| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Kiknik Toofsnatcha | 4 | 5 | 3 | 4 | 4 | 3 | 5 | 4 | 8 | 105 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Ogdruz Swampdigga | 4 | 4 | 2 | 4 | 5 | 3 | 4 | 2 | 8 | 195 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Black Orc Bigboss | 4 | 6 | 3 | 4 | 5 | 2 | 5 | 3 | 8 | 75 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Black Orc Warboss | 4 | 7 | 3 | 5 | 5 | 3 | 6 | 4 | 9 | 135 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Goblin Bigboss | 4 | 4 | 3 | 4 | 4 | 2 | 4 | 3 | 6 | 35 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Goblin Oddgit | 4 | 3 | 3 | 3 | 3 | 2 | 3 | 1 | 6 | 60 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Goblin Oddnob | 4 | 4 | 3 | 3 | 4 | 3 | 4 | 2 | 7 | 135 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Goblin Warboss | 4 | 5 | 3 | 4 | 4 | 3 | 5 | 4 | 7 | 60 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Night Goblin Bigboss | 4 | 4 | 3 | 4 | 4 | 2 | 4 | 3 | 5 | 30 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Night Goblin Oddgit | 4 | 3 | 3 | 3 | 3 | 2 | 3 | 1 | 5 | 55 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Night Goblin Oddnob | 4 | 4 | 3 | 3 | 4 | 3 | 4 | 2 | 6 | 130 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Night Goblin Warboss | 4 | 5 | 3 | 4 | 4 | 3 | 5 | 4 | 6 | 55 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Orc Bigboss | 4 | 5 | 2 | 4 | 5 | 2 | 4 | 3 | 7 | 55 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Orc Warboss | 4 | 6 | 2 | 5 | 5 | 3 | 5 | 4 | 8 | 110 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Orc Weirdboy | 4 | 3 | 2 | 3 | 4 | 2 | 3 | 1 | 7 | 65 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Orc Weirdnob | 4 | 4 | 2 | 4 | 5 | 3 | 4 | 2 | 8 | 140 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Black Orc | 4 | 4 | 3 | 4 | 4 | 1 | 3 | 1 | 8 | 12 |
| Black Orc Boss | 4 | 4 | 3 | 4 | 4 | 1 | 3 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Goblin | 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 | 3 |
| Boss | 4 | 2 | 3 | 3 | 3 | 1 | 2 | 2 | 6 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Spider Rider | - | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 5 | 12 |
| Giant Spider | 7 | 3 | - | 3 | - | - | 4 | 1 | - | - |
| Boss | - | 2 | 3 | 3 | 3 | 1 | 3 | 2 | 6 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Wolf Rider | - | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 5 | 10 |
| Giant Wolf | 9 | 3 | - | 3 | - | - | 3 | 1 | - | - |
| Boss | - | 2 | 3 | 3 | 3 | 1 | 3 | 2 | 6 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Night Goblin | 4 | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 4 | 3 |
| Boss | 4 | 2 | 3 | 3 | 3 | 1 | 3 | 2 | 5 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Cave Squig | 4 | 4 | - | 5 | 3 | 1 | 4 | 2 | 3 | 10 |
| Squig Herder | 4 | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 6 | 3 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Orc Boy | 4 | 3 | 3 | 3 | 4 | 1 | 3 | 1 | 6 | 5 |
| Boss | 4 | 3 | 3 | 3 | 4 | 1 | 3 | 2 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Snotling | 5 | 2 | 2 | 2 | 2 | 6 | 3 | 5 | 4 | 35 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Black Orc | 4 | 4 | 3 | 4 | 4 | 1 | 3 | 1 | 8 | 12 |
| Black Orc Boss | 4 | 4 | 3 | 4 | 4 | 1 | 3 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Common Troll | 6 | 3 | 1 | 5 | 4 | 3 | 2 | 3 | 4 | 41 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Bolt Throwa | - | - | - | - | 5 | 3 | - | - | - | 45 |
| Goblin Crew | 4 | 2 | 3 | 3 | 3 | 3 | 3 | 1 | 4 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Goblin Wolf Chariot | - | - | - | 5 | 4 | 3 | - | - | - | 53 |
| Giant Wolf | 9 | 3 | - | 3 | - | - | 3 | 1 | - | 0 |
| Goblin Crew | - | 2 | 3 | 3 | - | - | 3 | 1 | 6 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Squig Hopper | - | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 5 | 12 |
| Bounder Squig | 3d6 | 4 | - | 5 | - | - | 4 | 2 | - | - |
| Boss | - | 2 | 3 | 3 | 3 | 1 | 3 | 2 | 6 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Boar Boy | - | 3 | 3 | 3 | 4 | 1 | 3 | 1 | 6 | 15 |
| War Boar | 7 | 3 | - | 3 | - | - | 3 | 1 | - | - |
| Boss | - | 3 | 3 | 3 | 4 | 1 | 3 | 2 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Orc Boar Chariot | - | - | - | 5 | 5 | 4 | - | - | - | 90 |
| War Boar | 7 | 3 | - | 3 | - | - | 3 | 1 | - | - |
