribe with bones to gnaw and other Orcy leftovers (yum yum!).

SPECIAL RULES
The following Special Rules apply to this scenario;

Lighting the Huts: Any unit of archers in the Empire army are armed with buring arrows. They have prepared these to set light to the wretched Orcs huts. Not only are they intent on driving away the Orcs, but theywant to purify the rancid encampment of any pestilence and vermin that might be lurking in the huts (Konrad's memories of the last Squig infestation of Praag are still very fresh!).

The Empire troops set fire to the huts by shooting burning arrows at the. Shoot at each hut exactly as if they were a unit of troops. The score to hit is the same. There is no need to roll to wound and there is no save. Each hut must take at least 10 hits from burning arrows to catch fire. Only hits from burning arrows count not other hits. Normal troops do not count as being hit by burning arrows.

DEPLOYMENT
The Orc force must set up first. They are deployed no futher than 12" from the table edge and no closer than 12" to the side edges.

The Empire force is deployed second it is deployed no futher than 12" from the table edge and no closer than 12" to the side edges.

THE BATTLE
Because the Empires have the element of surprise they have the first turn of the game.

The battle lasted from mid-day to sunset. To reprsent this the battle lasts five turns each representing an hour of daylight. Unless the battle ends in a sudden death victory for the Empire.

VICTORY
If the Empire troops succeed in burning down all of the Orc huts, the tribe will abandon camp and migrate somewhere else. The Empire will win in a sudden death victory.

If the battle continues until sunset then count up victory points to deside who wins. In the event of a draw the Empire will win by default and the Itcy Skabs will be driven off.

THE BATTLE FOR RUTGARBURG

The Battle of Rutgarburg is the final clash between the Orcs and Empire. The out come of this battle decides whether Rutgar can hold on to his new domain or whether Rutgar can hold on to his new domain or whether Grotfang throws out the invades and regains his triable lands.

THE BATTLEFILED
The main feature is Rutgar's half built castle, centered on therestored keep. These half-finished fortifications surmount the low hill on which the Orc stronghold once stood.

Rutgars keep is placed midway between the side of the table and at least 12" from the Empire players edge but on his half of the table. Sections of stone wall are placed next to the tower and on the hills. These walls are unfinished and contain large gaps, don't place walls next to each other.

You may also place a few hovels and tents in the Empire deployment zone to represent Rutgars camp.

THE ARMIES

RUTGAR'S ARMY

You may choose 3,000 points from the troops listed here;

CHARECTERS

Rutgar ..... 170 points
The army must be led by Rutgar the army's General.

Rutgar is the youngest son of the Count of Wissenland. As such he has no claim to the throne; that belongs to his elder brother. Instead of trying to secure power for himself, he chose the path of duty and honour. His qualaties were soon recognised as far away as the Border Princes, where the Margraf Frederik offered him lands won from the accursed Orcs. Rutgar is youthful, but shrewd and brave, and has loyal companions to advise him. He is a true warrior of the Empire like those of old. Not for him the foppery and flattery of a decadent court; he would rather the rough tent and the companionship of simple soilders who thrive on the excitement of battle.

ProfileMWSBSSTWIALD
Rutgar466443649
Warhorse830331315

Equipment: Rutgar is armed with a hand weapon, Star Lance, light armour, a shield; riding a barded warhorse.

Save: 3+

Magic Items: Rutgar carries the Star Lance. He is renowned as a victor of many tournaments. Not only has he won honours in the Empire, but also in Bretonnia.In one of these he was awarded the Star Lance for unhorsing a Bretonnian Knight, no mean achievment! The Star lance is said to be tipped with a mithril lance head forged in remote antuity by the Elves.

Manfred von Bock
You may only inclued Manfred if he survived the first battle.

Konrad
You may only inclued Konrad if he survived the third battle.

Heros
You may inclued other heros. They may carry a single magic item worth up to 50 points.

