ORCS & GOBLINS
Orcs, Goblins and their smaller
cousins, Snotlings, are all greenskins. They are ferocious raiders
and relentless warriors, and their constant attacks threaten to
engulf the human lands of the Old World. All Orcs live to wage war,
and it is this that makes them so dangerous. Yet this love of combat
is also their greatest weakness, as it means they expend much of
their energy fighting each other. Goblins are smarter than Orcs
but nowhere near as warlike. They are cunning rather than strong,
and rely a great deal on their Orc cousins when it comes to the
serious business of fighting.
SNOTLING
Snotlings are the
smallest of the green-skinned races. They are not very intelligent
and behave very much like extremely enthusiastic and uncontrollable
puppies. They can fetch and carry for other Goblin or Orc races,
and do other rather limited tasks, but they are little use for any
real work.
|
Snotling |
Wounds |
1 |
Move |
4 |
Weapon Skill |
1 |
Ballistic
Skill |
- |
Strength |
1 |
Toughness |
1 |
Armour |
- |
Initiative |
1 |
Attacks |
1 |
Damage |
1D6 |
Gold |
10 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Snotling |
4 |
4 |
5 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
Snotling
Ambush, Magic A; Gang Up.
GOBLINS
Goblins vary in size although they
are typically smaller than Orcs and usually smaller than a man.
Goblins have quick, nimble fingers and small darting eyes and their
teeth are tiny and very pointy. Goblins look rather thin and scrawny
with gangly arms and have high pitched voices.
|
Goblin |
Goblin Boss |
Goblin Big
Boss
|
Goblin War
Boss |
Wounds |
2 |
6 |
12 |
20 |
Move |
4 |
4 |
4 |
4 |
Weapon Skill |
2 |
3 |
4 |
5 |
Ballistic
Skill |
5+ |
3+ |
2+ |
1+ |
Strength |
3 |
4 |
4 |
4 |
Toughness |
3 |
3 (5) |
4 (6) |
4 (7) |
Armour |
- |
2 |
2 |
3 |
Initiative |
2 |
3 |
4 |
5 |
Attacks |
1 |
2 |
3 |
4 |
Damage |
1D6 |
1D6 |
1D6 |
1D6 |
Gold |
20 |
150 |
330 |
500 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Goblin |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Goblin Boss |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Goblin Big
Boss |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Goblin War
Boss |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Goblin
Armed with [1-2]
Bows (Str 1), [3-4] Spears (Fight in Ranks) or [5-6] Swords.
Goblin Boss
Magic Weapon.
Goblin Big Boss
Magic Resistance 6+ (Ring); Magic
Weapon.
Goblin War Boss
Magic Item; Magic Resistance 5+ (Ring);
Magic Weapon.
GOBLIN DOOM
DIVER
Ever
seeking new ways to kill their enemies, the Goblins have manufactured
a devious weapon. A Goblin wears a set of wings that have been constructed
for him out of animal hide, and a small helmet with a large pointy
spike on top. He then launches himself from a small catapult and
hopes he strikes his target. Of course, this means the probable
death of the Goblin, but they don’t seem to mind.
|
Goblin Doom
Diver |
Wounds |
2 |
Move |
4 |
Weapon Skill |
2 |
Ballistic
Skill |
5+ |
Strength |
3 |
Toughness |
3 |
Armour |
- |
Initiative |
2 |
Attacks |
1 |
Damage |
1D6 |
Gold |
60 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Goblin Doom Diver |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Goblin Doom Diver
Ambush, Magic A; Doom Diver Catapult.
Doom Diver Catapult
Treat the Goblin
Doom Diver as a missile troop. A Goblin launches himself at the
Warriors with the Doom Diver Catapult. Because the chance of striking
his intended target is so remote, instead of rolling to hit as normal
the Goblin rolls 1D6 on the following table:
1-2 Miss
The
Goblin sails way over the heads of all the Warriors and lands with
a splat miles away. Obviously he takes no part in this combat -
remove the model from the board. The Warriors receive no Gold or
Treasure Cards for the Goblin Doom Diver.
3-4 Destroyed
The Goblin stretches
the rubber catapult too far and it breaks in two. Remove the Goblin
Doom Diver model from the game and replace it with a normal Goblin
model.
5 Hit
Before
the Warrior has time to move out of the way, the Goblin Doom Diver
strikes him on the top of the head, knocking him Prone. The Warrior
takes 1D6 + 5 Wounds damage, but with no modifiers for Armour unless
the Warrior is wearing a helmet. After resolving the damage, remove
the Goblin Doom Diver model from the table and replace it with a
normal Goblin model adjacent to the Warrior.
6 Bounce
The
Goblin hits the intended target and bounces up again. Resolve damage
against the Warrior as in result 5 above and then choose another
random Warrior. Roll on this table again to determine what the Goblin
Doom Diver does, treating a 3 or 4as a miss. The same Warrior can
be struck multiple times.
