triumph & treachery

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Created with Army Builder® - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com! 1500 Pts - Orcs & Goblins - Triumph & Treachery Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost Great Shaman (1 , 295 pts) Savage Orc Great Shaman 1 In 4 3 3 4 5 3 2 1/2 8 - 5+ 4 295 Composition: Lord Warpaint; Berserk Rage; Choppas; General; Size Matters - Orcs; Level 4 Upgrade; Power of Da Waaagh!; Hand Weapon; Frenzy Power of Da Waaagh! 1 If a Spell of da Big Waaagh! has a Strength value or grants a Strength bonus, that value or bonus is increased by +1 as long as there are more friendly units in combat than there are fleeing. [0] 0. Gaze of Mork 1 Direct Damage . 7+ Cast . Extend line 4D6" from base, any model touched suffers a S4 hit. 10+ Cast . Can extend to 8D6" [0] 1. Brain Bursta 1 Direct Damage . 6+ Cast . 18" Range. Can target one model, even in a unit. Causes 1 S5 hit, no armour save. 9+ Cast . Can extend to 36" Range [0] 2. Fists of Gork 1 Augment . 8+ Cast . Shaman that cast has +3A, +3S and a 6+ Ward Save [0] 3. The Hand of Gork 1 Augment . 9+ Cast . 24" Range, Move unengaged friendly unit 3D6" 14+ Cast . Can extend to 5D6" [0] 4. 'Eadbutt 1 Direct Damage . 9+ Cast . 4D6" Range, Wizard within range suffers S4 hit with Multiple Wounds (D3) and no armour saves 12+ Cast . Can extend to 8D6" Range [0] 5. 'Ere We Go! 1 Augment . 11+ Cast . 2D6" Range, all Orc units may re-roll To-Hit rolls in close combat until caster's next magic phase [0] 6. Foot of Gork 1 Direct Damage . 15+ Cast . Place template within 36", scatters D6" - all models hit suffer a S6 hit with Multiple Wounds (D3) 18+ Cast . Resolve spell as above then roll D6: 1- Opponent places template, resolve then spell ends 2-3- Spell ends 4-6- Place template on enemy unit (can be same), resolve then roll again on this chart [0] Shrieking Blade 1 Bearer causes Fear. [10] Lucky Shrunken Head 1 Increases Warpaint save of bearer and unit to 5+, Wurrzag's save increased to 4+ [50] Obsidian Amulet 1 Magic Resistance 2. [30] Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost Boyz Mob (20 , 240 pts) Savage Orc Big'Uns 20 In 4 4 3 4 4 1 2 1/3 7 - 6+ 240 Composition: Core Animosity; Berserk Rage; Choppas; Size Matters - Orcs; Musician ; Standard Bearer ; Hand Weapon; Extra Hand Weapon; Warpaint; Frenzy Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost Trolls (2 , 70 pts) Trolls 2 MI 6 3 1 5 4 3 1 3 4 - 70 Composition: Special Vomit Attack Instead of normal attacks, causes one S5 hit with no armour save; Hand Weapon; Causes Fear; Immune to Psychology; Regeneration; Stomp; Stupid Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost Trolls (2 , 70 pts) Trolls 2 MI 6 3 1 5 4 3 1 3 4 - 70 Composition: Special Vomit Attack Instead of normal attacks, causes one S5 hit with no armour save; Hand Weapon; Causes Fear; Immune to Psychology; Regeneration; Stomp; Stupid Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost Big Boss (1 , 114 pts) Goblin Big Boss (Battle Standard Bearer) 1 In 4 4 3 4/6 4 2 3 3 7 5+ 4+ 114 Composition: Hero Always Strikes Last; Hand Weapon; Great Weapon; Battle Standard Bearer; Fear Elves Armour of Destiny 1 Heavy armour; 4+ Ward Save. [50]

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Page 1: Triumph & Treachery

Created with Army Builder® - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!

1500 Pts - Orcs & Goblins - Triumph & TreacheryName # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

Great Shaman (1 , 295 pts) Savage Orc Great

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

Composition: LordWarpaint; Berserk Rage; Choppas; General; Size Matters - Orcs; Level 4 Upgrade; Power ofDa Waaagh!; Hand Weapon; Frenzy

Power of Da Waaagh! 1 If a Spell of da Big Waaagh! has a Strength value or grants a Strength bonus, thatvalue or bonus is increased by +1 as long as there are more friendly units incombat than there are fleeing.