| Orc Crew | - | 3 | 3 | 3 | - | - | 3 | 1 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| River Troll | 6 | 3 | 1 | 5 | 4 | 4 | 1 | 3 | 4 | 49 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Pump Wagon | 2D6 | - | - | 4 | 4 | 3 | - | - | - | 35 |
| Snotling Crew | - | 2 | 2 | 2 | - | - | 3 | 1 | 4 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Stone Troll | 6 | 3 | 1 | 5 | 4 | 3 | 1 | 3 | 5 | 45 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Arachnorok Spider | 7 | 4 | - | 5 | 6 | 7 | 4 | 6 | - | 310 |
| Goblin Crew | - | 2 | 3 | 3 | - | - | 3 | 1 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Doom Diver Catapult | - | - | - | - | 5 | 3 | - | - | - | 95 |
| Goblin Crew | 4 | 2 | 3 | 3 | 3 | 3 | 3 | 1 | 4 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Giant | 6 | 3 | 1 | 6 | 6 | 6 | 2 | * | 10 | 200 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Rock Lobber | - | - | - | - | 6 | 4 | - | - | - | 75 |
| Goblin Crew | 4 | 2 | 3 | 3 | 3 | 3 | 3 | 1 | 4 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Mangler Squigs | 3D6 | 4 | 0 | 6 | 5 | 4 | 3 | D6 | 4 | 95 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Troll Hag | 5 | 2 | 2 | 6 | 5 | 6 | 2 | 3 | 8 | 235 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Arachnorok Spider | 7 | 4 | - | 5 | 6 | 7 | 4 | 6 | - | +310 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chariot | - | - | - | 5 | 5 | 4 | - | - | - | +130 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Bounder Squig | 3d6 | 4 | - | 5 | - | - | 4 | 2 | - | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Fanatic | - | - | - | 5 | 3 | 1 | 5 | - | 10 | +25 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Giant Cave Squig | 3d6 | 4 | - | 5 | - | (+1) | 3 | 3 | - | +25 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Giant Wolf | 9 | 3 | - | 3 | - | - | 3 | 1 | - | +10 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Gigantic Spider | 7 | 4 | - | 4 | - | (+1) | 4 | 3 | - | +35 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Goblin Wolf Chariot | - | - | - | 5 | 4 | 3 | - | - | - | +53 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Nasty Skulker | 4 | 4 | 3 | 3 | 3 | 1 | 4 | 2 | 6 | +10 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Orc Boar Chariot | - | - | - | 5 | 5 | 4 | - | - | - | +90 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Orc Bully | 4 | 3 | 3 | 3 | 4 | 1 | 3 | 2 | 8 | +10 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| War Boar | 7 | 3 | - | 3 | - | - | 3 | 1 | - | +16 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Wyvern | 4 | 5 | - | 6 | (+1) | (+4) | 3 | 3 | - | +130 |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Magical Attacks |
Goblin Bosses and Night Goblin Bosses only. If the wielder of this weapon is engaged with an enemy’s flank arc, it may re-roll any failed rolls To Wound. If the wielder of this weapon is engaged with an enemy’s rear arc, it may re-roll any failed rolls To Hit and To Wound.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -2 | Extra Attacks (+D6), Magical Attacks, Requires Two Hands, Strike Last |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -2 | Killing Blow, Magical Attacks, Requires Two Hands, Strikes Last |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | - | Armour Bane (1), Magical Attacks |
The wielder of Da Akrit Axe may re-roll any failed rolls To Hit made whilst using it. However, this weapon’s Strength modifier applies only against enemy models the wielder charged this turn.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -3 | Magical Attacks |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -2 | Magical Attacks, Requires Two Hands |
The wielder of this weapon has a +1 modifier to its Weapon Skill and Initiative characteristics.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | +1 | -1 | Armour Bane (1), Magical Attacks |
Models whose troop type is 'cavalry', 'monster' or 'chariot' only.This weapon’s Strength and Armour Piercing modifiers apply only during a turn in which the wielder charged. In addition, during a turn in which the wielder charged, Porko's Pigstikka grants them +1 Attack for each rank the enemy unit has.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | 10 | -3 | Magical Attacks, Strike First |
Goblin and Night Goblin Bosses only. Single use. Once per game, during the first round of combat, the wielder of this weapon can use it with this profile. At all other times, this weapon counts as a hand weapon with the Magical Attacks special rule.