0-1 Battle Standard
You may inclued a battle standard bearer carrying a magic standard up to 100 points.

Champion
You may choose one Champion for each unit in your army, armed and equipped the same as the rest of the unit. Each champion may have a magic item up to a value of 25 points.

REGIMENTS

Pistoliers

Kislev Horse Archers

Archers

Halberdiers

Spearmen

0-1 Swordsmen

0-1 Greatswords

0-1 Crossbowmen

0-1 Knight Templers

0-1 Kislev Winged Lancers

0-1 Halflings

0-1 Halfling Hot Pot

0-1 Hellblaster Volley Gun

REINFORCEMENTS

Must have won The Ambush to have the following troops;

Ulric
You may only inclued Ulric if he survived the second battle.

Zorn
You may only inclued Zorn if he survived the second battle.

0-1 Knight Templers

0-1 Outriders

0-1 Flagellants

0-1 Oger Mercenaries

0-2 War Wagons

0-3 Great Cannons

GROTFANGS ORCS

You may choose 3,000 points from the troops listed here;

IRONCLAWS

Grotfang
The army is led by Grotfang. (See Special Charecters)

Snagga
The army may inclued Snagga if he survived the second battle.

Big Bosses
You may inclued other Big Bosses. They may carry a single magic item worth up to 25 points.

Bosses
You may choose one Boss for each unit in your army, armed and equipped the same as the rest of the unit. Each Boss may have a magic item up to a value of 25 points.

Orc Boar Boyz
May have magic standard upto 50 points.

Orc Boyz

Orc Arrer Boyz

0-1 Orc Big'Unz
May have magic standard upto 25 points.

0-1 Black Orcs
May have magic standard upto 25 points.

0-1 Goblins

0-1 Doom Diver

0-1 Snotling Mob

0-1 Savage Orcs

0-4 Rock Lobbers or Bolt Throwers

NIGHT GOBLINS

Must have won Da Snatch to have the following troops;

Oddgit
You may inclued Oddgit if he survived the first battle.

Night Goblin Boss
You may choose one Night Goblin Boss for each unit in your army, armed and equipped the same as the rest of the unit. Each Boss may have a magic item up to a value of 25 points.

Night Goblin Warriors

Night Goblin Spearmen

Night Goblin Archers

Night Goblin Fanatics
There may be 0-3 hidden in each mob of Night Goblin Archers, Spearmen or Warriors.

0-1 Night Goblin Netters

0-1 Night Goblin Squig Hunters

Night Goblin Squig Hoopers There may be 0-5 per Night goblin mob.

0-1 Snotlings Mob

0-1 Snotlings Pump Wagon

ITCY SKABS

Must have won The Battle of Troll rock to have the following troops and a bonus 750 points;

Uzguz
You may inclued Uzguz if he survived the third battle.

Nazgob
You may inclued Nazgob if he survived the third battle.

Big Boss
You may inclued a Big Boss. He may carry a single magic item worth up to 25 points.

Bosses
You may choose one Boss for each unit in your army, armed and equipped the same as the rest of the unit. Each Boss may have a magic item up to a value of 25 points.

Orc Boar Boyz
May have magic standard upto 50 points.

Orc Boyz

Orc Arrer Boyz

0-1 Orc Big'Unz

0-1 Trolls

DEPLOYMENT
Both armies are deployed no futher than 12" from their table edge and no closer than 12" to the side edges.
Each side takes it in turn to place a unit starting with the Orcs. All warmachines are deployed at once. Once one armies deployment is compleate the other may move a unit 4" towards the enermy for every subsequent unit that is placed on the board. No advancing troops mayb be moved within 8" of the enemy.

THE BATTLE
The Orcs have the first turn. The battle lasts from mid-morning to sun-set or six turns.

VICTORY
If Grotfang is killed the Empire automatically win the battle. If the battle continues until sunset then count up victory points to deside who wins. In the event of a draw the Empire will win by default.

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