3
Created with Army Builder® - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com! 1250 Pts - Orcs & Goblins - Søren O&G 1250 - 2 Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Savage Orc Great Shaman (1 , 295 pts) Savage Orc Great Shaman 1 In 4 3 3 4+* 5 3 2 1/2 8 5+ 4 295 General; Level 4 Wizard; Hand Weapon; Choppas; Extra Attack; Frenzy; Immune to Psychology; Size Matters; Warpaint Biting Blade 1 Armour Piercing. [10] Armour Piercing Lucky Shrunken Head 1 Increases the Warpaint save of the bearer and any unit he joins by +1. [50] Obsidian Amulet 1 Grants Magic Resistance (2). [30] Magic Resistance (2) Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Savage Orc Big Boss (1 , 114 pts) ×Savage Orc Big Boss 1 In 4 5 3 4+* 5 2 3 3/5 8 6+ 6+ 114 Battle Standard Bearer ; Hand Weapon; Additional Hand Weapon; Shield; Choppas; Extra Attack; Frenzy; Immune to Psychology; Size Matters; Warpaint; Wild Abandon; Extra Attack Banner of Eternal Flame 1 The unit has Flaming Attacks. [10] Flaming Attacks Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Savage Orcs (32 , 387 pts) Savage Orc Big 'Uns 31 In 4 4 3 4+* 4 1 2 1/3 7 6+ 387 Musician ; Standard Bearer ; Hand Weapon; Additional Hand Weapon; Animosity; Choppas; Extra Attack; Frenzy; Immune to Psychology; Size Matters; Warpaint; Extra Attack Savage Orc Boss 1 In 4 4 3 4+* 4 1 2 2/4 7 6+ [26] Hand Weapon; Additional Hand Weapon; Animosity; Choppas; Extra Attack; Frenzy; Immune to Psychology; Size Matters; Warpaint; Extra Attack Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Night Goblin Shaman (1 , 135 pts) Night Goblin Shaman 1 In 4 2 3 3 3 2 3 1 5 2 135 Level 2 Wizard; Hand Weapon; Magic Mushrooms; Fear Elves; Hatred (Dwarfs) Dispel Scroll 1 One use only. Read instead of attempting to dispel. Automatically dispels an enemy spell. [25] Ruby Ring of Ruin 1 Bound Spell (power level 3) . Contains Fireball . [25] Fireball Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Mangler Squig (1 , 65 pts) Mangler Squigs 1 Uq 3D6 - - 6 4 3 3 * 3 65 Completely Out of Control; Force of Total Destruction; Gone Crazy!; Immune to Psychology; Ker-splat!; Random Movement (3D6); Watch Out! Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Goblin Spear Chukka (4 , 35 pts) Goblin Spear Chukka 1 WM 7 3 35 Fear Elves; Slipshod; Multiple Wounds (D3) Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 [0] Hand Weapon; Fear Elves Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Goblin Spear Chukka (4 , 35 pts) Goblin Spear Chukka 1 WM 7 3 35 Fear Elves; Slipshod; Multiple Wounds (D3) Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 [0] Hand Weapon; Fear Elves Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Doom Diver Catapult (4 , 80 pts) Doom Diver Catapult 1 WM 7 3 80 Doom Diver Catapult; Fear Elves Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 [0] Hand Weapon; Fear Elves

Søren O&G 1250 - 2

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1250 Pts - Orcs & Goblins - Søren O&G 1250 - 2Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost

Savage Orc Great Shaman (1 , 295 pts) Savage Orc Great

Shaman1 In 4 3 3 4+* 5 3 2 1/2 8 5+ 4 295

General; Level 4 Wizard; Hand Weapon; Choppas; Extra Attack; Frenzy; Immune to Psychology; SizeMatters; Warpaint

Biting Blade 1 Armour Piercing. [10]Armour Piercing

Lucky Shrunken Head 1 Increases the Warpaint save of the bearer and any unit he joins by +1. [50] Obsidian Amulet 1 Grants Magic Resistance (2). [30]

Magic Resistance (2)Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost

Savage Orc Big Boss (1 , 114 pts) ×Savage Orc Big Boss 1 In 4 5 3 4+* 5 2 3 3/5 8 6+ 6+ 114

Battle Standard Bearer ; Hand Weapon; Additional Hand Weapon; Shield; Choppas; Extra Attack;Frenzy; Immune to Psychology; Size Matters; Warpaint; Wild Abandon; Extra Attack

Banner of Eternal Flame 1 The unit has Flaming Attacks. [10]Flaming Attacks

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostSavage Orcs (32 , 387 pts)

Savage Orc Big 'Uns 31 In 4 4 3 4+* 4 1 2 1/3 7 6+ 387Musician ; Standard Bearer ; Hand Weapon; Additional Hand Weapon; Animosity; Choppas; ExtraAttack; Frenzy; Immune to Psychology; Size Matters; Warpaint; Extra Attack