The Armour of Mork is a suit of heavy armour. In addition, its wearer has Magic Resistance (-2).
Black Orc Bosses and Orc Bosses whose troop type is ‘infantry’, ‘cavalry’ or ‘chariot’ only. The Dead ’Ard Armour is a suit of full plate armour. In addition, its wearer improves their Toughness characteristic by 1.
The Spiteful Shield is a shield. In addition, any enemy model that rolls a natural 1 when making a roll To Hit or To Wound against the wielder of the Spiteful Shield during the Combat phase immediately suffers a Strength 4 hit with an AP of -.
May be worn with other armour. The wearer of the Trollhide Trousers improves their armour value by 1 (to a maximum of 2+). In addition, their wearer has the Regeneration (5+) special rule.
A unit carrying the Banner of the Wildz gains the Move through Cover special rule.
A unit carrying Da Angry Ladz Flag gains the Frenzy special rule.
When a unit carrying Da Banner of Da Nomadz makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
All models in a unit carrying Da Banner of Butchery have a +1 modifier to their Strength characteristic during a turn in which they charge.
A unit carrying Da Spider Banner gains the Poisoned Attacks special rule. If the unit already has the Poisoned Attacks special rule, then their attacks will wound automatically on a roll of a natural 5 or 6 To Hit, rather than the usual 6.
A unit carrying the Guff's Windy Banner may re-roll any failed Panic test.
A unit carrying the Big Red Raggedy Flag has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10). In addition, whilst calculating its combat result, the unit may count an additional bonus of +1 combat result point.
A unit carrying the Waaagh! Banner increases its maximum possible charge range by 3" and when it makes a Charge roll may apply a +D3 modifier to the result.
An ’Eadbuttin’ ’At gives its wearer the Impact Hits (1) special rule. This Impact Hit has an Armour Piercing characteristic of -2.
During the Command sub-phase of their turn, a character wearing the Big Boss ’At that is not engaged in combat may treat their comrades to some inspiring words by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Unbreakable special rule.
The wearer of Da Thinkin’ Orc’s ’At improves their Initiative characteristic by 1. In addition, the wearer and any unit they have joined is not subject to the Impetuous special rule.
Night Goblin characters only. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to distribute Fungus Wine to a unit they have joined by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Immune to Psychology special rule.
Black Orc Bosses, Orc Bosses, Goblin Bosses and Night Goblin Bosses only. All enemy units within 6" of the bearer of the Grisly Trophy Rack suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
The bearer of the Necklace of Blessed Teef may re-roll any Armour Save roll, Ward Save roll or Regeneration Save roll of a natural 1.
Once per turn, the bearer of the Buzgob’s Knobbly Staff may re-roll a Casting roll.
Orc Shamans, Goblin Shamans and Night Goblin Shamans only. In addition to the Lores of Magic they may normally know spells from, the bearer of Da Hag’s Brew may know spells from the Lore of Troll Magic (see page 44).
If the bearer (or their unit) is the target of an enemy spell, they may use the Glittering Wotnots instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 1-3, the Glittering Wotnots have no effect and the spell is cast as normal. On a roll of 4+, the spell is reflected back upon the caster and they (and their unit) become the target of the spell. The caster may make a Wizardly dispel attempt.
The bearer of the Idol of Gork increases the range of all of their spells by 3". Additionally, once per turn, the bearer of the Idol of Gork may re-roll a Casting roll.
The bearer of the Idol of Mork increases their Dispel range by 3". Additionally, once per turn, when attempting a Wizardly dispel, the bearer of the Idol of Mork may re-roll the Dispel roll.
The bearer of the Staff of Baduumm applies a +D3 modifier to the result of any Casting roll they make. However, if they roll a natural double 1 or double 6 when making a Casting roll, centre a 5" blast template over the bearer. Every model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -1. The staff is then destroyed and cannot be used again.
Any model that directs its attacks against the bearer of the Effigy of Mork during the Combat phase suffers a -1 modifier to its rolls To Hit.
