Orc & Goblin Tribes

Named Characters
Characters
Core
Special
Rare
Models

Magic Weapons
Magic Armour
Magic Standards
Enchanted Items
Arcane Items
Talismans
Equipment

Special Rules

Named Characters

Kiknik Toofsnatcha

MWSBSSTWIALdPoints
Kiknik Toofsnatcha453443548105
Troop Type
Regular Infantry (named character)
Base Size
25 x 50 mm
Unit Size
1

Command [pick 0-1]

Default Equipment

Special Rules

Restrictions

Ogdruz Swampdigga

MWSBSSTWIALdPoints
Ogdruz Swampdigga442453428195
Troop Type
Regular Infantry (named character)
Base Size
30 x 30 mm
Unit Size
1

Command [pick 0-1]

Lores of Magic [pick 2, required]

Wizard Level [pick 1, required]

Other Options

Default Equipment

Special Rules

Restrictions

Characters

Black Orc Bigboss

MWSBSSTWIALdPoints
Black Orc Bigboss46345253875
Troop Type
Heavy Infantry
Base Size
30 x 30 mm
Unit Size
1

Command [pick 0-1]

Equipment [pick 0-1]

Mount [pick 0-1]

Equipment [pick 1, required]

Other Options

Default Equipment

Special Rules

Black Orc Warboss

MWSBSSTWIALdPoints
Black Orc Warboss473553649135
Troop Type
Heavy Infantry
Base Size
30 x 30 mm
Unit Size
1

Command

Equipment [pick 0-1]

Mount [pick 0-1]

Equipment [pick 1, required]

Other Options

Default Equipment

Special Rules

Restrictions

Goblin Bigboss

MWSBSSTWIALdPoints
Goblin Bigboss44344243635
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command [pick 0-1]

Equipment [pick 0-1]

Mount [pick 0-1]

Other Options

Default Equipment

Special Rules

Goblin Oddgit

MWSBSSTWIALdPoints
Goblin Oddgit43333231660
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command

Lores of Magic [pick 1, required]

Mount [pick 0-1]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Goblin Oddnob

MWSBSSTWIALdPoints
Goblin Oddnob443343427135
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command

Lores of Magic [pick 1, required]

Mount [pick 0-1]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Goblin Warboss

MWSBSSTWIALdPoints
Goblin Warboss45344354760
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command

Equipment [pick 0-1]

Mount [pick 0-1]

Other Options

Default Equipment

Special Rules

Night Goblin Bigboss

MWSBSSTWIALdPoints
Night Goblin Bigboss44344243530
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command [pick 0-1]

Equipment [pick 0-1]

Mount [pick 0-1]

Other Options

Default Equipment

Special Rules

Night Goblin Oddgit

MWSBSSTWIALdPoints
Night Goblin Oddgit43333231555
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command

Lores of Magic [pick 1, required]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Night Goblin Oddnob

MWSBSSTWIALdPoints
Night Goblin Oddnob443343426130
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command

Lores of Magic [pick 1, required]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Night Goblin Warboss

MWSBSSTWIALdPoints
Night Goblin Warboss45344354655
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command

Equipment [pick 0-1]

Mount [pick 0-1]

Other Options

Default Equipment

Special Rules

Orc Bigboss

MWSBSSTWIALdPoints
Orc Bigboss45245243755
Troop Type
Regular Infantry
Base Size
30 x 30 mm
Unit Size
1

Armour [pick 1, required]

Command [pick 0-1]

Equipment [pick 0-1]

Mount [pick 0-1]

Other Options

Default Equipment

Special Rules

Orc Warboss

MWSBSSTWIALdPoints
Orc Warboss462553548110
Troop Type
Regular Infantry
Base Size
30 x 30 mm
Unit Size
1

Armour [pick 1, required]

Command

Equipment [pick 0-1]

Mount [pick 0-1]

Other Options

Default Equipment

Special Rules

Restrictions

Orc Weirdboy

MWSBSSTWIALdPoints
Orc Weirdboy43234231765
Troop Type
Regular Infantry
Base Size
30 x 30 mm
Unit Size
1