GOBLIN SHAMANS
Goblin Shamans practice
a crude form of Orcish magic, drawing on the power of the Waaagh!
generated by other Goblins around them.
|
Goblin Shaman |
Goblin Shaman
Champion |
Master Goblin
Shaman |
Goblin Shaman
Lord |
Wounds |
3 |
14 |
23 |
35 |
Move |
4 |
4 |
4 |
4 |
Weapon Skill |
2 |
2 |
2 |
2 |
Ballistic
Skill |
4+ |
4+ |
4+ |
4+ |
Strength |
3 |
4 |
4 |
4 |
Toughness |
4 |
4 |
4 |
4 |
Armour |
- |
- |
- |
- |
Initiative |
3 |
3 |
4 |
5 |
Attacks |
1 |
1 |
2 |
3 |
Damage |
1D6 |
1D6 |
1D6 |
2D6 |
Gold |
280 |
840 |
1600 |
2550 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Goblin Shaman |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Goblin Shaman
Champion |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Master Goblin
Shaman |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Goblin Shaman
Lord |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Goblin Shaman
Magic Resistance 5+ (Ring); Orc &
Goblin Magic 1.
Goblin Shaman Champion
Magic Resistance
5+ (Ring); Magic Weapon; Orc & Goblin Magic 2.
Master Goblin
Shaman
Magic Dispel 5+;
Magic Item; Magic Resistance 4+ (Ring); Magic Weapon; Orc &
Goblin Magic 3.
Goblin Shaman
Lord
Magic Dispel 4+;
Magic Item x 2; Magic Resistance 4+ (Ring); Magic Weapon; Orc &
Goblin Magic 4.
FOREST GOBLINS
Forest Goblins are
more primitive than their Goblin cousins, and dress themselves with
feathers and war paint. They are expert in riding spiders which
they have especially bred for battle.
|
Forest Goblin |
Forest Goblin
Boss |
Forest Goblin
Big Boss |
Forest Goblin
War Boss |
Wounds |
2 |
5 |
10 |
20 |
Move |
4 |
4 |
4 |
4 |
Weapon Skill |
2 |
3 |
4 |
5 |
Ballistic
Skill |
5+ |
3+ |
2+ |
1+ |
Strength |
3 |
4 |
4 |
4 |
Toughness |
3 |
3 |
4 |
4 |
Armour |
- |
- |
- |
- |
Initiative |
2 |
3 |
4 |
5 |
Attacks |
1 |
2 |
3 |
4 |
Damage |
1D6 |
1D6 |
1D6 |
1D6 |
Gold |
20 |
150 |
330 |
500 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Forest Goblin |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Forest Goblin
Boss |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Forest Goblin
Big Boss |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Forest Goblin
War Boss |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Forest Goblin
Armed with [1-2]
Bows (Str 1), [3-4] Spears (Fight in Ranks) or [5-6] Swords; Tattoos
6+.
Forest Goblin
Boss
Magic Weapon; Tattoos 6+.
Forest Goblin
Big Boss
Magic Resistance 6+ (Ring); Magic
Weapon; Tattoos 5+.
Forest Goblin
War Boss
Magic Item; Magic
Resistance 5+ (Ring); Magic Weapon; Tattoos 5+.
FOREST
GOBLIN SHAMANS
Forest Goblin Shamans
keep small poisonous spiders in their mouths. These bite the Shaman
on the tongue so that his body is constantly flooded with an intoxicating
poison. This drives the Shaman mad, but also stimulates the part
of the brain which controls magic.
|
Forest Goblin
Shaman |
Forest
Goblin Shaman Champion |
Master Forest
Goblin Shaman |
Forest Goblin Shaman Lord |
Wounds |
3 |
12 |
20 |
31 |
Move |
4 |
4 |
4 |
4 |
Weapon Skill |
2 |
2 |
2 |
2 |
Ballistic
Skill |
4+ |
4+ |
4+ |
4+ |
Strength |
3 |
4 |
4 |
4 |
Toughness |
4 |
4 |
4 |
4 |
Armour |
- |
- |
- |
- |
Initiative |
3 |
3 |
4 |
5 |
Attacks |
1 |
1 |
2 |
3 |
Damage |
1D6 |
1D6 |
1D6 |
2D6 |
Gold |
280 |
840 |
1600 |
2550 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Forest Goblin
Shaman |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Forest Goblin
Shaman Champion |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Master Forest
Goblin Shaman |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Forest Goblin
Shaman Lord |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Forest Goblin
Shaman
Orc & Goblin
Magic 1; Tattoos 5+.
Forest Goblin Shaman Champion
Magic Weapon; Orc
& Goblin Magic 2; Tattoos 5+.
Master Forest
Goblin Shaman
Magic Dispel 5+;
Magic Item; Magic Weapon; Orc & Goblin Magic 3; Tattoos 4+.
Forest Goblin
Shaman Lord
Magic Dispel 4+;
Magic Item x 2; Magic Weapon; Orc & Goblin Magic 4; Tattoos
4+.
