Advance Preview
Greenskins live in the mountains and forests all over the Warhammer World. They respect nothing but strength and their culture is based on the simple understanding that might is right.
Champions, Musician & Standard Bearers
A unit of Black Orcs, SPider Riders, Ogres or any Core unit except Snotlings may upgrade a model to a Champion, musician or standard bearer for + 10 points each. Any unit of Boar Boyz or Savage Orc Boar Boyz may upgrade a model to a Champion, musician or standard bearer for + 15 points each. A champion will have + 1 A. A standard bearer for the following units may carry a magic banner worth up to 50 points: Black Orcs, Boar Boyz or Savage Orc Boar Boyz.
Special Rules
The following Special Rules apply to the Orc & Goblin army.
LORDS
WARBOSSES
Black Orc Warboss 135 pts / Orc Warboss 110 pts / Savage Orc Warboss 125 pts / Goblin Warboss 65 pts / Night Goblin Warboss 55 pts / Forest Goblin Warboss 65 pts
GREAT SHAMANS
Orc Great Shaman 180 pts / Savage Orc Great Shaman 190 pts / Goblin Great Shaman 155 pts / Night Goblin Great Shaman 145 pts / Forest Goblin Great Shaman 155 pts
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M |
WS |
BS |
S |
T |
W |
I |
A |
Ld | ||
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B Orc Warboss |
4 |
7 |
3 |
5 |
5 |
3 |
4 |
4 |
9 | ||
|
Orc Warboss |
4 |
6 |
3 |
4 |
5 |
3 |
4 |
4 |
9 | ||
|
Orc Gt Shaman |
4 |
3 |
3 |
4 |
4 |
3 |
2 |
1 |
8 | ||
|
S Orc Warboss |
4 |
6 |
3 |
4 |
5 |
3 |
4 |
4 |
9 | ||
|
S Orc Gt Shaman |
4 |
3 |
3 |
4 |
4 |
3 |
2 |
1 |
8 | ||
|
Goblin Warboss |
4 |
5 |
3 |
4 |
4 |
3 |
4 |
4 |
8 | ||
|
Gob Gt Shaman |
4 |
2 |
3 |
3 |
4 |
3 |
2 |
1 |
7 | ||
|
N Gob Warboss |
4 |
5 |
3 |
4 |
4 |
3 |
5 |
4 |
7 | ||
|
N G Gt Shaman |
4 |
2 |
3 |
3 |
4 |
3 |
3 |
1 |
6 | ||
|
F Gob Warboss |
4 |
5 |
3 |
4 |
4 |
3 |
4 |
4 |
8 | ||
|
F G Gt Shaman |
4 |
2 |
3 |
3 |
4 |
3 |
2 |
1 |
7 | ||
|
Boar |
7 |
3 |
0 |
3 |
4 |
1 |
3 |
1 |
3 | ||
|
Wolf |
9 |
3 |
0 |
3 |
3 |
1 |
3 |
1 |
3 | ||
|
Gigantic Spider |
5 |
3 |
0 |
5 |
4 |
4 |
1 |
2 |
7 | ||
|
Wyvern |
4 |
5 |
0 |
6 |
5 |
5 |
3 |
3 |
6 | ||
Equipment: Hand weapon. A Great Shaman may not have other equipment. A Warboss may have an additional hand weapon (+6 pts), Great weapon (+6 pts), spear (+6 pts) or halberd (+6 pts). He may wear light armor (+3 pts) and may carry a shield (+3 pts). A Black Orc may wear heavy armor (+6 pts).
An Orc or Black Orc Warboss may ride a Wyvern (+230 pts). An Orc, Savage Orc or Black Orc may ride a boar (+18 pts). Any type of Goblin may ride a wolf (+18 pts) or Gigantic Spider (+50 pts).