If the bearer (and any unit they have joined) is the target of an enemy spell, they may use the Glowy Green Amulet instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 2+, the spell is dispelled. However, if a 1 is rolled, the Glowy Green Amulet explodes. The amulet is destroyed and cannot be used again, and its bearer loses a single Wound. Note that the Glowy Green Amulet cannot be used against a perfect invocation.
The bearer of the Sparkly Wizard Finda has the Magic Resistance (-2) and Hatred (enemy Wizards) special rules.
Any enemy ‘beast of burden’ that directs its attacks against the wearer of the Collar of Zorga or their unit during the Combat phase suffers a -1 modifier to its rolls To Hit. For the purposes of this rule, a beast of burden is the mount of any model whose troop type is ‘cavalry’, the beast(s) that draw any model whose troop type is ‘chariot’, and the mount of any mounted character whose troop type is ‘monster’.
Though it stinks, this bedraggled garment of rotted Trollhide helps keep Ogdruz safe from harm. Ogdruz Swampdigga improves his armour value by 1. In addition, he has the Regeneration (5+) and Flammable special rules.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -1 | Magical Attacks, Requires Two Hands. |
For each unsaved Wound inflicted with this weapon, Ogdruz may recover a lost Wound.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -1 | Armour Bane (2), Magical Attacks |
Da Skull Smasha has two profiles. You must choose which Kiknik will use when his combat is chosen during Step 1.1 of the Choose & Fight Combat sub-phase.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Armour Bane (2), Magical Attacks, Multiple Wounds (2) |
Da Skull Smasha has two profiles. You must choose which Kiknik will use when his combat is chosen during Step 1.1 of the Choose & Fight Combat sub-phase.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | 3 | -2 | Breath Weapon |
Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Killing Blow |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | * | * | * |
*A Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Giant Attacks special rule.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Armour Bane (1) |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Armour Bane (1), Killing Blow |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12-48" | 2 (4) | 0 (-1) | Bombardment, Cumbersome |
This weapon shoots like a stone thrower, using the [Bombardment] special rule and a 5" blast template. If a 'Misfire' is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | 3 | -2 | - |
A Troll Hag that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Multiple Wounds (D6), Poisoned Attacks, Strike First |
In combat, this model may choose to make one of its attacks each turn with this weapon.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Poisoned Attacks, Strike First |
In combat, this model must make one of its attacks each turn with this weapon
Kiknik’s packmates are excellent hunters that encircle the enemy before launching their attacks. 0-1 Goblin Wolf Rider Mobs in the same muster list as Kiknik may have the Ambushers special rule for free. In addition, you may apply a +1 or -1 modifier to the result when rolling to determine if a Goblin Wolf Rider Mob with the Ambushers special rule that is currently held in reserve arrives this turn as reinforcements or is delayed.
When engaged in combat, a model with this special rule has a +1 modifier to its Strength characteristic and gains the Armour Bane(1) special rule.
A unit with Big Stabbas has the Impact Hits (D3) special rule
An Orc Bully is a special type of character that can be taken as an upgrade to accompany a war machine. During deployment, position an Orc Bully with its war machine, as you would a character that has joined a unit. Once placed, an Orc Bully cannot leave its war machine. Unless this model is fleeing, friendly war machines that are within its Command range can use this model’s Leadership instead of their own.
During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic of its weapon(s) by 1.
Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic weapon, this special rule ceases to apply.
Grisly trinkets swing from Kiknik’s trophy rack, striking fear into his enemies’ hearts. During a turn in which he charged, Kiknik and any Goblin Wolf Rider Mob he has joined cause Fear and receive a bonus of +1 combat result point.
Your army must include one Black Orc Boss for every Black Orc Mob it includes, and vice versa. In other words:
• For each Black Orc Mob your army includes, it must also include one Black Orc War Boss or Big Boss.
• For each Black Orc War Boss or Big Boss your army includes, it must also include one Black Orc Mob.
The Trolls that follow Ogdruz do so knowing he leads them to find plenty of fresh meat – even if that meat fights back! Unless he is fleeing, friendly Troll Mobs within Ogdruz’s Command range may use his Leadership characteristic instead of their own.
Any unit (friend or foe) that is moved through by a moving Fanatic, or that moves through a Fanatic, suffers D6 Strength 5 hits, each with an AP of -3.
Elves of any type cause Fear in models with this special rule.
Any Goblin Wolf Rider Mob within a Nomadic Waaagh! army may exchange the Open Order and Skirmishers special rules with the Close Order and Horde special rules.