GREAT SPIDER
Forest Goblins have bred enormous
Spiders especially for riding. These spiders are known as Great
Spiders. They are larger than Giant Spiders, but much smaller than
a Gigantic Spider.
|
Great Spider |
Wounds |
10 |
Move |
7 |
Weapon Skill |
3 |
Ballistic
Skill |
- |
Strength |
2 |
Toughness |
3 |
Armour |
- |
Initiative |
1 |
Attacks |
1 |
Damage |
Special |
Gold |
40 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Great Spider |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Great Spider
Web 1D3+1.
Great Spiders
can be ridden by any Forest Goblins and Forest Goblin Shamans.
Great Spiders
will always be encountered with a rider.
NIGHT GOBLINS
Night Goblins have adapted to life
underground where they survive on fungi, Cave Squigs, beetles and
bits of each other. They live underneath the mountains of the Old
World in cool, dark caverns and tunnels.
|
Night Goblin |
Night Goblin
Boss |
Night Goblin
Big Boss |
Night Goblin
War Boss |
Wounds |
2 |
5 |
10 |
18 |
Move |
4 |
4 |
4 |
4 |
Weapon Skill |
2 |
3 |
4 |
5 |
Ballistic
Skill |
5+ |
3+ |
2+ |
1+ |
Strength |
3 |
4 |
4 |
4 |
Toughness |
3 |
3 (5) |
4 (6) |
4 (7) |
Armour |
- |
2 |
2 |
3 |
Initiative |
2 |
3 |
4 |
5 |
Attacks |
1 |
2 |
3 |
4 |
Damage |
1D6 |
1D6 |
1D6 |
1D6 |
Gold |
20 |
150 |
330 |
500 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Night Goblin |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Night Goblin
Boss |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Night Goblin
Big Boss |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Night Goblin
War Boss |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Night Goblin
Armed with [1-2]
Bows (Str 1), [3-4] Spears (Fight in Ranks) or [5-6] Swords.
Night Goblin Boss
Magic Weapon.
Night Goblin Big
Boss
Magic Resistance 6+ (Ring); Magic
Weapon.
Night Goblin War
Boss
Magic Item; Magic
Resistance 5+ (Ring); Magic Weapon.
NIGHT GOBLIN
SQUIG HUNTERS
The Goblins that
live in the caves and tunnels under the Worlds Edge Mountains hunt
the wild Squigs that also live there. When trained (and even if
they're not!) the Squigs are used as guard dogs or herded into battle.
|
Night Goblin
Squig Hunter |
Trained Cave
Squig |
Wounds |
2 |
3 |
Move |
4 |
6 |
Weapon Skill |
2 |
4 |
Ballistic
Skill |
5+ |
- |
Strength |
3 |
5 |
Toughness |
3 |
3 |
Armour |
- |
- |
Initiative |
2 |
5 |
Attacks |
1 |
2 |
Damage |
1D6 |
1D6 |
Gold |
20 |
200 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Night Goblin
Squig Hunter |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Trained Cave
Squig |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Night Goblin Squig
Hunter
Herd Squigs.
Trained Cave Squig
Never Pinned.
Herd Squigs
Being rather vicious
creatures, each Squig requires two Night Goblin Squig Hunters to
control it, moving it forward with a long pointed stick called a
'prodder'. When placing Night Goblin Squig Hunters and Squigs on
the board, place one Squig on the board first, then the two Squig
Hunters that mind it, then a second Squig and its two minders and
so on. Each Squig Hunter in the team is a normal Night Goblin, but
they must move as a pair and remain in adjacent squares. To keep
control of their Squig both members of the team must be present
on the same board section as the Squig. As long as there are two
Squig Hunters for every Squig on the board section, the Squigs never
fall asleep and only attack another Squig on a natural roll of a
6. If there are not enough Squig Hunters to control a Squig it becomes
wild. Together, the two Squig Hunters make one combined attack each
turn with their prodder for 2D6 + Strength damage. If one of the
Squig Hunters is killed the remaining one will make a normal attack.
NIGHT
GOBLIN NETTERS AND CLUBBERS
|
Night Goblin
Netter |
Night Goblin
Clubber |
Wounds |
2 |
2 |
Move |
4 |
4 |
Weapon Skill |
2 |
2 |
Ballistic
Skill |
5+ |
5+ |
Strength |
3 |
3 |
Toughness |
3 |
3 |
Armour |
- |
- |
Initiative |
2 |
2 |
Attacks |
1 |
1 |
Damage |
1D6 |
1D6 |
Gold |
35 |
35 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Night Goblin
Netter |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Night Goblin
Clubber |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Night Goblin Netter
Netter and Clubber.
Night Goblin Clubber
Netter and Clubber.
Netter and Clubber
Night Goblin Netters
and Clubbers are placed in pairs. The Netters will attack first
- roll To Hit as normal. If the net hits, the Warrior is caught
and can do nothing until he breaks free. Place a Netted counter
next to him. The Clubbers then attack, and if they are attacking
a netted Warrior they add +2 to their To Hit roll. Any Monster
attacking a netted Warrior can add +2 to his To Hit roll. At the
start of each Warriors' Phase netted Warriors may try to get free.
