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 - Skarsnik's Gobboz Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost Skarsnik ( 2 , 275 pts)  Skarsnik, Warlord of the Eight Peaks 1 In 4 5 3 4 4 6 5 4 8 6+ 275 Composition: Lord Sneaky Schemes: Each enemy unit rolls a D6 before deploying. On a roll of 6 that unit is delayed and enters the board from their deploymen t edge in the first turn. Tricksy Traps: Any Night Goblin unit that flees as a charge reaction and rallies next turn may reform and take a free move and shoot as normal.; General; Lig ht Armour; Fea r Elve s; Hatred (Dwarves)  Gobbla 1 - - 5 - 6 - - 4 4 - - [0] Removed only when Skarsnik is killed. Killing Blow.  Skarsnik's Prodder 1 Bound spell (power level 5). Use every magic phase. Magic Missile, 24" Range, D3 S6 hits (no armour save), increased to D6 if within 12" of a Night Goblin horde. [0] Name # Type Mv WS BS St To Wo In At Ld SvWSv Mgc Cost Wa rboss (2 , 213 pts)  Goblin Warboss 1 MC 4 5 3 4 4 3 4 4 8 2+ 4+ 213 Composition: Lord Han d Wea pon; Shi eld ; Fea r Elves  Gigantic Spider 1 - 7 3 - 4 - - 4 3 7 - [0] Forest Strider; Obstacle Strider; Cause Fear Creeping Assault: Do n ot h ave to d ismo unt to a ssau lt b uildi ng. May not garr ison .; Poiso ned Att ac ks; Stomp; Swi fts tri de  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]  Potion of Foolhardiness 1 One use: At the start of any players turn character is Immune to Psychology and has Devastating Charge. [5] Name # Type Mv WS BS St To Wo In At Ld SvWSv Mgc Cost Shooty Things (4 , 85 pts)  Goblin Rock Lobber 1 WM 7 3 85 Composition: Rare See rulebook p114 for Stone Thrower rules 12-60", S 3(9) , Mul tiple Woun ds (D6); Ston e Thr ower  Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 - [0] Hand Weap on; Fear Elve s Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost Big Boss ( 1 , 96 pts)  Goblin Big Boss 1 Ca 4 4 3 4 4 2 3 3 7 3+ 5+ 96 Composition: Hero Han d Wea pon; Sho rt Bow; Spear; Shi eld ; Fea r Elv es; Vol ley Fir e  Giant Spider 1 WB 7 3 - 3 3 1 4 1 2 - [0] Fores t Stri der; Obstacle Strider; Poiso ned Attac ks; Swifts tride   Armour of Fortune 1 Heavy armour; 5+ Ward Save [35]  Dragonbane Gem 1 2+ Ward Save vs. Flaming Attacks. [5] Name # Type Mv WS BS St To Wo In At Ld SvWSv Mgc Cost Spider Rider Mob (6 , 114 pts)  Forest Goblin Spider Riders 5 Ca 4 2 3 3 3 1 2 1 6 5+ 114 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 ; Standard Beare r ; Hand Weapon ; Short Bow; Spear; Shield; Fast Cav alr y; Fea r Elve s; Vol ley Fi re  Spider Rider Boss 1 Ca 4 2 3 3 3 1 2 2 6 5+ [14] Han d Wea pon ; Sho rt Bow; Spe ar; Shi eld ; Vol ley Fir e  Giant Spider 6 WB 7 3 - 3 3 1 4 1 2 - [0] Fores t Stri der; Obst acle Strid er; Poiso ned Attac ks; Swifts tride

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2000 Pts - Orcs & Goblins - Skarsnik's Gobboz

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

Skarsnik (2 , 275 pts)  Skarsnik, Warlord of 

the Eight Peaks

1 In 4 5 3 4 4 6 5 4 8 6+ 275

Composition: Lord 

Sneaky Schemes: Each enemy unit rolls a D6 before deploying. On a roll of 6 that unit is

delayed and enters the board from their deployment edge in the first turn.

Tricksy Traps: Any Night Goblin unit that flees as a charge reaction and rallies next turn

may reform and take a free move and shoot as normal.; General; Light Armour; Fear Elves;

Hatred (Dwarves)  Gobbla 1 - - 5 - 6 - - 4 4 - - [0]

Removed only when Skarsnik is killed. Killing Blow.  Skarsnik's Prodder  1 Bound spell (power level 5). Use every magic phase. Magic Missile, 24" Range,

D3 S6 hits (no armour save), increased to D6 if within 12" of a Night Goblin

horde.

