5
7/23/2019 Git Zik's Horde http://slidepdf.com/reader/full/git-ziks-horde 1/5 Created with Army Builder® - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com! 2500 Pts - Orcs & Goblins - Git Zik's Horde Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost Warboss (1 , 112 pts)  ×Goblin Warboss 1 In 4 5 3 4/6 4 3 4 4 8 5+ 6+* 112 Composition: Lord Always Strikes Last; General; Hand Weapon; Great Weapon; Light Armour; Shield; Fear Elves  Crown of Command 1 Wearer is Stubborn. [35] Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost Big Boss (1 , 78 pts)  ×Night Goblin Big Boss (Battle Standard Bearer) 1 In 4 4 3 4/6 4 2 4 3 6 5+ 6+* 78 Composition: Hero Always Strikes Last; Hand Weapon; Great Weapon; Light Armour; Shield; Battle Standard Bearer; Fear Elves; Hatred (Dwarves)  Standard of Discipline 1 Unit gains +1 Leadership but cannot use General's Inspiring Presence. [15] Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost Shaman (1 , 115 pts)  Night Goblin Shaman 1 In 4 2 3 3 3 2 3 1 5 - 2 115 Composition: Hero Magic Mushrooms: Roll D6 when spell is cast. Add to casting result, but does not count towards Irresistible Force. If a 1 is rolled, roll a further D6. on a 1-3, the Shaman suffers a wound with no saves allowed and, unless cast with Irresistible Force, spell fails.; Level 2 Upgrade; 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 5-6 you may take one of your opponent's dispel dice (if any left) and add it to your  power 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 hits 10+ 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, troops with 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 rolls of 6 [0]  5. Night Shroud 1 Augment . 9+ Cast . Targets Shaman and his unit, counts as being in soft cover, if charged enemy takes Dangerous Terrain test 15+ 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", subsequently moving 3D6" in random direction. All models touched must pass characteristic test or takes a wound with no armour save allowed. Roll before moving template: (1-2) Strength, (3-4) Toughness, (5-6) Initiative 25+ Cast . Can upgrade to large round template and choose characteristic [0]  Dispel Scroll 1 One use: Automatically dispels an enemy spell. [25]  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 Cost Goblin Mob (26 , 142 pts)  Goblins 23 In 4 2 3 3 3 1 2 1 6 5+ 6+* 142 Composition: Core Animosity; Musician ; Standard Bearer ; Hand Weapon; Short Bow; Light Armour; Shield; Fear Elves; Volley Fire  Nasty Skulkers 3 Uq 4 2 3 3 3 1 2 2/3 6 6+ [30] Concealed: Can be revealed art start of unit's first round of Close Combat. Place them following rules for characters joining units. Surprise!: Have Killing Blow on turn they are revealed.; Always Strike First; Hand Weapon; Extra Hand Weapon; Light Armour 

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2500 Pts - Orcs & Goblins - Git Zik's Horde

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

Warboss (1 , 112 pts)  ×Goblin Warboss 1 In 4 5 3 4/6 4 3 4 4 8 5+ 6+* 112

Composition: Lord 

Always Strikes Last; General; Hand Weapon; Great Weapon; Light Armour; Shield; Fear 

Elves

  Crown of Command 1 Wearer is Stubborn. [35]

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostBig Boss (1 , 78 pts)

  ×Night Goblin Big

Boss (Battle Standard

Bearer)

1 In 4 4 3 4/6 4 2 4 3 6 5+ 6+* 78

Composition: Hero

Always Strikes Last; Hand Weapon; Great Weapon; Light Armour; Shield; Battle Standard 

Bearer; Fear Elves; Hatred (Dwarves)

  Standard of Discipline 1 Unit gains +1 Leadership but cannot use General's Inspiring Presence. [15]