Each netted Warrior must roll 1D6 + Strength and score 7 or more
to break free. Once he has broken out of the net, a Warrior can
move and attack as normal. Warriors who don't manage to break free
must wait until the next Warriors' Phase and try again. If there
is no one for a Netter to net he will whip out his club and smack
someone with it instead. If there are no Netters left the Clubbers
will just attack normally with their clubs.
NIGHT
GOBLIN FANATIC
Night Goblins cultivate
many kinds of toxic fungi in their dark caves. One particular variety
known as the Mad Cap Mushroom is much valued for its hallucinogenic
properties. During battle, Night Goblin Fanatics gobble down handfuls
of these mushrooms to turn them into whirling green killing machines.
The Goblins become impervious to pain, almost completely unaware
of their environment, hugely strong, and completely fearless.
|
Night Goblin
Fanatic |
Wounds |
2 |
Move |
4 |
Weapon Skill |
2 |
Ballistic
Skill |
5+ |
Strength |
3 |
Toughness |
3 |
Armour |
- |
Initiative |
2 |
Attacks |
1 |
Damage |
Special |
Gold |
300 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Night Goblin
Fanatic |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Night Goblin Fanatic
Armed with Ball and Chain; Never
Pinned.
Ball and Chain
The ball and chain is swung around
the Goblin’s head and is a danger to all Warriors standing
nearby and, unfortunately, to the Goblin himself. Place each Fanatic
as close to as many Warriors as possible. Fanatics attack immediately
they are placed. All Warriors adjacent to a Night Goblin Fanatic
automatically take 1D6 + 3 Wounds with no modifier for armour. However,
if the damage roll is a natural 1 the Fanatic has also managed to
strangle himself with his own ball and chain and is killed. At the
beginning of each Monsters’ Phase, the Fanatic will move up
to 4 squares and attempt to get as close to as many Warriors as
possible to attack them with his ball and chain.
NIGHT GOBLIN
SHAMANS
Night
Goblin Shamans are very similar to Goblin Shamans although slightly
weaker. They get their power from eating special magic mushrooms
that tap into the power of the Orc and Goblin Gods - Mork and Gork.
|
Night Goblin
Shaman |
Night Goblin
Shaman Champion |
Master Night
Goblin Shaman |
Night Goblin
Shaman Lord |
Wounds |
3 |
12 |
20 |
31 |
Move |
4 |
4 |
4 |
4 |
Weapon Skill |
2 |
2 |
2 |
2 |
Ballistic
Skill |
4+ |
4+ |
4+ |
4+ |
Strength |
3 |
4 |
4 |
4 |
Toughness |
4 |
4 |
4 |
4 |
Armour |
- |
- |
- |
- |
Initiative |
3 |
3 |
4 |
5 |
Attacks |
1 |
1 |
2 |
3 |
Damage |
1D6 |
1D6 |
1D6 |
2D6 |
Gold |
280 |
830 |
1590 |
2530 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Night Goblin
Shaman |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Night Goblin
Shaman Champion |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Master Night
Goblin Shaman |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Night Goblin
Shaman Lord |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Night Goblin Shaman
Magic Resistance 5+ (Ring); Orc &
Goblin Magic 1.
Night Goblin Shaman Champion
Magic Resistance
5+ (Ring); Magic Weapon; Orc & Goblin Magic 2.
Master Night Goblin
Shaman
Magic Dispel 5+;
Magic Item; Magic Resistance 4+ (Ring); Magic Weapon; Orc &
Goblin Magic 3.
Night Goblin Shaman
Lord
Magic Dispel 4+;
Magic Item x 2; Magic Resistance 4+ (Ring); Magic Weapon; Orc &
Goblin Magic 4.
GREAT WOLF
Great Wolves are
about the size of a small pony and very fierce, so not many Goblins
wish to ride them. Those that do, however, are looked upon with
respect by the rest of the Goblin community - that is, until the
Great Wolf decides to eat them!
|
Great Wolf |
Wounds |
6 |
Move |
9 |
Weapon Skill |
4 |
Ballistic
Skill |
- |
Strength |
3 |
Toughness |
3 |
Armour |
- |
Initiative |
3 |
Attacks |
1 |
Damage |
1D6 |
Gold |
100 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Great Wolf |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Great Wolf
Frenzy 6.
Great Wolves can
be ridden by any Goblins, Goblin Shamans, Night Goblins, Night Goblin
Shamans or Hobgoblins.
SQUIG
HOUND
A Squig Hound is slightly larger
than a normal Cave Squig and walks on four legs. It has a tendency
to follow an Orc or Goblin around thinking that they are his master.
Although Orcs and Goblins don’t usually want the Squig Hound
pestering them, a Squig Hound is a good form of protection and will
attack anyone who threatens his master.
|
Squig Hound |
Wounds |
6 |
Move |
5 |
Weapon Skill |
4 |
Ballistic
Skill |
- |
Strength |
6 |
Toughness |
4 |
Armour |
- |
Initiative |
5 |
Attacks |
2 |
Damage |
1D6 |
Gold |
350 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Squig Hound |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Squig Hound
Fear 4; Never Pinned.