Command

Lores of Magic [pick 1, required]

Mount [pick 0-1]

Wizard Level [pick 1, required]

Other Options

Default Equipment

Special Rules

Orc Weirdnob

MWSBSSTWIALdPoints
Orc Weirdnob442453428140
Troop Type
Regular Infantry
Base Size
30 x 30 mm
Unit Size
1

Command

Lores of Magic [pick 1, required]

Mount [pick 0-1]

Wizard Level [pick 1, required]

Other Options

Default Equipment

Special Rules

Restrictions

Core

Black Orc Mobs

MWSBSSTWIALdPoints
Black Orc44344131812
Black Orc Boss443441328-
Troop Type
Heavy Infantry
Base Size
30 x 30 mm
Unit Size
5+

Command [pick 0-1]

Weapons [pick 0-1]

Special Rules

Other Options

Default Equipment

Special Rules

Restrictions

Goblin Mobs

MWSBSSTWIALdPoints
Goblin4233312153
Boss423331226-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Thrusting Spears or Shields/Shortbows

Command

Other Options

Default Equipment

Special Rules

Restrictions

Goblin Spider Rider Mobs

MWSBSSTWIALdPoints
Spider Rider-2333131512
Giant Spider73-3--41--
Boss-23331326-
Troop Type
Light Cavalry
Base Size
25 x 50 mm
Unit Size
5+

Command

Other Options

Default Equipment

Special Rules

Goblin Wolf Rider Mobs

MWSBSSTWIALdPoints
Wolf Rider-2333131510
Giant Wolf93-3--31--
Boss-23331326-
Troop Type
Light Cavalry
Base Size
25 x 50 mm
Unit Size
5+

Equipment

Unit Options

Command

Other Options

Default Equipment

Special Rules

Restrictions

Night Goblin Mobs

MWSBSSTWIALdPoints
Night Goblin4233313143
Boss423331325-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Thrusting Spears or Shields/Shortbows

Command

Other Options

Default Equipment

Special Rules

Night Goblin Squig Herds

MWSBSSTWIALdPoints
Cave Squig44-53142310
Squig Herder4233313163
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1+/5+

Models

Special Rules

Orc Mobs

MWSBSSTWIALdPoints
Orc Boy4333413165
Boss433341327-
Troop Type
Regular Infantry
Base Size
30 x 30 mm
Unit Size
5+

Armour or Frenzy [pick 1, required]

Equipment [pick 0-1]

Command

Other Options

Default Equipment

Special Rules

Restrictions

Snotling Mobs

MWSBSSTWIALdPoints
Snotling52222635435
Troop Type
Swarms
Base Size
40 x 40 mm
Unit Size
2+

Default Equipment

Special Rules

Special

Black Orc Mobs

MWSBSSTWIALdPoints
Black Orc44344131812
Black Orc Boss443441328-
Troop Type
Heavy Infantry
Base Size
30 x 30 mm
Unit Size
5+

Command [pick 0-1]

Weapons [pick 0-1]

Special Rules

Other Options

Default Equipment

Special Rules

Restrictions

Common Troll Mobs

MWSBSSTWIALdPoints
Common Troll63154323441
Troop Type
Monstrous Infantry
Base Size
40 x 40 mm
Unit Size
1-9

Equipment [pick 0-1]

Default Equipment

Special Rules

Goblin Bolt Throwas

MWSBSSTWIALdPoints
Bolt Throwa----53---45
Goblin Crew423333314-
Troop Type
War Machine
Base Size
50 x 50 mm
Unit Size
1

Other Options

Default Equipment

Special Rules

Restrictions

Goblin Wolf Chariots

MWSBSSTWIALdPoints
Goblin Wolf Chariot---543---53
Giant Wolf93-3--31-0
Goblin Crew-233--316-
Troop Type
Light Chariot
Base Size
50 x 100 mm
Unit Size
1-5