[0]

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

Warboss (2 , 213 pts)  Goblin Warboss 1 MC 4 5 3 4 4 3 4 4 8 2+ 4+ 213

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]

  Potion of Foolhardiness 1 One use: At the start of any players turn character is Immune to Psychology and 

has Devastating Charge.

[5]

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

Shooty Things (4 , 85 pts)  Goblin Rock Lobber  1 WM 7 3 85

Composition: Rare

See rulebook p114 for Stone Thrower rules12-60", S3(9), Multiple Wounds (D6); Stone Thrower 

  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

Big Boss (1 , 96 pts)  Goblin Big Boss 1 Ca 4 4 3 4 4 2 3 3 7 3+ 5+ 96

Composition: Hero

Hand Weapon; Short Bow; Spear; Shield; Fear Elves; Volley Fire  Giant Spider  1 WB 7 3 - 3 3 1 4 1 2 - [0]

Forest Strider; Obstacle Strider; Poisoned Attacks; Swiftstride   Armour of Fortune 1 Heavy armour; 5+ Ward Save [35]  Dragonbane Gem 1 2+ Ward Save vs. Flaming Attacks. [5]

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostSpider Rider Mob (6 , 114 pts)

  Forest Goblin Spider 

Riders

5 Ca 4 2 3 3 3 1 2 1 6 5+ 114

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 ; Standard Bearer ; Hand Weapon; Short Bow; Spear; Shield; Fast

Cavalry; Fear Elves; Volley Fire  Spider Rider Boss 1 Ca 4 2 3 3 3 1 2 2 6 5+ [14]

Hand Weapon; Short Bow; Spear; Shield; Volley Fire  Giant Spider  6 WB 7 3 - 3 3 1 4 1 2 - [0]

Forest Strider; Obstacle Strider; Poisoned Attacks; Swiftstride

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

Shaman (1 , 155 pts)  Savage Orc Shaman 1 In 4 3 3 3 4 2 2 1/2 7 - 5+ 2 155

Composition: Hero

Warpaint; Berserk Rage; Choppas; Size Matters - Orcs; Level 2 Upgrade; Power of Da

Waaagh!; Hand Weapon; Frenzy

  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]

  Lucky Shrunken Head 1 Increases Warpaint save of bearer and unit to 5+, Wurrzag's save increased to 4+ [50]

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

Boyz Mob (20 , 275 pts)  Savage Orc Big'Uns 19 In 4 4 3 4 4 1 2 1/2 7 6+ 6+ 275

Composition: Core

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

Hand Weapon; Bow; Shield; Warpaint; Frenzy; Volley Fire

  Savage Orc Boss 1 In 4 4 3 4 4 1 2 2/3 7 6+ 6+ [12]

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

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, ImpassableTerrain 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

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 rollsof 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 CostBig Boss (1 , 41 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

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

Night Goblin Mob (30 , 155 pts)  Night Goblins 30 In 4 2 3 3 3 1 3 1 5 - 155

Composition: Core

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

Hatred (Dwarves); Volley Fire

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

Shaman (1 , 50 pts)  Night Goblin Shaman 1 In 4 2 3 3 3 2 3 1 5 - 1 50

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.; 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 rollsof 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]

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

Big Boss (1 , 43 pts)  ×Goblin Big Boss 1 In 4 4 3 4/6 4 2 3 3 7 5+ 6+* 43

Composition: Hero

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

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

Night Goblin Mob (32 , 183 pts)  Night Goblins 31 In 4 2 3 3 3 1 3 1 5 6+ 183

Composition: Core

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

Hatred (Dwarves)  Fanatics 1 Uq 2D6 - - 5 3 1 3 D6 10 - [25]

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: Whenmoving 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

Spider Rider Mob (5 , 65 pts)  Forest Goblin Spider 

Riders

5 Ca 4 2 3 3 3 1 2 1 6 5+ 65

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; 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

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

Shooty Things (8 , 70 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: SpecialSee 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 : 2000

Option Footnotes

Options

Bow 24" Range, Strength 3, Volley Fire.

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 +1 Strength when 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.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.