SAVAGE ORC TRIBES

Related to Orcs, perhaps a backwards remnant of the species, Savage Orcs are very much like their more common cousins physically, but are less endowed mentally and are more much tribal, if such is possible. Typically covered in tattoos inscribed by the tribe Shaman, the Orcs are convinced that the tattoos will protect them from their enemies, make them move faster, or such like. The psychological factor being everything, this is what happens even though the tattoos have no magical properties whatsoever! Favourite mounts are War Boars. Savage Orcs speak Ghazorrakh, a debased form of the Orc dialect of the Goblinoid tongue.

SAVAGE ORC BOSSES

0-1 SAVAGE ORC WARLORD
150 points

A Savage Orc Warlord represents a great chieftain and leader of a large tribe.

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

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Warlord475453549
War Boar740341313

Equipment: Sword or other hand weapon

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

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

Save: 6+ (protective tattoos)

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

SPECIAL RULES:

Frenzy: Savage Orcs are subject to frenzy.

Protective Tattos: Savage Orcs have a 6+ unmodifed save from Protective Tattos.

0-1 SAVAGE ORC ARMY STANDARD
95 points

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

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Boss453441327

Equipment: Sword or other hand weapon

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

May Ride: A Savage Orc 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: 6+ (protective tattoos)

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

SPECIAL RULES:

Frenzy: Savage Orcs are subject to frenzy.

Protective Tattos: Savage Orcs have a 6+ unmodifed save from Protective Tattos.

SAVAGE ORC BIG BOSSES
98 points

You may inclued a Savage Orc Big Boss for every Mob of Savage Orcs in your army.
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Big Boss464452438

Equipment: Sword or other hand weapon

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

May Ride: A Savage Orc 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: 6+ (protective tattoos)

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

SPECIAL RULES:

Frenzy: Savage Orcs are subject to frenzy.

Protective Tattos: Savage Orcs have a 6+ unmodifed save from Protective Tattos.

SAVAGE ORC BOSSES ... 45 points

You have a Savage Orc Boss to lead each of your Savage Orc Mobs. 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 Savage Orc Boss must be armed the same as the Mob he is leading.

May Ride: A Savage Orc Boss may ride a Warboar (+8 points) if leading a unit of Savage Orc Boar Boyz.

Save: 6+ (protective tattoos)

Magic Items: A Savage Boss may carry a single magic item.

SPECIAL RULES:

SPECIAL RULES:

Frenzy: Savage Orcs are subject to frenzy.

Protective Tattos: Savage Orcs have a 6+ unmodifed save from Protective Tattos.

SAVAGE ORC SHAMANS
Shaman ................. 59 points
Shaman Champion ........ 122 points
Master Shaman .......... 219 points
Shaman Lord ............ 303 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: A Shaman may be ride a Warboar (+8 points), a Warboar Chariot (see War Machines) or a Monster (see Monster List).

Save: 6+ (protective tattoos)

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.

Extra Magic Card: If a Savage Orc shaman joins a Mob of Savage Orcs then he gets +1 extra magic card when the magic cards are delt at the start of the magic phase. This extra card can only be used by that shaman - the card cannot be used by other shamans.

Frenzy: Savage Orc Shamans are subject to the rules for Frenzy.

Protective Tattoos: Both the Shaman and any Savage Orc mob he is with protective tattos now confer a saving throw of 5 or 6 rather than a 6.

SAVAGE ORC MOBS

SAVAGE ORC
BOAR BOYZ .... 25 points

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Savage Orc442341217
War Boar740341313

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

Save: 3+

Options: May be armed with spears (+2 points) or bows (+4 points).

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

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

Frenzy: Savage Orcs are subject to frenzy.

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

Anamosity: Orcs are subject to anamosity.

SAVAGE ORC BOYZ .... 7.5 points

Savage Orcs are barbaric and fierce, they wear no armour and fight with simple made weapons such as maces and clubs.

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Savage Orc442341217

Equipment: They carry hand weapons.

Save: 6+ due to tattoos

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

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

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

SPECIAL RULES:

Skirmish: Savage Orcs may Skirmish.

Frenzy: Savage Orcs are also effected by the rules for Frenzy.

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

Anamosity: Orcs are subject to anamosity.

SAVAGE ORC
ARRER BOYZ .... 9.5 points

Some Savage Orcs have mastered the art of making and firing bows, although these are rare and not very accurate a small number are taken by most Savage Orc tribes.

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Savage Orc442341217

Equipment: They carry hand weapons and bows.

Save: 6+ due to tattoos

Options: May be armed with shields (+1 point).

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

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

SPECIAL RULES:

Skirmish: Savage Orcs may Skirmish.

Frenzy: Savage Orcs are also effected by the rules for Frenzy.

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

Anamosity: Orcs are subject to anamosity.

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