Special Rules: A Great Shaman is a level 3 wizard. This may be incresed to level 4 at a cost of +35 points. Savage Orcs are subject to frenzy. A Wyvern can fly, causes terror, has a 5+ armor save and is a large target. A Gigantic Spider causes fear and ignores penatly for moving over difficult terrain and obstacles such as rocks, sliffs and so on. However, they cannot ignore water features like rivers and swamps.
HEROES
BIG BOSSES
Black Orc Big Boss 80 pts / Orc Big Boss 65 pts / Savage Orc Big Boss 75 pts / Goblin Big Boss 35 pts / Night Goblin Big Boss 30 pts / Forest Goblin Big Boss 35 pts
SHAMANS
Orc Shaman 65 pts / Savage Orc Shaman 67 pts / Goblin Shaman 55 pts / Hight Goblin Shaman 50 pts / Forest Goblin Shaman 55 pts
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BS |
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B Orc Big Boss |
4 |
6 |
3 |
5 |
5 |
2 |
3 |
3 |
8 | ||
|
Orc Big Boss |
4 |
5 |
3 |
4 |
5 |
2 |
3 |
3 |
8 | ||
|
Orc Shaman |
4 |
3 |
3 |
3 |
4 |
2 |
2 |
1 |
7 | ||
|
S Orc Big Boss |
4 |
5 |
3 |
4 |
5 |
2 |
3 |
3 |
8 | ||
|
S Orc Shaman |
4 |
3 |
3 |
3 |
4 |
2 |
2 |
1 |
7 | ||
|
Goblin Big Boss |
4 |
4 |
3 |
4 |
4 |
2 |
3 |
3 |
7 | ||
|
Goblin Shaman |
4 |
2 |
3 |
3 |
3 |
2 |
2 |
1 |
7 | ||
|
N Gob Big Boss |
4 |
4 |
3 |
4 |
4 |
2 |
4 |
3 |
6 | ||
|
N Gob Shaman |
4 |
2 |
3 |
3 |
3 |
2 |
3 |
1 |
5 | ||
|
F Gob Big Boss |
4 |
4 |
3 |
4 |
4 |
2 |
3 |
3 |
7 | ||
|
F Gob Shaman |
4 |
2 |
3 |
3 |
3 |
2 |
2 |
1 |
6 | ||
|
Boar |
7 |
3 |
0 |
3 |
4 |
1 |
3 |
1 |
3 | ||
|
Wolf |
9 |
3 |
0 |
3 |
3 |
1 |
3 |
1 |
3 | ||
Equipment: Hand weapon. A Shaman may not have other equipment. A Big Boss may have an additional hand weapon (+4 pts), Great weapon (+4 pts), spear (+4 pts) or halberd (+4 pts). He may wear light armor (+2 pts) and may carry a shield (+2 pts). A Black Orc may wear heavy armor (+4 pts).
An Orc, Savage Orc or Black Orc may ride a boar (+12 pts). Any type of Goblin may ride a wolf (+12 pts).
One orc Big Boss may be upgraded to a Battle Standard Bearer for +25 points. He may carry any magic banner (no points limit), but if he does so he may take no other magic items. He may not be given any extra equipment except light armor. A Battle Standard Bearer may not be your army General.
Special Rules: A Shaman is a level 1 wizard. This may be increased to level 2 at a cost of +35 points. Savage Orcs frenzy.
CORE UNITS
ORC BOYZ............................5 points per model
0-1 UNITS OF BIG'UNS ..........7 points per model
SAVAGE ORC BOYZ...............6 points per model
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BS |
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Orc |
4 |
3 |
3 |
3 |
4 |
1 |
2 |
1 |
7 | ||
|
Big'Un |
4 |
4 |
3 |
4 |
4 |
1 |
2 |
1 |
7 | ||
|
Savage Orc |
4 |
3 |
3 |
3 |
4 |
1 |
2 |
1 |
7 | ||
Unit Size: 10 +
Equipment: All have hand weapons. Orcs & Big'Uns have light armor. May have additional hand weapons (+2 pts), spear (+2 pts), bow (+4 pts) or a shield (+1 pt). Orc Boyz and Big'Uns may have halberd (+2 pts). Savage Orcs may have warpaint (+1 pt).