Savage Orc Boss 1 In 4 4 3 4+* 4 1 2 2/4 7 6+ [26]Hand Weapon; Additional Hand Weapon; Animosity; Choppas; Extra Attack; Frenzy; Immune toPsychology; Size Matters; Warpaint; Extra Attack

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostNight Goblin Shaman (1 , 135 pts)

Night Goblin Shaman 1 In 4 2 3 3 3 2 3 1 5 2 135Level 2 Wizard; Hand Weapon; Magic Mushrooms; Fear Elves; Hatred (Dwarfs)

Dispel Scroll 1 One use only. Read instead of attempting to dispel. Automatically dispels an enemy spell. [25] Ruby Ring of Ruin 1 Bound Spell (power level 3) . Contains Fireball . [25]

FireballName # Type M WS BS S T W I A Ld AS WSv Mgc Cost

Mangler Squig (1 , 65 pts) Mangler Squigs 1 Uq 3D6 - - 6 4 3 3 * 3 65

Completely Out of Control; Force of Total Destruction; Gone Crazy!; Immune to Psychology; Ker-splat!;Random Movement (3D6); Watch Out!

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostGoblin Spear Chukka (4 , 35 pts)

Goblin Spear Chukka 1 WM 7 3 35Fear Elves; Slipshod; Multiple Wounds (D3)

Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 [0]Hand Weapon; Fear Elves

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostGoblin Spear Chukka (4 , 35 pts)

Goblin Spear Chukka 1 WM 7 3 35Fear Elves; Slipshod; Multiple Wounds (D3)

Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 [0]Hand Weapon; Fear Elves

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostDoom Diver Catapult (4 , 80 pts)

Doom Diver Catapult 1 WM 7 3 80Doom Diver Catapult; Fear Elves

Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 [0]Hand Weapon; Fear Elves

Page 2: Søren O&G 1250 - 2

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Name # Type M WS BS S T W I A Ld AS WSv Mgc CostGoblin Wolf Chariot (1 , 50 pts)

Goblin Wolf Chariot 1 Ch 5 4 3 5+ 50Scythed wheels; Fear Elves; Impact Hits (D6+1); Swiftstride

Goblin Crew 3 - - 2 3 3+* - - 2 1 6 [0]Hand Weapon; Spear; Short Bow; Fear Elves; Volley Fire

Giant Wolf 2 - 9 3 - 3 - - 3 1 - [0]

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostGoblin Wolf Chariot (1 , 50 pts)

Goblin Wolf Chariot 1 Ch 5 4 3 5+ 50Scythed wheels; Fear Elves; Impact Hits (D6+1); Swiftstride

Goblin Crew 3 - - 2 3 3+* - - 2 1 6 [0]Hand Weapon; Spear; Short Bow; Fear Elves; Volley Fire

Giant Wolf 2 - 9 3 - 3 - - 3 1 - [0]Total Cost: 1246

Option FootnotesOptions

Additional Hand Weapon (Foot) Extra Attack, Requires Two Hands.Battle Standard Bearer Hold your Ground! : If not fleeing, friendly models within 12" may re-roll failed Leadership tests.General Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.Hand Weapon 6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.Level 2 Wizard Can channel Power and Dispel dice. Adds +2 to all attempts to cast and dispel. Knows 2 spells.Level 4 Wizard Can channel Power and Dispel dice. Adds +4 to all attempts to cast and dispel. Knows 4 spells.Magic Mushrooms Each time a Night Goblin Shaman attempts to cast a spell, after the casting dice have been rolled, they must add +D6

to the casting result. This dice does not count as a power dice, and cannot contribute to Irresistible Force. However, ifyour roll a 1 on this dice, you must roll a further D6. On a roll of 1-3 the Shaman suffers a Wound with no armoursaves allowed, and unless it was cast with Irresistible Force, the spell automatically fails.

Musician +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.Scythed wheels Improves Impact Hits.Shield +1 armour save bonus.Short Bow Range 18", Strength 3, Volley Fire.Spear (Foot) Fight in Extra Ranks.

(Mounted) +1 Strength on the charge.Standard Bearer +1 to Combat Resolution, Standard can be captured if unit Flees.

Special RulesAnimosity Every units subject to Animosity must take an Animosity test in the Start of Turn sub-phase, during each of your

turns, with the following restrictions:• Units only test if they contain at least 5 models.• Units engaged in close combat don't test.• Units garrisoning a building don't test.• Units fleeing or currently off the battlefield don't test.To test, roll a D6. On a dice roll of a 1, the unit has failed its Animosity test and must roll on the Animosity table.Characters joining a unit, and mounts, are subject to the same result of that unit's Animosity test.

