4
7/23/2019 Grom + Arachnarok http://slidepdf.com/reader/full/grom-arachnarok 1/4 Created with Army Builder® - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com! 1500 Pts - Orcs & Goblins Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost Grom the Paunch (3 , 285 pts)  Grom the Paunch 1 In/Ch 4 5 3 4/6 4 3 4 4 8 6+ 5+ 285 Composition: Lord Eats Elves for Breakfast: If Grom is the general, all goblin units are exempt from the Fear Elves rule. Grom's Waaagh!: May call once per game. Must declare charge first, and before reaction. Every unit of 5+ Orc Boyz, Savage Orc Boyz, Black Orcs, Boar Boyz , Savage Orc Boar Boyz (including Big'Uns) , Goblins, Goblin Wolf Riders, Night Goblins and Forest Goblin Spider Riders adds +1 to combat resolution. Grom adds +D3.; General; Light Armour; Fear Elves; Regenerate  Lucky Banner 1 5+ Ward Save. [0]  Niblit 1 - - 3 - 3 - - 2 1 - - [0]  Niblit may never be attacked. He dies if the chariot is destroyed.  The Axe of Grom 1 Great Weapon; Killing Blow; Killing Blow 5+ against Elves. [0]  Goblin Wolf Chariot 1 Ch 5 4 3 5+ 5+ [0] Chariot; Scythed Wheels  Giant Wolf 3 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 Big Boss (1 , 59 pts)  Night Goblin Big Boss (Battle Standard Bearer) 1 In 4 4 3 4 4 2 4 3 6 5+ 6+* 59 Composition: Hero Hand Weapon; Light Armour; Shield; Battle Standard Bearer; Fear Elves; Hatred (Dwarves) Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost Shaman (1 , 125 pts)  Night Goblin Shaman 1 In 4 2 3 3 3 2 3 1 5 - 4+* 2 125 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 6+ Cast . Augment, 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 5+ Cast . Magic Missile, 24" Range, 2D6 S3 hits 10+ Cast . Can increase to 3D6 S3 hits [0]  2. Gift of the Spider-god 1 8+ Cast . Augment, 12" Range, target unit gains Poisoned Attacks, if unit has already, increases so wounds on 5+ [0]  3. Itchy Nuisance 1 8+ Cast . Hex, 24" Range, target reduces M and I by D6, to minimum of 1, troops with Random Movement reduce by D3, to minimum of 1D6, and I by D6 [0]  4. Gork'll Fix It 1 8+ Cast . Hex, 24" Range, target must re-roll To-Hit, To-Wound and armour save rolls of 6 [0]  5. Night Shroud 1 9+ Cast . Augment, 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 15+ Cast . Magical Vortex, 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- S, 3-4- T, 5-6- I 25+ Cast . Can upgrade to large round template and choose characteristic [0]  Dispel Scroll 1 Once per battle, automatically dispels an enemy spell. [25]  Opal Amulet 1 4+ ward against first wound [15]

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1500 Pts - Orcs & Goblins

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

Grom the Paunch (3 , 285 pts)  Grom the Paunch 1 In/Ch 4 5 3 4/6 4 3 4 4 8 6+ 5+ 285

Composition: Lord 

Eats Elves for Breakfast: If Grom is the general, all goblin units are exempt from the Fear 

Elves rule.

Grom's Waaagh!: May call once per game. Must declare charge first, and before reaction.

Every unit of 5+ Orc Boyz, Savage Orc Boyz, Black Orcs, Boar Boyz , Savage Orc Boar 

Boyz (including Big'Uns) , Goblins, Goblin Wolf Riders, Night Goblins and Forest GoblinSpider Riders adds +1 to combat resolution. Grom adds +D3.; General; Light Armour; Fear 

Elves; Regenerate  Lucky Banner  1 5+ Ward Save. [0]

  Niblit 1 - - 3 - 3 - - 2 1 - - [0]

 Niblit may never be attacked. He dies if the chariot is destroyed.  The Axe of Grom 1 Great Weapon; Killing Blow; Killing Blow 5+ against Elves. [0]

  Goblin Wolf Chariot 1 Ch 5 4 3 5+ 5+ [0]

Chariot; Scythed Wheels  Giant Wolf  3 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

Big Boss (1 , 59 pts)

  Night Goblin Big Boss(Battle Standard

Bearer)

1 In 4 4 3 4 4 2 4 3 6 5+ 6+* 59Composition: Hero

Hand Weapon; Light Armour; Shield; Battle Standard Bearer; Fear Elves; Hatred (Dwarves)

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

Shaman (1 , 125 pts)  Night Goblin Shaman 1 In 4 2 3 3 3 2 3 1 5 - 4+* 2 125

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 6+ Cast . Augment, 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 5+ Cast . Magic Missile, 24" Range, 2D6 S3 hits

