5
7/23/2019 Great Shaman w. Trolls http://slidepdf.com/reader/full/great-shaman-w-trolls 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! 2000 Pts - Orcs & Goblins - Great Shaman w. Trolls 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  Ar rer Bo yz Mob (15 , 170 pt s)  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

Great Shaman w. Trolls

Embed Size (px)

Citation preview

Page 1: Great Shaman w. Trolls

7/23/2019 Great Shaman w. Trolls

http://slidepdf.com/reader/full/great-shaman-w-trolls 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!

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

Page 2: Great Shaman w. Trolls

7/23/2019 Great Shaman w. Trolls

http://slidepdf.com/reader/full/great-shaman-w-trolls 2/5

Page 3: Great Shaman w. Trolls

7/23/2019 Great Shaman w. Trolls

http://slidepdf.com/reader/full/great-shaman-w-trolls 3/5

Page 4: Great Shaman w. Trolls

7/23/2019 Great Shaman w. Trolls

http://slidepdf.com/reader/full/great-shaman-w-trolls 4/5

Created with Army Builder® - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!

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.

Page 5: Great Shaman w. Trolls

7/23/2019 Great Shaman w. Trolls

http://slidepdf.com/reader/full/great-shaman-w-trolls 5/5

Created with Army Builder® - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!

 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.