This unit does not have to make a Panic test when a friendly Goblin unit is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly Goblin unit.
Note that, for the purposes of this rule, a Goblin unit is considered to be any unit that is made up entirely of Goblins of any kind, mounted or otherwise. This includes any war machine or chariot that is crewed entirely by Goblins. Should a Goblin unit be joined by an Orc character, it is no longer considered to be a Goblin unit.
This unit does not have to make a Panic test when a friendly unit that does not also have this special rule is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly unit that does not have this special rule..
A Troll Hag’s appetite is both ravenous and indiscriminate. In battle, they will scoop up handfuls of enemy warriors or bite chunks of flesh from hulking monsters.
During the Command sub-phase of its turn, a Troll Hag that is engaged in combat may choose to make an ‘Indiscriminate Hunger’ attack. To do so, nominate an enemy unit that the Troll Hag is engaged in combat with. The unit must immediately make an Initiative test:
If this test is failed, the Troll Hag scoops warriors into her gaping maw or sinks her filthy fangs into the flesh of a monster. The target unit immediately loses a single Wound.
If this test is passed, the enemy manages to avoid the grasping Troll Hag. This attack has no effect. Each time an enemy unit loses a Wound as a result of an Indiscriminate Hunger attack, the Troll Hag recovers a single lost Wound.
Mangler Squigs treat all difficult terrain as dangerous terrain.
A wizard with the Lore of Gork special rule may discard one of their randomly generated spells as normal. When they do it they may select instead the signature spell of theur chosen Lore of Magic, or one of the spell listed below.
A wizard with the Lore of Mork special rule may discard one of their randomly generated spells as normal. When they do it they may select instead the signature spell of their chosen Lore of Magic, or one of the spell listed below.
If this character has joined a unit of Orcs with a Unit Strength of 10 or more, they may apply a +1 modifier to any Casting roll they make. Should they leave the unit for any reason, or should the unit’s Unit Strength fall below 10, this modifier is lost.
Note that, for the purposes of this rule, a unit of Orcs is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise.
Troll Hags are affectionate creatures, prone to treating enemies as wayward children in need of guidance or affection. Unfortunately, few creatures are able to withstand such treatment for long. Instead of attacking normally during the Combat phase, a Troll Hag may choose to make a ‘Motherly Love’ attack. To do so, nominate an enemy unit that the Troll Hag is engaged in combat with to be the target of the attack and roll on the Motherly Love table below to determine what the Troll Hag does: Motherly Love Table D6 Result
| 1-2 Smother | The Troll Hag throws her massive arms around the foe in a terrible embrace. Place a large (5") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2. |
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| 3-4 Mother | The Troll Hag chastises her foe as if it were a wayward offspring. Nominate a single model in the fighting rank of the target unit to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). |
| 5-6 Mither | The Troll Hag bombards the enemy with a tirade of slaps and a torrent of unintelligible Trollish invective. The target unit suffers D6+1 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal). In addition, so shocked is the target unit that, until the end of this turn, it suffers a -1 modifier to its Leadership characteristic. |
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it may attempt to ‘entangle’ one enemy unit it is engaged with. Roll a D6. On a roll of 1, the unit has entangled itself. On a roll of 2+, the enemy unit is entangled. Until the end of the Combat phase, an entangled unit suffers a -1 modifier to its Strength characteristic (to a minimum of 1).
Note that this modifier is not cumulative.
Instead of attacking normaly during the Combat phase or making a Giant Attack, a Giant that is engaged in combat with one or more units whose troop type is "regular infantry" or "heavy infantry" may choose to make a "Pick Up And..." attack, nominate an enemy unit of regular or heavy infantry that Giant is engaged in combat with. The unit must inmediatly make an Initiative test.
Next, roll a D6 - On a roll of 1-3, the Giant forget what it is doing and makes no further attacks.
This continue until the Giant forget what it is doing and stops making attacks or until the target is destroyed.
Enemy models removed from play are considered to have been removed from the fighting rank of the enemy unit.
The Trolls that accompany Ogdruz will dutifully shield him from harm. This model cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly Troll Mob, unless this model is the closest target.
Whilst within 6" of a unit with this special rule, a friendly Impetuous unit may re-roll a failed Leadership test when testing to determine if it must declare a charge or act as normal.
