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7/23/2019 Great Shaman w. Trolls
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Created with Army Builder® - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!
2000 Pts - Orcs & Goblins - Great Shaman w. Trol ls
Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost
Great Shaman (1 , 284 pts) Orc Great Shaman 1 Ca 4 3 3 4 5 3 2 1 8 5+ 4+ 4 284
Composition: Lord
Choppas; General; Size Matters - Orcs; Level 4 Upgrade; Power of Da Waaagh!; Hand
Weapon
War Boar 1 WB 7 3 - 3 4 1 3 1 3 - [0]Tusker Charge: +2 Strength when charging; Swiftstride
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]
Channeling Staff 1 +1 to channeling attempts. [15] Talisman of Preservation 1 4+ Ward Save. [45]
Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost
Big Boss (1 , 136 pts) ×Orc Big Boss (Battle
Standard Bearer)
1 In 4 5 3 4/6 5 2 3 3 8 4+ 4+*,
6+*
136
Composition: Hero
Always Strikes Last; Choppas; Size Matters - Orcs; Hand Weapon; Great Weapon; Shield;
Battle Standard Bearer
Armour of Destiny 1 Heavy armour; 4+ Ward Save. [50]
Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost
Boyz Mob (20 , 195 pts) ×Orc Boyz 19 In 4 3 3 3 4 1 2 1/2 7 5+ 195
Composition: Core
Animosity; Choppas; Size Matters - Orcs; Musician ; Standard Bearer ; Hand Weapon;
Extra Hand Weapon; Light Armour; Shield; Extra Attack: +1 Attack
×Orc Boss 1 In 4 4 3 4 4 1 2 2/3 7 5+ [8]
Choppas; Hand Weapon; Extra Hand Weapon; Light Armour; Shield; Extra Attack: +1 Attack
Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost
Arrer Boyz Mob (15 , 170 pts) Savage Orc Boyz 15 In 4 3 3 3 4 1 2 1/2 7 6+ 6+ 170
Composition: Core
Animosity; Berserk Rage; Choppas; Size Matters - Orcs; Musician ; Standard Bearer ;
Hand Weapon; Bow; Shield; Warpaint; Frenzy; Volley Fire
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Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost
Spider Rider Mob (5 , 70 pts) Forest Goblin Spider
Riders
5 Ca 4 2 3 3 3 1 2 1 6 5+ 70
Composition: Core
Animosity; Forest Strider; Obstacle Strider;
Creeping Assault: Do not have to dismount to assault building. May not garrison.
Wall-crawler Treat ungarrisoned buildings as open terrain. May not finish move on or in
building.; Hand Weapon; Short Bow; Spear; Shield; Fast Cavalry; Fear Elves; Volley Fire Giant Spider 5 WB 7 3 - 3 3 1 4 1 2 - [0]
Forest Strider; Obstacle Strider; Poisoned Attacks; 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 4+ 65
Composition: Core
Animosity; Hand Weapon; Short Bow; Spear; Light Armour; Shield; Fast Cavalry; Fear Elves;
Volley Fire
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 (12 , 105 pts) Goblin Spear Chukka 1 WM 7 3 35
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. Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 - [0]
Hand Weapon; Fear Elves Goblin Spear Chukka 1 WM 7 3 35
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. Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 - [0]
Hand Weapon; Fear Elves Goblin Spear Chukka 1 WM 7 3 35
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. 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
Total Cost : 2000
Option Footnotes
Options
Bow 24" Range, Strength 3, Volley Fire.
Extra Hand Weapon +1 Attack, Requires two hands.
Great Weapon +2 Strength, Always Strikes Last. Two-handed.Hand Weapon 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.
Light Armour 6+ armour save.
Musician +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift
Reform.
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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.
Standard Bearer +1 to Combat Resolution, Standard can be captured if unit Flees.
Warpaint 6+ Ward Save.
Special Rules
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.
Regenerate 4+ Save. Wounds caused by flaming attacks stop regeneration for the remainder of the phase.
Size Matters - Orcs Do not take Panic tests caused by Snotlings, Squigs, or Goblins.
Stomp 1 automatic hit at creature's Strength, Always Strikes 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.