[0]

0. Gaze of Mork 1 Direct Damage .7+ Cast . Extend line 4D6" from base, any model touched suffers a S4 hit.10+ Cast . Can extend to 8D6"

[0]

1. Brain Bursta 1 Direct Damage .6+ Cast . 18" Range. Can target one model, even in a unit. Causes 1 S5 hit, noarmour save.9+ Cast . Can extend to 36" Range

[0]

2. Fists of Gork 1 Augment.8+ Cast . Shaman that cast has +3A, +3S and a 6+ Ward Save

[0]

3. The Hand of Gork 1 Augment.9+ Cast . 24" Range, Move unengaged friendly unit 3D6"14+ Cast . Can extend to 5D6"

[0]

4. 'Eadbutt 1 Direct Damage .9+ Cast . 4D6" Range, Wizard within range suffers S4 hit with Multiple Wounds(D3) and no armour saves12+ Cast . Can extend to 8D6" Range

[0]

5. 'Ere We Go! 1 Augment.11+ Cast . 2D6" Range, all Orc units may re-roll To-Hit rolls in close combatuntil caster's next magic phase

[0]

6. Foot of Gork 1 Direct Damage .15+ Cast . Place template within 36", scatters D6" - all models hit suffer a S6 hitwith Multiple Wounds (D3)18+ Cast . Resolve spell as above thenroll D6:1- Opponent places template, resolve then spell ends2-3- Spell ends4-6- Place template on enemy unit (can be same), resolve then roll again on thischart

[0]

Shrieking Blade 1 Bearer causes Fear. [10] Lucky Shrunken Head 1 Increases Warpaint save of bearer and unit to 5+, Wurrzag's save increased to 4+ [50]

Obsidian Amulet 1 Magic Resistance 2. [30]

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostBoyz Mob (20 , 240 pts)

Savage Orc Big'Uns 20 In 4 4 3 4 4 1 2 1/3 7 - 6+ 240Composition: CoreAnimosity; Berserk Rage; Choppas; Size Matters - Orcs; Musician ; Standard Bearer ;Hand Weapon; Extra Hand Weapon; Warpaint; Frenzy

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostTrolls (2 , 70 pts)

Trolls 2 MI 6 3 1 5 4 3 1 3 4 - 70Composition: SpecialVomit Attack Instead of normal attacks, causes one S5 hit with no armour save; HandWeapon; Causes Fear; Immune to Psychology; Regeneration; Stomp; Stupid

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostTrolls (2 , 70 pts)

Trolls 2 MI 6 3 1 5 4 3 1 3 4 - 70Composition: SpecialVomit Attack Instead of normal attacks, causes one S5 hit with no armour save; HandWeapon; Causes Fear; Immune to Psychology; Regeneration; Stomp; Stupid

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostBig Boss (1 , 114 pts)

Goblin Big Boss(Battle Standard

Bearer)

1 In 4 4 3 4/6 4 2 3 3 7 5+ 4+ 114Composition: HeroAlways Strikes Last; Hand Weapon; Great Weapon; Battle Standard Bearer; Fear Elves

Armour of Destiny 1 Heavy armour; 4+ Ward Save. [50]

Page 2: Triumph & Treachery

Created with Army Builder® - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostShaman (1 , 135 pts)

Night Goblin Shaman 1 In 4 2 3 3 3 2 3 1 5 - 2 135Composition: HeroMagic Mushrooms: Roll D6 when spell is cast. Add to casting result, but does not counttowards Irresistible Force. If a 1 is rolled, roll a further D6. on a 1-3, the Shaman suffers awound with no saves allowed and, unless cast with Irresistible Force, spell fails.; Level 2Upgrade; Sneaky Stealin'; Hand Weapon; Fear Elves; Hatred (Dwarves)

Sneaky Stealin' 1 When a Spell of da Little Waaagh! has been successfully cast roll a D6. On a 5-6you may take one of your opponent's dispel dice (if any left) and add it to yourpower pool.

[0]

0. Sneaky Stabbin' 1 Augment.6+ Cast . 12" Range, target gets Armour Piercing, in addition unit may re-roll To-Hit and To-Wound rolls if attacking in Flank or Rear

[0]

1. Vindictive Glare 1 Magic Missile .5+ Cast . 24" Range, 2D6 S3 hits10+ Cast . Can increase to 3D6 S3 hits

[0]

2. Gift of the Spider-god 1 Augment.8+ Cast . 12" Range, target unit gains Poisoned Attacks, if unit has already,increases so wounds on 5+

[0]

3. Itchy Nuisance 1 Hex.8+ Cast . 24" Range, Target reduces Mv and In by D6, to minimum of 1, troopswith Random Movement reduce by D3, to minimum of 1D6, and In by D6

[0]

4. Gork'll Fix It 1 Hex.8+ Cast . 24" Range, Target must re-roll To Hit, To Wound and armour save rollsof 6

[0]