Fanatics are not placed on the battlefield at the start of the game. Instead, make a note of which Night Goblin units include Fanatics, and of how many they include. These units are referred to as ‘concealing’ units. Unless it is fleeing or in Marching Column, a concealing unit may release one or more of its Fanatics during any Start of Turn sub-phase.
When a Fanatic is released, it travels through the air to land spinning several feet away from its concealing unit, before embarking upon its erratic journey across the battlefield. To represent this, place the model so that its base is within 3" of its concealing unit and not touching the bases of any other models.
Fanatic Movement: During the Compulsory Moves sub-phase of the turn in which it was released, a Fanatic moves 2D6" in a direction chosen by its controlling player.
During each and every other Compulsory Moves sub-phase, a Fanatic Moves 2D6" in a random direction. If a Fanatic’s movement brings it into contact with a unit (friend or foe), it moves through that unit. Continue to move it in the same direction until it can be placed on the battlefield with its base not touching the bases of any other models.
Note that, unlike other models, Fanatics ignore the 1" rule.
Moving Through a Fanatic: Although dangerous, any unit may move through a Fanatic. Should a unit ever end its move ‘on top’ of a Fanatic, move the Fanatic by the shortest route possible until it can be placed on the battlefield with its base not touching the bases of any models.
Fanatic Ball & Chain: Any unit (friend or foe) that is moved through by a moving Fanatic, or that moves through a Fanatic, suffers D6 Strength 5 hits, each with an AP of -3.
Death of a Fanatic: A Fanatic model cannot be charged, targeted or attacked in any way. However, the life of a Fanatic is no less dangerous for this. Should a Fanatic find itself lying fully or partially underneath a template (one placed over a nearby unit, for example, or that has scattered), it risks being hit as normal. Additionally, if any natural double is rolled for its movement, or if a Fanatic moves into any difficult, dangerous or impassable terrain, or any type of linear obstacle, it comes to a sudden and terminal stop, and is immediately removed from play as a casualty. Finally, if a concealing unit is destroyed or flees the battlefield before its Fanatics have been released, they are removed as casualties.
Nasty Skulkers are not placed on the battlefield at the start of the game. Instead, make a note of which Goblin Mobs include Nasty Skulkers, and of how many they include. These units are referred to as ‘concealing’ units. At the start of its first round of combat, during Step 1.1 of the Choose Combat & Fight sub-phase, a concealing unit must reveal its Nasty Skulkers – they cannot be revealed at any other time. Position each revealed Nasty Skulker as you would a character that has joined the unit. Once placed, Nasty Skulkers cannot leave their concealing unit. If a concealing unit is destroyed or flees the battlefield before its Nasty Skulkers are revealed, they are removed as casualties.
The thick coating of swamp slime covering the Troll Hag’s body makes landing a blow upon her exceedingly difficult. Any enemy model that directs its attacks against this model during the Combat phase suffers a -1 modifier to its rolls To Hit.
Impact Hits caused by this model have an Armour Piercing characteristic of -3.
Should a Squig Herd ever Break and flee from combat, the Cave Squigs will go wild. If the Squig Herd contains five or more Cave Squigs, every unit (friend or foe) within 2D6" of it suffers D3 Strength 5 hits, each with an AP of -1. For every additional five Cave Squigs the Squig Herd contains, apply a +1 modifier to the D3. Once these hits have been resolved, treat the unit as having been completely destroyed in combat and remove it from play.
Ogdruz has learned to empower his magic by drawing on the physical strength of his Trolls. Whilst Ogdruz Swampdigga is within 3" of a friendly Troll Mob with a Unit Strength of 6 or more that is not fleeing, he may apply a +1 modifier to any Casting roll he makes.
During a turn in which it charged, a War Boar’s Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1.
Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew.
Once per game, during the Command sub-phase of their turn, this character may attempt to invoke the power of the Waaagh! by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character, their mount and any Orc unit they have joined may re-roll any rolls To Hit of a natural 1 and, when calculating its combat result, may claim an additional bonus of +1 combat result point.
Note that, for the purposes of this rule, an Orc unit is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise. Should an Orc unit be joined by a Goblin character, it is no longer considered to be an Orc unit. This special rule is not cumulative.
Warpaint gives its wearer a 6+ Ward save against any wounds suffered. However, a model with this special rule can never wear armour of any sort (though they may carry a shield).
With a barked command from their leader, Kiknik’s riders fall back, ready to charge off in pursuit of new prey. Should they win a round of combat, Kiknik and any Goblin Wolf Rider Mob he has joined may choose to Fall Back in Good Order rather than making a follow up or pursuit move.