CAVE SQUIGS
Part fungus and part
flesh, these strange ferocious creatures are almost all teeth, easily
able to take a man's leg off with a single bite.
|
Wild Cave
Squig |
Trained Cave
Squig |
Hopping Cave
Squig |
Wounds |
3 |
3 |
10 |
Move |
6 |
6 |
2D6 |
Weapon Skill |
4 |
4 |
4 |
Ballistic
Skill |
- |
- |
- |
Strength |
5 |
5 |
5 |
Toughness |
3 |
3 |
3 |
Armour |
- |
- |
- |
Initiative |
5 |
5 |
5 |
Attacks |
2 |
2 |
2 |
Damage |
1D6 |
1D6 |
1D6 |
Gold |
200 |
200 |
230 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Wild Cave Squig |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Trained Cave
Squig |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Hopping Cave
Squig |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Wild Cave Squig
Never Pinned; Wild
Squig Attack.
Trained Cave Squig
Never Pinned.
Hopping Cave Squig
Bounce; Never Pinned.
Wild Squig
Attack
At the start of the
phase during which they appear, and each Monsters' Phase thereafter,
roll 1D6 for each Wild Squig. On a score of 1 the Squig falls asleep
and does nothing this turn. On a score of 2-4 it immediately moves
and attacks a random Warrior. On a score of 5-6 the Squig bounds
off and immediately attacks the nearest Monster. If there is more
than one potential target determine a Monster at random.
Hopping Cave Squigs
can be ridden by any Night Goblins.
Hopping Cave Squigs
will always be encountered with a rider.
HOBGOBLINS
Hobgoblins are close
relatives of the other green-skinned races, but are quite distinctive
in appearance, being taller than Goblins yet not as burly as Orcs.
They are extremely cowardly and sneaky, much taken with ganging
up on their victims in the dark. They are often found in the employ
of Chaos Dwarfs.
|
Hobgoblin |
Hobgoblin
Champion |
Hobgoblin
Boss |
Hobgoblin
Chieftain |
Wounds |
4 |
16 |
25 |
33 |
Move |
4 |
4 |
4 |
4 |
Weapon Skill |
3 |
4 |
5 |
6 |
Ballistic
Skill |
4+ |
3+ |
2+ |
1+ |
Strength |
3 |
4 |
4 |
4 |
Toughness |
3 (4) |
3 (4) |
4 (6) |
4 (6) |
Armour |
1 |
1 |
2 |
2 |
Initiative |
2 |
3 |
4 |
5 |
Attacks |
1 |
2 |
3 |
4 |
Damage |
1D6 |
1D6 |
2D6 |
2D6 |
Gold |
50 |
200 |
500 |
800 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Hobgoblin |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Hobgoblin Champion |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Hobgoblin Boss |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Hobgoblin Chieftain |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Hobgoblin
Ambush, Magic A;
Armed with [1-3] Bows (Str 3) or [4-6] Axes; Break.
Hobgoblin Champion
Ambush, Magic A;
Magic Item; Magic Weapon.
Hobgoblin Boss
Ambush, Magic A;
Magic Armour; Magic Item; Magic Weapon.
Hobgoblin Chieftain
Ambush, Magic A;
Magic Armour; Magic Item x 2; Magic Weapon.
HOBGOBLIN
SNEAKY GITS
Sneaky Gits fight
in battle with two long curved knives. These weapons are ideally
suited to murdering victims while they sleep - the Hobgoblins favourite
tactic. If they have to fight conscious foes however, they prefer
to gang up on them in overwhelming numbers.
|
Hobgoblin
Sneaky Git |
Hobgoblin
Sneaky Git Champion |
Wounds |
4 |
16 |
Move |
4 |
4 |
Weapon Skill |
3 |
4 |
Ballistic
Skill |
4+ |
3+ |
Strength |
3 |
4 |
Toughness |
3 |
3 |
Armour |
- |
- |
Initiative |
2 |
3 |
Attacks |
1 (2) |
2 (3) |
Damage |
1D6 |
1D6 |
Gold |
50 |
200 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Hobgoblin Sneaky
Git |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Hobgoblin Sneaky
Git Champion |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Hobgoblin Sneaky
Git
Ambush, Magic A;
Armed with Curved Daggers; Break; Gang Up.
Hobgoblin Sneaky
Git Champion
Ambush, Magic A;
Armed with Curved Daggers; Break; Gang Up; Magic Item.
Curved Daggers
Hobgoblin Sneaky
Gits are armed with two long curved daggers - one in each hand.
This gives them an extra Attack if their first Attack hits.