Other Options

Default Equipment

Night Goblin Squig Hopper Mobs

MWSBSSTWIALdPoints
Squig Hopper-2333131512
Bounder Squig3d64-5--42--
Boss-23331326-
Troop Type
Light Cavalry
Base Size
25 x 25 mm
Unit Size
5+

Command

Other Options

Default Equipment

Special Rules

Orc Boar Boy Mobs

MWSBSSTWIALdPoints
Boar Boy-3334131615
War Boar73-3--31--
Boss-33341327-
Troop Type
Heavy Cavalry
Base Size
30 x 60 mm
Unit Size
4+

Armour or Frenzy [pick 1, required]

Command

Other Options

Default Equipment

Special Rules

Restrictions

Orc Boar Chariots

MWSBSSTWIALdPoints
Orc Boar Chariot---554---90
War Boar73-3--31--
Orc Crew-333--317-
Troop Type
Heavy Chariot
Base Size
50 x 100 mm
Unit Size
1

Other Options

Default Equipment

River Troll Mobs

MWSBSSTWIALdPoints
River Troll63154413449
Troop Type
Monstrous Infantry
Base Size
40 x 40 mm
Unit Size
1-9

Equipment [pick 0-1]

Default Equipment

Special Rules

Snotling Pump Wagons

MWSBSSTWIALdPoints
Pump Wagon2D6--443---35
Snotling Crew-222--314-
Troop Type
Light Chariot
Base Size
50 x 75 mm
Unit Size
1-6

Default Equipment

Special Rules

Stone Troll Mobs

MWSBSSTWIALdPoints
Stone Troll63154313545
Troop Type
Monstrous Infantry
Base Size
40 x 40 mm
Unit Size
1-9

Equipment [pick 0-1]

Default Equipment

Special Rules

Rare

Arachnarok Spider

MWSBSSTWIALdPoints
Arachnorok Spider74-56746-310
Goblin Crew-233--317-
Troop Type
Behemoth
Base Size
100 x 150 mm
Unit Size
1

Other Options

Default Equipment

Doom Diver Catapults

MWSBSSTWIALdPoints
Doom Diver Catapult----53---95
Goblin Crew423333314-
Troop Type
War Machine
Base Size
50 x 75 mm
Unit Size
1

Other Options

Default Equipment

Special Rules

Restrictions

Giants

MWSBSSTWIALdPoints
Giant6316662*10200
Troop Type
Behemoth
Base Size
50 x 50 mm
Unit Size
1

Default Equipment

Special Rules

Goblin Rock Lobbers

MWSBSSTWIALdPoints
Rock Lobber----64---75
Goblin Crew423333314-
Troop Type
War Machine
Base Size
60 x 100 mm
Unit Size
1

Other Options

Default Equipment

Special Rules

Restrictions

Mangler Squigs

MWSBSSTWIALdPoints
Mangler Squigs3D6406543D6495
Troop Type
Behemoth
Base Size
50 x 75 mm
Unit Size
1

Default Equipment

Special Rules

Troll Hag

MWSBSSTWIALdPoints
Troll Hag522656238235
Troop Type
Behemoth (character)
Base Size
60 x 100 mm
Unit Size
1

Command [pick 0-1]

Lores of Magic [pick 1, required]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Models

Arachnarok Spider

MWSBSSTWIALdPoints
Arachnorok Spider74-56746-+310
Troop Type
Behemoth
Base Size
100 x 150 mm

Other Options

Default Equipment

Special Rules

Black Orc Chariot

MWSBSSTWIALdPoints
Chariot---554---+130
Troop Type
Heavy Chariot
Base Size
50 x 100 mm

Equipment [pick 1, required]

Other Options

Default Equipment

Special Rules

Bounder Squig

MWSBSSTWIALdPoints
Bounder Squig3d64-5--42--
Troop Type
Light Cavalry
Base Size
25 x 25 mm