5. Night Shroud 1 Augment.9+ Cast . Targets Shaman and his unit, counts as being in soft cover, if chargedenemy takes Dangerous Terrain test15+ Cast . Can give 12" Range, effecting all units in range

[0]

6. Curse of da Bad Moon 1 Vortex.15+ Cast . Small round template, nominate direction and move 4D6", subsequentlymoving 3D6" in random direction. All models touched must pass characteristictest or takes a wound with no armour save allowed. Roll before moving template:(1-2) Strength, (3-4) Toughness, (5-6) Initiative25+ Cast . Can upgrade to large round template and choose characteristic

[0]

Dispel Scroll 1 One use: Automatically dispels an enemy spell. [25] Terrifying Mask of Eee! 1 Wearer causes Terror - other models cannot use his Leadership. [25]

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostNight Goblin Mob (43 , 216 pts)

Night Goblins 42 In 4 2 3 3 3 1 3 1 5 6+ 216Composition: CoreAnimosity; Musician ; Standard Bearer ; Nets; Hand Weapon; Spear; Shield; Fear Elves;Hatred (Dwarves)

Fanatics 1 Uq 2D6 - - 5 3 1 3 D6 10 - [25]Immune to PsychologyCannot be charged. Release the Fanatics: When unit concealing are within 8" of enemy releasefanatics 2D6" in any direction. Further Movement: 2D6 in random direction. Splat: Whenmoving through a unit, inflict D6 S5 armour piercing hits. Remove fanatic when: contactingany terrain, roll double for movement (except on release), unit ends move over (unit takes D6S5 AP hits)

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostWolf Rider Mob (5 , 60 pts)

Goblin Wolf Riders 5 Ca 4 2 3 3 3 1 2 1 6 4+ 60Composition: CoreAnimosity; Hand Weapon; Spear; Light Armour; Shield; Fast Cavalry; Fear Elves; Vanguard

Giant Wolf 5 - 9 3 - 3 3 1 3 1 3 - [0]Fast Cavalry; Swiftstride; Vanguard

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostWolf Rider Mob (5 , 60 pts)

Goblin Wolf Riders 5 Ca 4 2 3 3 3 1 2 1 6 4+ 60Composition: CoreAnimosity; Hand Weapon; Spear; Light Armour; Shield; Fast Cavalry; Fear Elves; Vanguard

Giant Wolf 5 - 9 3 - 3 3 1 3 1 3 - [0]Fast Cavalry; Swiftstride; Vanguard

Page 3: Triumph & Treachery

Created with Army Builder® - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostShaman (1 , 55 pts)

Night Goblin Shaman 1 In 4 2 3 3 3 2 3 1 5 - 1 55Composition: HeroMagic Mushrooms: Roll D6 when spell is cast. Add to casting result, but does not counttowards Irresistible Force. If a 1 is rolled, roll a further D6. on a 1-3, the Shaman suffers awound with no saves allowed and, unless cast with Irresistible Force, spell fails.; SneakyStealin'; Hand Weapon; Fear Elves; Hatred (Dwarves)

Sneaky Stealin' 1 When a Spell of da Little Waaagh! has been successfully cast roll a D6. On a 5-6you may take one of your opponent's dispel dice (if any left) and add it to yourpower pool.

[0]

0. Sneaky Stabbin' 1 Augment.6+ Cast . 12" Range, target gets Armour Piercing, in addition unit may re-roll To-Hit and To-Wound rolls if attacking in Flank or Rear

[0]

1. Vindictive Glare 1 Magic Missile .5+ Cast . 24" Range, 2D6 S3 hits10+ Cast . Can increase to 3D6 S3 hits

[0]

2. Gift of the Spider-god 1 Augment.8+ Cast . 12" Range, target unit gains Poisoned Attacks, if unit has already,increases so wounds on 5+

[0]

3. Itchy Nuisance 1 Hex.8+ Cast . 24" Range, Target reduces Mv and In by D6, to minimum of 1, troopswith Random Movement reduce by D3, to minimum of 1D6, and In by D6

[0]

4. Gork'll Fix It 1 Hex.8+ Cast . 24" Range, Target must re-roll To Hit, To Wound and armour save rollsof 6

[0]

5. Night Shroud 1 Augment.9+ Cast . Targets Shaman and his unit, counts as being in soft cover, if chargedenemy takes Dangerous Terrain test15+ Cast . Can give 12" Range, effecting all units in range

[0]