ORCS
Orcs vary in height
and physical appearance more than humans - some are no taller than
a man but most are substantially larger. They are also much broader
than humans, with big deep chests, massive shoulders and powerfully
muscled arms. Orcs have large heads with huge jaws but they have
tiny foreheads behind which lurk a thick skull and a little brain.
|
Orc |
Orc Boss |
Orc Big Boss |
Orc War Boss |
Wounds |
3 |
18 |
25 |
33 |
Move |
4 |
4 |
4 |
4 |
Weapon Skill |
3 |
4 |
5 |
6 |
Ballistic
Skill |
4+ |
3+ |
2+ |
1+ |
Strength |
3 |
4 |
4 |
4 |
Toughness |
4 |
4 (6) |
5 (8) |
5 (8) |
Armour |
- |
2 |
3 |
3 |
Initiative |
2 |
3 |
4 |
5 |
Attacks |
1 |
2 |
3 |
4 |
Damage |
1D6 |
2D6 |
2D6 |
2D6/3D6 (5+) |
Gold |
55 |
330 |
720 |
1100 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Orc |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Orc Boss |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Orc Big Boss |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Orc War Boss |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Orc
Armed with [1-2] Bows (Str 3) [3-4]
Spears or [5-6] Swords.
Orc Boss
Magic Weapon.
Orc Big Boss
Ignore Blows 6+; Magic Armour; Magic
Weapon.
Orc War Boss
Ignore Blows 5+; Magic Armour; Magic
Item x 2; Magic Weapon.
ORC BIG 'UNS
Orc Big 'Uns were
once normal sized Orcs, but for some reason continued to grow until
they were big and powerful.
|
Orc Big 'Un |
Wounds |
5 |
Move |
4 |
Weapon Skill |
4 |
Ballistic
Skill |
4+ |
Strength |
4 |
Toughness |
4 (5) |
Armour |
1 |
Initiative |
3 |
Attacks |
1 |
Damage |
1D6 |
Gold |
65 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Orc Big 'Un |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Orc Big Un
-
ORC SHAMANS
Orc Shamans are more
powerful than their Goblin cousins, soaking up the psychic energy
of the greenskins around them to create raw Waaagh! Magic to hurl
at their foes.
|
Orc Shaman |
Orc Shaman
Champion |
Master Orc
Shaman |
Orc Shaman
Lord |
Wounds |
16 |
20 |
30 |
42 |
Move |
4 |
4 |
4 |
4 |
Weapon Skill |
3 |
3 |
3 |
3 |
Ballistic
Skill |
5+ |
5+ |
4+ |
4+ |
Strength |
3 |
4 |
4 |
4 |
Toughness |
5 |
5 |
5 |
5 |
Armour |
- |
- |
- |
- |
Initiative |
3 |
3 |
4 |
5 |
Attacks |
1 |
1 |
2 |
3 |
Damage |
1D6 |
1D6/2D6 (5+) |
2D6 |
2D6/3D6 (5+) |
Gold |
590 |
1180 |
2000 |
2870 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Orc Shaman |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Orc Shaman
Champion |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Master Orc
Shaman |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Orc Shaman
Lord |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Orc Shaman
Magic Resistance
6+; Magic Weapon; Orc & Goblin Magic 1.
Orc Shaman Champion
Magic Resistance
5+; Magic Weapon; Orc & Goblin Magic 2.
Master Orc Shaman
Magic Dispel 6+;
Magic Item; Magic Resistance 5+; Magic Weapon; Orc & Goblin
Magic 3.
Orc Shaman Lord
Magic Dispel 5+;
Magic Item x 2; Magic Resistance 4+; Magic Weapon; Orc & Goblin
Magic 4.
BLACK
ORCS
Black Orcs are the
biggest and strongest of all Orcs. They are the most powerful, disciplined
warriors, and regard all other Orcs and Goblins as puny weaklings.
|
Black Orc |
Black Orc
Boss |
Black Orc
Big Boss |
Black Orc
War Boss |
Wounds |
7 |
22 |
31 |
41 |
Move |
4 |
4 |
4 |
4 |
Weapon Skill |
4 |
5 |
6 |
6 |
Ballistic
Skill |
4+ |
3+ |
2+ |
2+ |
Strength |
4 |
5 |
5 |
5 |
Toughness |
4 (5) |
5 (7) |
5 (8) |
6 (9) |
Armour |
1 |
2 |
3 |
3 |
Initiative |
2 |
3 |
4 |
4 |
Attacks |
1 |
2 |
3 |
4 |
Damage |
1D6 |
2D6 |
2D6 |
3D6 |
Gold |
90 |
420 |
910 |
1300 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Black Orc |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Black Orc Boss |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Black Orc Big Boss |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Black Orc War Boss |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Black Orc
-
Black Orc Boss
Magic Weapon.
Black Orc Big
Boss
Ignore Blows 6+; Magic Armour; Magic
Weapon.
Black Orc War
Boss
Ignore Blows 5+;
Magic Armour; Magic Item x 2; Magic Weapon.
SAVAGE ORCS
Savage Orcs are more primitive than
other Orcs, due to the addling effect of heat and strong sunlight
on the Orcish brain. They dress in furs and skins, and decorate
their bodies with tattoos and lucky charms.
|
Savage Orc |
Savage Orc
Boss |
Savage Orc
Big Boss |
Savage Orc
War Boss |
Wounds |
5 |
20 |
27 |
35 |
Move |
4 |
4 |
4 |
4 |
Weapon Skill |
3 |
4 |
5 |
6 |
Ballistic
Skill |
4+ |
3+ |
2+ |
1+ |
Strength |
3 |
4 |
4 |
4 |
Toughness |
4 |
4 |
5 |
5 |
Armour |
- |
- |
- |
- |
Initiative |
2 |
3 |
4 |
5 |
Attacks |
1 |
2 |
3 |
4 |
Damage |
1D6 |
2D6 |
2D6 |
2D6/3D6 (5+) |
Gold |
65 |
360 |
750 |
1150 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Savage Orc |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Savage Orc Boss |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Savage Orc Big Boss |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Savage Orc War Boss |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Savage Orc
Armed with [1-3]
Bows (Str 4) or [4-6] Swords; Tattoos 6+.