Default Equipment

Fanatic

MWSBSSTWIALdPoints
Fanatic---5315-10+25
Base Size
25 x 25 mm

Default Equipment

Special Rules

Giant Cave Squig

MWSBSSTWIALdPoints
Giant Cave Squig3d64-5-(+1)33-+25
Troop Type
Monstrous Cavalry
Base Size
50 x 50 mm

Default Equipment

Special Rules

Giant Wolf

MWSBSSTWIALdPoints
Giant Wolf93-3--31-+10
Base Size
25 x 50 mm

Default Equipment

Gigantic Spider

MWSBSSTWIALdPoints
Gigantic Spider74-4-(+1)43-+35
Troop Type
Light Cavalry
Base Size
50 x 50 mm

Default Equipment

Special Rules

Goblin Wolf Chariot

MWSBSSTWIALdPoints
Goblin Wolf Chariot---543---+53
Troop Type
Light Chariot
Base Size
50 x 100 mm

Other Options

Default Equipment

Special Rules

Nasty Skulker

MWSBSSTWIALdPoints
Nasty Skulker443331426+10
Base Size
25 x 25 mm

Default Equipment

Special Rules

Orc Boar Chariot

MWSBSSTWIALdPoints
Orc Boar Chariot---554---+90
Troop Type
Heavy Chariot
Base Size
50 x 100 mm

Default Equipment

Special Rules

Orc Bully

MWSBSSTWIALdPoints
Orc Bully433341328+10
Troop Type
Regular Infantry
Base Size
30 x 30 mm

Default Equipment

Special Rules

War Boar

MWSBSSTWIALdPoints
War Boar73-3--31-+16
Base Size
30 x 60 mm

Default Equipment

Special Rules

Wyvern

MWSBSSTWIALdPoints
Wyvern45-6(+1)(+4)33-+130
Troop Type
Monstrous Creature
Base Size
50 x 100 mm

Default Equipment

Special Rules


Magic Items

Magic Weapons

Backstabber's Blade (25 pts)

RangeStrengthAPSpecial Rules
CombatS+1-1Magical 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.

Battleaxe of the Last Big Waaagh! (75 pts)

RangeStrengthAPSpecial Rules
CombatS+2-2Extra Attacks (+D6), Magical Attacks, Requires Two Hands, Strike Last

No description available.

Bigger, Choppier Axe (55 pts)

RangeStrengthAPSpecial Rules
CombatS+2-2Killing Blow, Magical Attacks, Requires Two Hands, Strikes Last

No description available.

Da Akrit Axe (30 pts)

RangeStrengthAPSpecial Rules
CombatS+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.

Da Choppiest Choppa (35 pts)

RangeStrengthAPSpecial Rules
CombatS+1-3Magical Attacks

No description available.

Martog’s Best Basha (50 pts)

RangeStrengthAPSpecial Rules
CombatS+1-2Magical Attacks, Requires Two Hands

The wielder of this weapon has a +1 modifier to its Weapon Skill and Initiative characteristics.

Porko's Pigstikka (40 pts)

RangeStrengthAPSpecial Rules
Combat+1-1Armour 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.

Wollopa's One Hit Wunda (15 pts)

RangeStrengthAPSpecial Rules
Combat10-3Magical 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.

Magic Armour

Armour of Mork (30 pts)

The Armour of Mork is a suit of heavy armour. In addition, its wearer has Magic Resistance (-2).

Dead ’Ard Armour (35 pts)

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.

Spiteful Shield (20 pts)

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 -.

Trollhide Trousers (40 pts)

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.

Magic Standards

A unit carrying the Banner of the Wildz gains the Move through Cover special rule.

Da Angry Ladz Flag (35 pts)

A unit carrying Da Angry Ladz Flag gains the Frenzy special rule.

Da Banner Of Da Nomadz (25 pts)

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.

Da Banner of Butchery (35 pts)

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.

Da Spider Banner (35 pts)

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.

Guff's Windy Banner (20 pts)

A unit carrying the Guff's Windy Banner may re-roll any failed Panic test.

The Big Red Raggedy Flag (50 pts)

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.

Waaagh! Banner (40 pts)

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.