10+ Cast . Can increase to 3D6 S3 hits

[0]

  2. Gift of the Spider-god 1 8+ Cast . Augment, 12" Range, target unit gains Poisoned Attacks, if unit has

already, increases so wounds on 5+

[0]

  3. Itchy Nuisance 1 8+ Cast . Hex, 24" Range, target reduces M and I by D6, to minimum of 1, troops

with Random Movement reduce by D3, to minimum of 1D6, and I by D6

[0]

  4. Gork'll Fix It 1 8+ Cast . Hex, 24" Range, target must re-roll To-Hit, To-Wound and armour save

rolls of 6

[0]

  5. Night Shroud 1 9+ Cast . Augment, 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 15+ Cast . Magical Vortex, 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- S, 3-4- T, 5-6- I

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

[0]

  Dispel Scroll 1 Once per battle, automatically dispels an enemy spell. [25]  Opal Amulet 1 4+ ward against first wound  [15]

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

Shaman (1 , 85 pts)  Night Goblin Shaman 1 In 4 2 3 3 3 2 3 1 5 - 2 85

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 6+ Cast . Augment, 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 5+ Cast . Magic Missile, 24" Range, 2D6 S3 hits

10+ Cast . Can increase to 3D6 S3 hits

[0]

  2. Gift of the Spider-god 1 8+ Cast . Augment, 12" Range, target unit gains Poisoned Attacks, if unit has

already, increases so wounds on 5+

[0]

  3. Itchy Nuisance 1 8+ Cast . Hex, 24" Range, target reduces M and I by D6, to minimum of 1, troops

with Random Movement reduce by D3, to minimum of 1D6, and I by D6

[0]

  4. Gork'll Fix It 1 8+ Cast . Hex, 24" Range, target must re-roll To-Hit, To-Wound and armour save

rolls of 6

[0]

  5. Night Shroud 1 9+ Cast . Augment, 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 15+ Cast . Magical Vortex, 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- S, 3-4- T, 5-6- I

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

[0]

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

 Arachnarok Spider (9 , 290 pts)   Arachnarok Spider  1 Mo 7 4 - 5 6 8 4 8 - 4+ 290

Composition: Rare

Forest Strider; Obstacle Strider 

Venom Surge: Before attacking nominate one attack and roll separately. This attack has the

Multiple Wounds (D6) rule.

Wall-crawler Treat ungarrisoned buildings as open terrain. May not finish move on or in

 building.; Forest Goblin Crew; Causes Terror; Immune to Psychology; Large Target; Poisoned 

Attacks; Stubborn; Swiftstride; Thunder Stomp  Forest Goblin Crew 8 - - 2 3 3 - - 2 1 6 - [0]

Crew are treated as part of the Spider. They may attack and shoot, but cannot be targeted in

return.; Short Bow; Spear 

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 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

Squig Hoppers (10 , 60 pts)  Night Goblin Squig

Hoppers

5 Ca 4 2 3 3 3 1 3 1 3 6+ 60

Composition: Special

Random Movement (3D6)

Extra Boingy : Gains Impact Hits (1) if you roll three 6s.

Obnoxious: Characters cannot join unit.; Hand Weapon; Hatred (Dwarves); Immune to

Psychology; Skirmishers  Squig 5 Ca 3D6 4 - 5 3 1 3 2 5 - [0]

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostSpider Rider Mob (5 , 75 pts)  Forest Goblin Spider 

Riders

5 Ca 4 2 3 3 3 1 2 1 6 5+ 75

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.; Musician ; Hand Weapon; Spear; Shield; Fast Cavalry; Fear Elves  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

Boyz Mob (15 , 220 pts)  Orc Big'Uns 14 In 4 4 3 4 4 1 2 1 7 5+ 6+* 220

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 

  Wailing Banner  1 Causes Terror  [50]

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

Savage Orc Arrer Boys (10 , 90 pts)  Savage Orc Boyz 10 In 4 3 3 3 4 1 2 1/2 7 - 6+ 90

Composition: Core

Animosity; Berserk Rage; Choppas; Size Matters - Orcs; Hand Weapon; Bow; Warpaint;

Frenzy

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

Night Goblin Mob (30 , 110 pts)  Night Goblins 30 In 4 2 3 3 3 1 3 1 5 - 110

Composition: Core

Animosity; Musician ; Standard Bearer ; Hand Weapon; Short Bow; Fear Elves; Hatred 

(Dwarves)

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

Shooty Things (4 , 35 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

Total Cost : 1499

Option Footnotes

Options

Bow 24" Range, Strength 3. Volley Fire

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.

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

Berserk Rage Must declare charge if able to unless a Leadership test is passed. Cannot choose to restrain pursuit.

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Choppas +1S in first round of each combat.

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.

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

instead of 2D6 for distance.

Thunder Stomp D6 automatic hits at creature's strength, Always strikes last