Arachnarok + NG4 shaman

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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! 2000 Pts - Orcs & Goblins Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost Big Boss (1 , 125 pts) Black Orc Big Boss 1 In 4 6 3 4* 5 2 3 3* 8 3+ 5+ 125 Composition: Hero Choppas; General; Quell Animosity; Heavy Armour; Immune to Psychology; Armed to da Teef Enchanted Shield 1 Shield. 5+ Armour save. [5] Talisman of Endurance 1 5+ Ward [30] Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost Great Shaman (1 , 245 pts) Night Goblin Great Shaman 1 In 4 2 3 3 4 3 3 1 6 - 4+ 4 245 Composition: Lord 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 4 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] Talisman of Preservation 1 4+ Ward save [45]

Transcript of Arachnarok + NG4 shaman

Page 1: Arachnarok + NG4 shaman

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

Big Boss (1 , 125 pts) Black Orc Big Boss 1 In 4 6 3 4* 5 2 3 3* 8 3+ 5+ 125

Composition: HeroChoppas; General; Quell Animosity; Heavy Armour; Immune to Psychology; Armed to daTeef

Enchanted Shield 1 Shield. 5+ Armour save. [5] Talisman of Endurance 1 5+ Ward [30]

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostGreat Shaman (1 , 245 pts)

Night Goblin GreatShaman

1 In 4 2 3 3 4 3 3 1 6 - 4+ 4 245Composition: LordMagic Mushrooms: Roll D6 when spell is cast. Add to casting result, but does not counttowards Irresistible Force. If a 1 is rolled, roll a further D6. on a 1-3, the Shaman suffers awound with no saves allowed and, unless cast with Irresistible Force, spell fails.; Level 4Upgrade; 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 5-6you may take one of your opponent's dispel dice (if any left) and add it to yourpower pool.

[0]

0. Sneaky Stabbin' 1 6+ Cast . Augment, 12" Range, target gets Armour Piercing, in addition unit mayre-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 hasalready, 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, troopswith 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 saverolls of 6

[0]

5. Night Shroud 1 9+ Cast . Augment, targets Shaman and his unit, counts as being in soft cover, ifcharged 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 move4D6", subsequently moving 3D6" in random direction. All models touched mustpass characteristic test or takes a wound with no armour save allowed. Roll beforemoving 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] Talisman of Preservation 1 4+ Ward save [45]

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Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostShaman (1 , 65 pts)

Night Goblin Shaman 1 In 4 2 3 3 3 2 3 1 5 - 1 65Composition: HeroMagic Mushrooms: Roll D6 when spell is cast. Add to casting result, but does not counttowards Irresistible Force. If a 1 is rolled, roll a further D6. on a 1-3, the Shaman suffers awound with no saves allowed and, unless cast with Irresistible Force, spell fails.; SneakyStealin'; 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 5-6you may take one of your opponent's dispel dice (if any left) and add it to yourpower pool.

[0]

0. Sneaky Stabbin' 1 6+ Cast . Augment, 12" Range, target gets Armour Piercing, in addition unit mayre-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 hasalready, 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, troopswith 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 saverolls of 6

[0]

5. Night Shroud 1 9+ Cast . Augment, targets Shaman and his unit, counts as being in soft cover, ifcharged 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 move4D6", subsequently moving 3D6" in random direction. All models touched mustpass characteristic test or takes a wound with no armour save allowed. Roll beforemoving template: 1-2- S, 3-4- T, 5-6- I

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

[0]

Channeling Staff 1 +1 to channeling attempts [15]

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostArachnarok Spider (9 , 290 pts)

Arachnarok Spider 1 Mo 7 4 - 5 6 8 4 8 - 4+ 290Composition: RareForest Strider; Obstacle StriderVenom Surge: Before attacking nominate one attack and roll separately. This attack has theMultiple Wounds (D6) rule.Wall-crawler Treat ungarrisoned buildings as open terrain. May not finish move on or inbuilding.; Forest Goblin Crew; Causes Terror; Immune to Psychology; Large Target; PoisonedAttacks; 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 inreturn.; Short Bow; Spear

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostBoyz Mob (30 , 315 pts)