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

Shaman (1 , 115 pts)  Night Goblin Shaman 1 In 4 2 3 3 3 2 3 1 5 - 2 115

Composition: Hero

Magic Mushrooms: Roll D6 when spell is cast. Add to casting result, but does not count

towards Irresistible Force. If a 1 is rolled, roll a further D6. on a 1-3, the Shaman suffers a

wound 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 5-6

you may take one of your opponent's dispel dice (if any left) and add it to your 

 power 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 hits

10+ 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 1Hex.8+ Cast . 24" Range, Target reduces Mv and In by D6, to minimum of 1, troops

with 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 rolls

of 6

[0]

  5. Night Shroud 1 Augment.

9+ Cast . Targets Shaman and his unit, counts as being in soft cover, if charged 

enemy takes Dangerous Terrain test

15+ 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", subsequently

moving 3D6" in random direction. All models touched must pass characteristic

test or takes a wound with no armour save allowed. Roll before moving template:

(1-2) Strength, (3-4) Toughness, (5-6) Initiative

25+ Cast . Can upgrade to large round template and choose characteristic

[0]

  Dispel Scroll 1 One use: Automatically dispels an enemy spell. [25]  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 Cost

Goblin Mob (26 , 142 pts)  Goblins 23 In 4 2 3 3 3 1 2 1 6 5+ 6+* 142

Composition: Core

Animosity; Musician ; Standard Bearer ; Hand Weapon; Short Bow; Light Armour; Shield;

Fear Elves; Volley Fire  Nasty Skulkers 3 Uq 4 2 3 3 3 1 2 2/3 6 6+ [30]

Concealed: Can be revealed art start of unit's first round of Close Combat. Place them

following rules for characters joining units. Surprise!: Have Killing Blow on turn they are

revealed.; Always Strike First; Hand Weapon; Extra Hand Weapon; Light Armour 

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Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

Warboss (2 , 208 pts)  Goblin Warboss 1 MC 4 5 3 4 4 3 4 4 8 2+ 4+ 208

Composition: Lord 

Hand Weapon; Shield; Fear Elves

  Gigantic Spider  1 - 7 3 - 4 - - 4 3 7 - [0]

Forest Strider; Obstacle Strider; Cause Fear 

Creeping Assault: Do not have to dismount to assault building. May not garrison.; Poisoned Attacks; Stomp; Swiftstride

  Sword of Striking 1 Bearer has +1 To Hit enemies in Close Combat. [15]   Armour of Destiny 1 Heavy armour; 4+ Ward Save. [50]

  Dawnstone 1 Re-roll failed armour saves. [25]

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

Great Shaman (1 , 300 pts)  Orc Great Shaman 1 In 4 3 3 4 5 3 2 1 8 - 5+ 4 300

Composition: Lord 

Choppas; Size Matters - Orcs; Level 4 Upgrade; Power of Da Waaagh!; Hand Weapon

  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]

  Book of Ashur  1 +1 to cast and dispel. [70]  Talisman of Endurance 1 5+ Ward Save. [30]

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

Pump Wagon (1 , 75 pts)  Snotling Pump Wagon 1 Ch 2D6 4/5 4 3 6+ 75

Composition: Rare

Random Movement (2D6), Impact Hits (2D6), Unbreakable, Unstable.

Pump Harder Ladz!: Roll 3D6 for Random Movement.

Too Pumped Up : If you roll two or more 1s, re-roll Random Movement (including extra dice

for 'pumping harder' if you used rule) and move in random direction. If you roll two 1s,

remove model. If you hit friendly unit, causes 2D6 Impact Hits.; Explodin' Spores; Giant

Explodin' Spores; Spiky Roller 

  Snotling Crew 0 - - 2 - 2 - - 3 5 4 - [0]

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Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

Boyz Mob (40 , 430 pts)  Orc Big'Uns 39 In 4 4 3 4 4 1 2 1 7 5+ 6+* 430

Composition: Core

Animosity; Choppas; Size Matters - Orcs; Musician ; Standard Bearer ; Hand Weapon;