6. Curse of da Bad Moon 1 Vortex.15+ Cast . Small round template, nominate direction and move 4D6", subsequentlymoving 3D6" in random direction. All models touched must pass characteristictest or takes a wound with no armour save allowed. Roll before moving template:(1-2) Strength, (3-4) Toughness, (5-6) Initiative25+ Cast . Can upgrade to large round template and choose characteristic

[0]

Ironcurse Icon 1 Character and unit gain 6+ Ward Save against war machines. [5]

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostMangler Squig (1 , 65 pts)

Mangler Squig 1 Uq 3D6 - - 6 4 3 3 * 3 - 65Composition: RareRandom Movement (3D6)Ker-splat: If move brings them into contact with unit, move through placing 1" beyond unit.Inflicts 2D6 S6 Armour Piercing hits.Gone Crazy : Once a Ker-splat attack is made, they move in a random direction in theCompulsory Move phase.Force of Total Destruction : Cannot be charged. Any unit moving into contact takes 2D6 S6hits, and a further D6 S6 hits. Mangler Squig removed, and unit can continue move. Count asin soft cover when targeted with shooting attacks.Completely Out of Control : Removed when they contact another Mangler Squig, roll triplefor movement, or a unit moves into contact.Watch Out!: Take Dangerous Terrain test when moving over Forests, Marshland, Obstacles orMystical Monuments. If movement would take them into contact with a Building, ImpassableTerrain or off table, take Dangerous Terrain test and stop 1" short.; Immune to Psychology

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostShooty Things (4 , 85 pts)

Goblin Rock Lobber 1 WM 7 3 85Composition: RareSee rulebook p114 for Stone Thrower rules12-60", S3(9), Multiple Wounds (D6); Stone Thrower

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

Page 4: Triumph & Treachery

Created with Army Builder® - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostShooty Things (4 , 35 pts)

Goblin Spear Chukka 1 WM 7 3 35Composition: SpecialSee rulebook p111 for Bolt Thrower rules48", S6, Multiple Wounds (D3), Ignores Armour Saves.Slipshod: If you roll a 1 To-Hit, roll on Stone Thrower Misfire table.

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

Total Cost: 1500

Option FootnotesOptions

Extra Hand Weapon +1 Attack, Requires two hands.Great Weapon +2 Strength, Always Strikes Last. Two-handed.Hand Weapon 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.Light Armour 6+ armour save.Musician +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift

Reform.Nets Roll a D6 at the start of each close combat phase - on a 2-6, choose an enemy unit to net, which receives -1

to strength until the end of the phase. On a 1 the goblins net themselves, and suffer -1 strength instead.Shield +1 armour save bonus.Spear Fight in Extra Rank (does not apply if charging), +1 Strength when mounted and charging.Standard Bearer +1 to Combat Resolution, Standard can be captured if unit Flees.Warpaint 6+ Ward Save.

Special RulesAlways Strikes Last Always Strikes Last in Close CombatAnimosity Units subject to Animosity must roll at Start of Turn sub-phase, with the following restrictions: (Contain less

than 5 models, In Close Combat, garrisoning a building, Fleeing or off battlefield) Roll D6: On a 1, roll onchart:(1) Get 'Em : Inflict D6 S3 hits (2D6 if Horde) on nearest eligible unit, which must test for Animosity andwithin 12", the victim does D6 S3 hits back. Neither unit can charge or move in the Movement phase, castspells, nor shoot this turn. If the victim has not yet taken Animosity test, then it does not do so this turn. Ifno eligible victim the unit will Squabble instead (See below).(2-5) Squabble : Charge if possible, or do nothing.(6) We'll Show 'Em : Pivot unit on the stop towards closest visible enemy, and make a full (non-march)move in straight line toward it. If impossible for the unit to pivot to face closest enemy, it will pivot towardsit as far as it can, and will then move as far forward as it can while keeping the enemy within its forwardarc. After the move is complete unit must declare a charge in the Charge sub-phase against the closest enemyunit, if it is possible to do so. If the unit cannot declare a charge then it may carry on with the rest if its turnnormally, as if it had not moved this turn.

Berserk Rage Must declare charge if able to unless a Leadership test is passed. Cannot choose to restrain pursuit.Choppas +1 Strength in first round of each Close Combat.Immune to Psychology Automatically passes Fear, Terror or Panic tests. May not Flee! if charged.Regeneration 4+ Save. Wounds caused by flaming attacks stop regeneration for the remainder of the phase.Size Matters - Orcs Do not take Panic tests caused by Snotlings, Squigs, or Goblins.Stomp 1 automatic hit at creature's Strength, Always Strikes LastSwiftstride When charging / fleeing, units made entirely of models with Swiftstride roll 3D6 and discard the lowest

instead of 2D6 for distance.