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7/23/2019 Grom + Arachnarok
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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!
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