Light Armour; Shield 

  Orc Boss 1 In 4 4 3 4 4 1 2 2 7 5+ 6+* [9]

Choppas; Hand Weapon; Light Armour; Shield   War Banner  1 +1 Combat Resolution. [35]

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostBoyz Mob (20 , 215 pts)

  Savage Orc Boyz 19 In 4 3 3 3 4 1 2 1/2 7 - 6+ 215

Composition: Core

Animosity; Berserk Rage; Choppas; Size Matters - Orcs; Musician ; Standard Bearer ;

Hand Weapon; Bow; Warpaint; Frenzy; Volley Fire

  Savage Orc Boss 1 In 4 4 3 4 4 1 2 2/3 7 - 6+ [9]

Berserk Rage; Choppas; Hand Weapon; Bow; Warpaint; Frenzy; Volley Fire

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

Big Boss (36 , 255 pts)  Goblin Big Boss 1 In 4 4 3 4/6 4 2 3 3 7 6+ 41

Composition: Hero

Always Strikes Last; Hand Weapon; Great Weapon; Light Armour; Fear Elves

  Night Goblins 33 In 4 2 3 3 3 1 3 1 5 6+ 214

Composition: Core

Animosity; Musician ; Standard Bearer ; Nets; Hand Weapon; Spear; Shield; Fear Elves;

Hatred (Dwarves)  Fanatics 2 Uq 2D6 - - 5 3 1 3 D6 10 - [50]

Immune to Psychology

Cannot be charged. Release the Fanatics: When unit concealing are within 8" of enemy release

fanatics 2D6" in any direction. Further Movement: 2D6 in random direction. Splat: When

moving through a unit, inflict D6 S5 armour piercing hits. Remove fanatic when: contacting

any terrain, roll double for movement (except on release), unit ends move over (unit takes D6

S5 AP hits)

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

Wolf Rider Mob (5 , 65 pts)  Goblin Wolf Riders 5 Ca 4 2 3 3 3 1 2 1 6 5+ 65

Composition: Core

Animosity; Musician ; Hand Weapon; Spear; Light Armour; Fast Cavalry; Fear Elves;

Vanguard 

  Giant Wolf  5 WB 9 3 - 3 3 1 3 1 3 - [0]

Swiftstride

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

Wolf Rider Mob (5 , 65 pts)  Goblin Wolf Riders 5 Ca 4 2 3 3 3 1 2 1 6 5+ 65

Composition: Core

Animosity; Musician ; Hand Weapon; Spear; Light Armour; Fast Cavalry; Fear Elves;

Vanguard 

  Giant Wolf  5 WB 9 3 - 3 3 1 3 1 3 - [0]

Swiftstride

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

Shooty Things (5 , 95 pts)  Goblin Rock Lobber  1 WM 7 4 95

Composition: Rare

See rulebook p114 for Stone Thrower rules

12-60", S3(9), Multiple Wounds (D6); Stone Thrower 

  Orc Bully 1 - 4 3 3 3 4 1 2 1 7 6+ [10]

Choppas; Size Matters - Orcs; Hand Weapon; Light Armour   Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 - [0]

Hand Weapon; Fear Elves

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Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

Shooty Things (4 , 80 pts)  Goblin Doom Diver 

Catapult

1 WM 7 3 80

Composition: Rare

See Orc & Goblin rulebook p48 for Doom Diver rules

12-60", S5, Ignores Armour Saves  Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 - [0]

Hand Weapon; Fear Elves

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

Shooty Things (5 , 45 pts)  Goblin Spear Chukka 1 WM 7 4 45

Composition: Special

See rulebook p111 for Bolt Thrower rules

48", S6, Multiple Wounds (D3), Ignores Armour Saves.