Savage Orc Boss
Magic Weapon; Tattoos 6+.
Savage Orc Big
Boss
Ignore Blows 6+;
Magic Item; Magic Weapon; Tattoos 5+.
Savage Orc War
Boss
Ignore Blows 5+;
Magic Item x 2; Magic Weapon; Tattoos 4+.
SAVAGE ORC
SHAMANS
Savage Orc Shamans are more primitive
than normal Orc Shamans. They are close to nature, making them good
Shamans. The majority of Savage Orc Shamans are wildly deranged
and unstable individuals.
|
Savage Orc
Shaman |
Savage Orc
Shaman Champion |
Master Savage
Orc Shaman |
Savage Orc
Shaman Lord |
Wounds |
18 |
22 |
32 |
45 |
Move |
4 |
4 |
4 |
4 |
Weapon Skill |
3 |
3 |
3 |
3 |
Ballistic
Skill |
5+ |
5+ |
4+ |
4+ |
Strength |
3 |
4 |
4 |
4 |
Toughness |
5 |
5 |
5 |
5 |
Armour |
- |
- |
- |
- |
Initiative |
3 |
3 |
4 |
5 |
Attacks |
1 |
1 |
2 |
3 |
Damage |
1D6 |
1D6/2D6 (5+) |
2D6 |
2D6/3D6 (5+) |
Gold |
600 |
1200 |
2050 |
2920 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Savage Orc
Shaman |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Savage Orc
Champion |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Master Savage
Orc Shaman |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Savage Orc
Shaman Lord |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Savage Orc Shaman
Magic Resistance
6+; Magic Weapon; Orc & Goblin Magic 1; Tattoos 6+.
Savage Orc Shaman
Champion
Magic Resistance
5+; Magic Weapon; Orc & Goblin Magic 2; Tattoos 6+.
Master Savage
Orc Shaman
Magic Dispel 6+;
Magic Item; Magic Resistance 5+; Magic Weapon; Orc & Goblin
Magic 3; Tattoos 5+.
Savage Orc Shaman
Lord
Magic Dispel 5+;
Magic Item x 2; Magic Resistance 4+; Magic Weapon; Orc & Goblin
Magic 4; Tattoos 4+.
WAR BOAR
Orcs have bread a
special breed of Boar designed for fighting called the War Boar.
War Boars are incredibly vicious, with long sharp tusks that can
rip a Warrior to shreds.
|
War Boar |
Wounds |
12 |
Move |
7 |
Weapon Skill |
4 |
Ballistic
Skill |
- |
Strength |
3 |
Toughness |
4 |
Armour |
- |
Initiative |
3 |
Attacks |
1 |
Damage |
1D6 |
Gold |
110 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
War Boar |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
War Boar
Impale.
War Boars can
be ridden by any Orcs, Orc Shamans, Savage Orcs or Savage Orc Shamans.
SPEAR CHUKKA
The
Spear Chukka is of Goblin construction. It consists of all manner
of pieces of wood and metal crudely thrown together. It shoots large
and very heavy spears into the enemy.
|
Spear Chukka |
Wounds |
14 |
Move |
- |
Weapon Skill |
1 |
Ballistic
Skill |
- |
Strength |
5 |
Toughness |
4 |
Armour |
- |
Initiative |
- |
Attacks |
1 |
Damage |
2D6 |
Gold |
180 |
Spear Chukka
Bolt Thrower.
Spear Chukkas can be operated
by any Goblins.
BOLT THROWER
The
Bolt Thrower is a huge crudely constructed crossbow on a wooden
frame. It shoots incredibly thick bolts with sharp blades on the
end into the enemy.
|
Bolt
Thrower |
Wounds |
20 |
Move |
- |
Weapon
Skill |
1 |
Ballistic
Skill |
- |
Strength |
10 |
Toughness |
5 |
Armour |
- |
Initiative |
- |
Attacks |
1 |
Damage |
2D6 |
Gold |
250 |
Bolt Thrower
Bolt Thrower.
Bolt Throwers can be operated
by any Orcs or Hobgoblins.
ORC WAR WYVERN
Wyverns are similar
in appearance to dragons, though they are longer and more sinuous
and do not have front limbs. Their tails are barbed and have a sharp
deadly sting on the end. Orcs have somehow managed to control these
beasts and ride them into combat, making them a formidable beast.
|
Wyvern |
Wounds |
50 |
Move |
6 |
Weapon Skill |
5 |
Ballistic
Skill |
- |
Strength |
5 |
Toughness |
6 (9) |
Armour |
3 |
Initiative |
5 |
Attacks |
3 |
Damage |
3D6/4D6 (5+) |
Gold |
1850 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Wyvern |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Wyvern
Drag and Rend; Fly;
Ignore Blows 5+; Ignore Pain 6; Large Monster; Never Pinned; Sting
(3D6); Terror 10.