Orc Big'Uns 29 In 4 4 3 4 4 1 2 1 7 5+ 6+* 315Composition: CoreAnimosity; 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

Banner of Eternal Flame 1 Unit has flaming attacks [10]

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostBlack Orcs (24 , 347 pts)

Black Orcs 23 In 4 4 3 4* 4 1 2 1* 8 4+ 6+* 347Composition: SpecialChoppas; Musician ; Standard Bearer ; Hand Weapon; Heavy Armour; Shield; Immune toPsychology; Armed to da Teef

Black Orc Boss 1 In 4 5 3 4* 4 1 2 2* 8 4+ 6+* [13]Choppas; Hand Weapon; Heavy Armour; Shield; Armed to da Teef

Page 3: Arachnarok + NG4 shaman

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Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostNight Goblin Mob (32 , 193 pts)

Night Goblins 30 In 4 2 3 3 3 1 3 1 5 6+ 6+* 193Composition: CoreAnimosity; Musician ; Standard Bearer ; Nets; Hand Weapon; Shield; Fear Elves; Hatred(Dwarves)

Night Goblin Boss 1 In 4 2 3 3 3 1 3 2 5 6+ 6+* [3]Hand Weapon; Shield

Fanatics 1 Uq 2D6 - - 5 3 1 3 D6 10 - [25]Immune to PsychologyCannot be charged. Release the Fanatics: When unit concealing are within 8" of enemy releasefanatics 2D6" in any direction. Further Movement: 2D6 in random direction. Splat: Whenmoving through a unit, inflict D6 S5 armour piercing hits. Remove fanatic when: contactingany terrain, roll double for movement (except on release), unit ends move over (unit takes D6S5 AP hits)

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostTrolls (5 , 175 pts)

Trolls 5 MI 6 3 1 5 4 3 1 3 4 - 175Composition: SpecialVomit Attack Instead of normal attacks, causes one S5 hit with no armour save; HandWeapon; Causes Fear; Immune to Psychology; Regenerate; Stomp; Stupid

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostMangler Squig (1 , 65 pts)

Mangler Squig 1 Uq 3D6 - - 6 4 3 3 * 3 - 65Composition: RareRandom 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 theCompulsory 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 asin soft cover when targeted with shooting attacks.Completely Out of Control : Removed when they contact another Mangler Squig, roll triplefor movement, or a unit moves into contact.Watch Out!: Take Dangerous Terrain test when moving over Forests, Marshland, Obstacles orMystical 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

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostMangler Squig (1 , 65 pts)

Mangler Squig 1 Uq 3D6 - - 6 4 3 3 * 3 - 65Composition: RareRandom 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 theCompulsory 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 asin soft cover when targeted with shooting attacks.Completely Out of Control : Removed when they contact another Mangler Squig, roll triplefor movement, or a unit moves into contact.Watch Out!: Take Dangerous Terrain test when moving over Forests, Marshland, Obstacles orMystical 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

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostShooty Things (4 , 80 pts)

Goblin Doom DiverCatapult

1 WM 7 3 80Composition: RareSee Orc & Goblin rulebook p48 for Doom Diver rules12-60", S5, Ignores Armour Saves

Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 - [0]Hand Weapon; Fear Elves

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Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostShooty Things (4 , 35 pts)

Goblin Spear Chukka 1 WM 7 3 35Composition: SpecialSee rulebook p111 for Bolt Thrower rules48", 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 FootnotesOptions

Armed to da Teef The Black Orc can count as having two choppas, a Great Weapon, or a single Choppa, chosen at the start ofeach combat.

Hand Weapon 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.Heavy Armour 5+ Armour save.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 FireSpear 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.

SpecialChoppas +1S in first round of each combat.Quell Animosity If the Black Orc's unit fails an Animosity test, the unit takes D6 S5 hits and counts as passing instead.Regenerate 4+ Save

Wounds caused by flaming attacks stop regeneration for the remainder of the phaseSize Matters - Orcs Do not take Panic tests caused by Snotlings, Squigs, or Goblins.Stomp 1 automatic hit at creature's strength, Always strikes lastSwiftstride 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