Enchanted Items

'Eadbuttin''At (15 pts)

An ’Eadbuttin’ ’At gives its wearer the Impact Hits (1) special rule. This Impact Hit has an Armour Piercing characteristic of -2.

Big Boss 'At (50 pts)

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.

Da Thinkin’ Orc’s ’At (25 pts)

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.

Fungus Wine (10 pts)

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.

Grisly Trophy Rack (30 pts)

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).

Necklace Of Blessed Teef (50 pts)

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.

Arcane Items

Buzgob’s Knobbly Staff (35 pts)

Once per turn, the bearer of the Buzgob’s Knobbly Staff may re-roll a Casting roll.

Da Hag’s Brew (25 pts)

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).

Glittering Wotnots (40 pts)

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.

Idol Of Gork (40 pts)

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.

Idol of Mork (30 pts)

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.

Staff Of Baduumm (55 pts)

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.

Talismans

Effigy Of Mork (35 pts)

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.

Glowy Green Amulet (35 pts)

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.

Sparkly Wizard Finda (45 pts)

The bearer of the Sparkly Wizard Finda has the Magic Resistance (-2) and Hatred (enemy Wizards) special rules.

The Collar of Zorga (20 pts)

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’.

Equipment

Magic Armour

Trollhide Shawl

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.

Magic Weapons

Bog-wood Staff

RangeStrengthAPSpecial Rules
CombatS+2-1Magical Attacks, Requires Two Hands.

For each unsaved Wound inflicted with this weapon, Ogdruz may recover a lost Wound.

Da Skull Smasha (Hammer)

RangeStrengthAPSpecial Rules
CombatS+2-1Armour 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.

Da Skull Smasha (Pick)

RangeStrengthAPSpecial Rules
CombatS-2Armour 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.

Swamp breath

RangeStrengthAPSpecial Rules
N/A3-2Breath 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.

Weapon

Colossal Fang-Filled Gob

RangeStrengthAPSpecial Rules
CombatS-2Killing Blow

Giant's Club

RangeStrengthAPSpecial 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.

Huge gob

RangeStrengthAPSpecial Rules
CombatS-1Armour Bane (1)

Massive Gob

RangeStrengthAPSpecial Rules
CombatS-1Armour Bane (1), Killing Blow

Spidersilk Lobber

RangeStrengthAPSpecial 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).

Troll Vomit

RangeStrengthAPSpecial Rules
Combat3-2-

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.

Venom surge

RangeStrengthAPSpecial Rules
CombatS-2Multiple Wounds (D6), Poisoned Attacks, Strike First

In combat, this model may choose to make one of its attacks each turn with this weapon.

Venomous Tail

RangeStrengthAPSpecial Rules
CombatS-Poisoned Attacks, Strike First

In combat, this model must make one of its attacks each turn with this weapon


Special Rules

All Sneaky Like

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.

Big 'Uns

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.

Big Stabass

A unit with Big Stabbas has the Impact Hits (D3) special rule

Bully

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.

Choppas

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.

Da Boss's Trophy Rack

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.

Da Boyz

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.

Da Troll Calla

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.

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.

Fear of Elves

Elves of any type cause Fear in models with this special rule.

Hunting Packs

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.

Ignore Goblin Panic

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.

Ignore Panic

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..

Indiscriminate Hunger

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.

Ker-Splat

Mangler Squigs treat all difficult terrain as dangerous terrain.

Lore of Gork

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.

Lore of Mork

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.

Mob Rule

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.

Motherly Love

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 SmotherThe 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.
3-4 MotherThe 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 MitherThe 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.

Netters

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.

Pick Up And...

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.

Protect Da Boss

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.

Quell Impetuosity

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.

Release the Fanatics!

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.

Skulking Menace

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.

Slimy Shanks

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.

Spiked Ball & Chains

Impact Hits caused by this model have an Armour Piercing characteristic of -3.

Squigs Go Wild

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.

Syphoned Strength

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.

Tusker Charge

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.

Waaagh!

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

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).

’It & Run

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.