Drag and Rend
At the start of each
turn draw a Warrior counter to determine which Warrior the Wyvern
attacks. The Wyvern stretches out its long neck and attempts to
ensnare and drag him near. The Wyvern makes a normal To Hit roll.
If it succeeds it doesn't cause any damage, but instead has clutched
the Warrior and dragged him. That model is immediately moved to
the nearest adjacent square to the Wyvern, moving other models out
of the way as necessary. All of the Wyvern's Attacks are then carried
out against the captured Warrior as normal. If 2 or more of these
remaining Attacks hit home, the Warrior has been stung. Note that
the Warrior may only attempt to dodge the initial grab and not any
subsequent Attacks.
Orc War Wyverns
can be ridden by any Orcs or Orc Shamans.
Orc
& Goblin Magic
Orc
and Goblin Shamans specialise in casting Orc & Goblin Magic.
To see what spell the Orc Shaman or Goblin Shaman casts when given
the chance, roll 2D6 on the following table. Goblin Shamans are
not as skilled in casting spells so roll 1D6 before casting each
one. On a roll of 1 the Goblin Shaman cannot remember the words
and fails to cast the spell. If the Shaman is killed while he still
has active spells in play, they will immediately be dispelled.
2 FAILURE
The
Shaman fails to cast a spell.
3 'ERE
WE GO
The
Shaman floods his allies with power. All Orcs and Goblins on the
board get +1 Attack this turn and +1 Toughness next turn.
4 WAAAGH!
Roll
2D6 for each Warrior spellcaster on the board. If the score is equal
to or greater than the Warrior's Battle Level he is knocked to the
ground for 1 turn, during which time he may do nothing and is counted
as being Prone. If the Warrior is Prone and is targeted then he
remains on the ground for another turn.
5 BRAIN
BURSTA
A
bolt of power erupts from the Shaman's head. Draw a Warrior counter
to determine which Warrior is targeted. Roll 2D6. If the score is
greater than the target's Battle Level he is hit - roll 1D6:
1 The
Warrior's head explodes, killing him instantly. He may not be resurrected.
2-5 The
Warrior suffers (2 x Dungeon Level) Wounds with no modifiers for
Toughness or armour.
6 The
Warrior suffers 1D6 Wounds with no modifiers for Toughness or armour.
6 HAND
OF GORK
This
spell moves the Shaman and any allied Monsters using missile weapons
out of hand to hand combat with the Warriors. Move the Monsters
so that they are no longer adjacent to the Warriors, moving other
Monsters out of the way to make room if necessary. If the Shaman
is not in hand to hand combat re-roll this result.
7 FIST
OF GORK
The
Shaman's arms become enwrapped with glowing bands of power. Draw
a Warrior counter to determine which Warrior is targeted. That Warrior
suffers 1D6 hits at (Shaman's Strength +4).
8 DA
KRUNCH
One
of the Warriors is stamped on by the mighty foot of Gork. Draw a
Warrior counter to determine which Warrior is targeted. That Warrior
suffers 1D6+10 Wounds.
9 MORK
SAVE UZ!
Roll
1D6 for each spellcasting Warrior. On a roll of 4-6 all of that
Warriors' remaining points of Power are lost this turn. This does
not affect any innate stored power. If there are no spellcasters
in the party then re-roll this spell.
10 'EADBUTT
The
Shaman magically 'eadbutts one of the Warrior spellcasters. If there
is more than one spellcaster, draw a Warrior counter to determine
which Warrior is targeted. Roll (1D6 + Dungeon Level) for the Shaman
and (1D6 + Battle Level) for the target. If the Shaman wins or it
is a draw add the two dice together. The target takes that many
Wounds with no modifiers for Toughness or armour and cannot cast
any magic next turn. If the Warrior wins the spell has no effect.
11 MORK
WANTS YA!
A
giant hand descends through the ceiling and picks up a random Warrior.
The captured Warrior cannot do anything while he is held. The Warrior
can attempt to escape at the beginning of the Warriors’ Phase
by rolling 1D6 + Strength and scoring 8 or over. The Warrior will
also be released if the Shaman attempts to cast a spell and fails.
12 GAZE
OF MORK
The
Shaman stares at a Warrior and a beam of destructive energy streaks
from his eyes, striking the Warrior in the chest. Roll 6D6. Subtract
the result of all the 1, 2 and 3s from the result of the 4, 5 and
6s. If the result is positive, the Warrior takes that many Wounds
with no modifiers for anything. If the result is negative, the beam
bounces back at the Shaman, causing that number of Wounds with no
modifiers for anything.
Original
Orc & Goblin Bestiary © Games Workshop.
Additional Orc & Goblin Monsters converted by Andrew Brockhouse.
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