Slipshod: If you roll a 1 To-Hit, roll on Stone Thrower Misfire table.  Orc Bully 1 - 4 3 3 3 4 1 2 1 7 6+ [10]

Choppas; Size Matters - Orcs; Hand Weapon; Light Armour   Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 - [0]

Hand Weapon; Fear Elves

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

Shooty Things (5 , 45 pts)  Goblin Spear Chukka 1 WM 7 4 45

Composition: Special

See 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.  Orc Bully 1 - 4 3 3 3 4 1 2 1 7 6+ [10]

Choppas; Size Matters - Orcs; Hand Weapon; Light Armour   Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 - [0]

Hand Weapon; Fear Elves

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

Shooty Things (5 , 45 pts)  Goblin Spear Chukka 1 WM 7 4 45

Composition: Special

See rulebook p111 for Bolt Thrower rules

48", S6, Multiple Wounds (D3), Ignores Armour Saves.

Slipshod: If you roll a 1 To-Hit, roll on Stone Thrower Misfire table.  Orc Bully 1 - 4 3 3 3 4 1 2 1 7 6+ [10]

Choppas; Size Matters - Orcs; Hand Weapon; Light Armour   Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 - [0]

Hand Weapon; Fear Elves

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

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

Composition: Rare

Random 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 the

Compulsory 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 as

in soft cover when targeted with shooting attacks.

Completely Out of Control : Removed when they contact another Mangler Squig, roll triple

for movement, or a unit moves into contact.

Watch Out!: Take Dangerous Terrain test when moving over Forests, Marshland, Obstacles or 

Mystical Monuments. If movement would take them into contact with a Building, Impassable

Terrain or off table, take Dangerous Terrain test and stop 1" short.; Immune to Psychology

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Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

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

Composition: Rare

Random 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 the

Compulsory Move phase.

Force of Total Destruction : Cannot be charged. Any unit moving into contact takes 2D6 S6

hits, 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 triple

for movement, or a unit moves into contact.

Watch Out!: Take Dangerous Terrain test when moving over Forests, Marshland, Obstacles or 

Mystical Monuments. If movement would take them into contact with a Building, Impassable

Terrain or off table, take Dangerous Terrain test and stop 1" short.; Immune to Psychology

Total Cost : 2500

Option Footnotes

Options

Bow 24" Range, Strength 3, Volley Fire.

Explodin' Spores Base can make single shooting attack, and stand and shoot reaction. Throwing weapon, hits automatically, no

armour saves allowed.Extra Hand Weapon +1 Attack, Requires two hands.

Giant Explodin' Spores First set of Impact Hits inflicted in game ignores armour saves.

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.

Short Bow 18" Range, Strength 3, Volley Fire.

Spear Fight in Extra Rank (does not apply if charging), +1 Strength when mounted and charging.

Spiky Roller Impact Hits have +1S

Standard Bearer  +1 to Combat Resolution, Standard can be captured if unit Flees.Warpaint 6+ Ward Save.

Special Rules

Always Strike First Always Strikes First regardless of Initiative. If Initiative is equal to or higher than enemy's, re-roll misses in

Close Combat.

Always Strikes Last Always Strikes Last in Close Combat

Animosity 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 on

chart:

(1) Get 'Em : Inflict D6 S3 hits (2D6 if Horde) on nearest eligible unit, which must test for Animosity and 

within 12", the victim does D6 S3 hits back. Neither unit can charge or move in the Movement phase, cast

spells, nor shoot this turn. If the victim has not yet taken Animosity test, then it does not do so this turn. If 

no 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 towards

it as far as it can, and will then move as far forward as it can while keeping the enemy within its forward 

arc. After the move is complete unit must declare a charge in the Charge sub-phase against the closest enemy

unit, if it is possible to do so. If the unit cannot declare a charge then it may carry on with the rest if its turn

normally, 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.

Size Matters - Orcs Do not take Panic tests caused by Snotlings, Squigs, or Goblins.

Stomp 1 automatic hit at creature's Strength, Always Strikes Last

Swiftstride When charging / fleeing, units made entirely of models with Swiftstride roll 3D6 and discard the lowest

instead of 2D6 for distance.

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.