Armour Piercing Wounds caused in close combat by a model with this rule (or by a weapon with this rule) inflict a further -1 armoursave modifier.

Choppas Models with this rule gain +1 Strength in the first round of each combat.Completely Out of Control Mangler Squigs are removed as a casualty when:

• They contact other Mangler Squigs.• They have gone crazy and rolled a triple for movement.• Any unit moves into contact with the Mangler Squigs (see the Force of Total Destruction rule).

Doom Diver Catapult The Doom Diver Catapult fires as a stone thrower, but no template is used. Instead, place the flying Doom DiverGoblin model on the target point, and then roll for scatter as normal. After doing this, you may roll a D6 and movethe Doom Diver Goblin model by that many inches in any direction. If any units are touched by the Doom Diver'sbase, then each must take D6 Strength 5 hits with no armour saves allowed.

Extra Attack Grants +1 Attack.Fear Elves Elves cause Fear in units of Goblins and Night Goblins.Flaming Attacks Models with this rule cause Fear in War Beasts, Chariots and Cavalry. Moreover, they re-roll failed To Wound rolls

when shooting at or assaulting a building.Force of Total Destruction Mangler Squigs cannot be charged, but models can move into contact with them. Any unit that moves can move into

contact with Manglers Squigs takes 3D6 Strength 6 Armour Piercing hits for moving into the Squigs. The ManglerSquig model is then removed, and the unit may carry on with its move. Additionally, Mangler Squigs targeted withshooting attacks count as being in soft cover.

Frenzy Grants Berserk Rage, Extra Attack and Immune to Psychology. Frenzied models cannot parry and cannot choose torestrain pursuit (or overrun) if they beat a foe in close combat.Berserk Rage : If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare acharge, then it must do so unless a Leadership test is passed. If the test is failed, the unit must declare a chargeagainst the nearest viable enemy.Losing Frenzy : Models retain their Frenzy until beaten in close combat, at which point any granted special rules arelost.

Gone Crazy! Once Mangler Squigs have made a Ker-Splat! they will move in a random direction when they move in theCompulsory Moves sub-phase.

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Hatred (Dwarfs) A model with this rule re-rolls To Hit misses every first round of close combat against models of the specified army.If none is specified applies against every enemy.

Immune to Psychology Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.Impact Hits (D6+1) Impact Hits are resolved at the very beginning of combat, only if this model charged and is in base contact with the

enemy. Those hits hit automatically, and roll to wound using the Strength of the model.Ker-splat! If the Mangler Squigs' move would bring them into contact with another unit, then they move through rather than

stopping. If the Mangler Squigs' move would end within a unit, place the Mangler Squigs 1" beyond the unit, in thedirection in which they were moving.When Mangler Squigs move through a unit they inflict 2D6 Strength 6 Armour Piercing hits.

Magic Resistance (2) Improves the unit's ward save by 2 against spells.Random Movement (3D6) A model with this rule can't declare charges, and always moves during the Compulsory Movements phase. If it enters

in base contact with an enemy, counts as having charged. Enemies can't declare any charge reaction.Size Matters Orc units do not take a Panic test when a Goblin unit, Snotling Swarm or Snotling Pump Wagon is destroyed, breaks

or flees through them.Slipshod If the To Hit roll for a shooting attack made by a Spear Chukka is a natural 1, then it misfires. Roll on the Stone

Thrower Misfire table and apply the result to the Spear Chukka.Swiftstride When charging / fleeing / pursuing, units made entirely of models with this rule roll 3D6 and discard the lowest

instead of 2D6 for distance.Warpaint Grants a 6+ ward save.Watch Out! Mangler Squigs must take a Dangerous Terrain test if they move over any of the following types of terrain: Forest,

Marshland, Obstacles or Mystical Monuments. If their move would take them into contact with a Building, ImpassableTerrain or off a table edge then they must take a Dangerous Terrain test and will stop 1" short of the obstruction.

Wild Abandon A model with this rule can benefit from having two hand weapons despite being mounted. If so equipped, he mustdeduct -1 from the dice score (to a minimum of 1) whenever they take a Dangerous Terrain test.

Equipment Special RulesExtra Attack Grants +1 Attack.Multiple Wounds (D3) Each unsaved Wound inflicted is multiplied by the number indicated.Volley Fire Half the models in third and subsequent ranks (rounding up) may shoot. A unit cannot Volley Fire if it moved this

turn or as a Stand & Shoot reaction.Bound Spells

Fireball Magic MissileRange 24", D6 Strength 4 hits.

Lore of Fire- Kindleflame Spells from the Lore of Fire are Flaming Attacks. In addition, if a direct damage or magic missile spell is cast at a

unit that has already been hit by a direct damage or magic missile from the Lore of Fire in the same magic phase, thecasting Wizard adds +D3 to his casting total.