Special Rules: Savage Orcs are subject to frenzy. Their warpaint gives them a 6+ ward save.
GOBLINS ................2 points per model
NIGHT GOBLINS......2 points per model
FOREST GOBLINS....2 points per model
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WS |
BS |
S |
T |
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Ld | ||
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Goblin |
4 |
2 |
3 |
3 |
3 |
1 |
2 |
1 |
6 | ||
|
Night Goblin |
4 |
2 |
3 |
3 |
3 |
1 |
3 |
1 |
5 | ||
|
Forest Goblin |
4 |
2 |
3 |
3 |
3 |
1 |
2 |
1 |
6 | ||
|
Fanatic |
2D6" |
special |
5 |
3 |
1 |
- |
D6 |
- | |||
Unit Size: 20+
Equipment: Hand weapon and shield. May have spear (+ 1 pt), or swap their shield for a short bow (+1 pt). Goblins may be given light armor (+1 pt). Night Goblins may include 0-3 Fanatics (+25 pts each) in each regiment.
Special Rules: Fanatics are unbreakable. They Interrupt the normal sequence to emerge 2D6" (in a direction chosen by the Goblin player) as soon as an enemy moves within 8", or the Goblins move to within 8" of the enemy. In subsequent turns they move 2D6" in a random direction. Except on the turn that they emerge, Fanatics die if they roll a double for movement. Fanatics also die if they hit a obstacle such as a wall, or move into difficult or impassable terrain. Any unit touched suffers 1D6 S5 hits with no armor save. Fanatics cannot be fought normally, but can be shot.
GOBLIN WOLF RIDERS ............12 points per model
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BS |
S |
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Ld | ||
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Goblin |
4 |
2 |
3 |
3 |
3 |
1 |
2 |
1 |
6 | ||
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Wolf |
9 |
3 |
0 |
3 |
3 |
1 |
3 |
1 |
3 | ||
Unit Size: 5+
Equipment: Hand weapon and light armor. May have short bow (+3 pts), spear (+1 pt) and / or shield (+3 pts).
Special Rules: Fast Cavalry.
SNOTLINGS ............20 points per model
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M |
WS |
BS |
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Snotling |
4 |
2 |
2 |
2 |
2 |
3 |
3 |
3 |
4 | ||
Unit Size: 3+
Equipment: Odd bits of bone and assorted scrap.
Special Rules: Snotlings are represented by several models mounted on a single base and are treated as a single creature with 3 wounds. Cannot be joined or led by characters. Ignore animosity. Count +1 'rank' bonus in close comabt for each base after the first to a maximum of +4.
SPECIAL UNITS
0 - 1 UNITS OF BLACK ORCS ..........10 points per model
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M |
WS |
BS |
S |
T |
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Ld | ||
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Black Orc |
4 |
4 |
3 |
4 |
4 |
1 |
2 |
1 |
8 | ||
Unit Size: 10 +
Equipment: Hand weapons and heavy armor. May have an additional hand weapon (+2 pts), spear (+2 pts), halberd (+2 pts) or Great weapon (+2 pts). Black Orcs may have shields (+1 pt).
ORC BOAR BOYZ .............17 points per model
SAVAGE OC BOAR BOYZ...15 points per model
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M |
WS |
BS |
S |
T |
W |
I |
A |
Ld | ||
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Orc Boy |
4 |
4 |
3 |
3 |
4 |
1 |
2 |
1 |
7 | ||
|
Savage Orc Boy |
4 |
3 |
3 |
3 |
4 |
1 |
2 |
1 |
7 | ||
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Boar |
7 |
3 |
0 |
3 |
4 |
1 |
3 |
1 |
3 | ||
Unit Size: 5+
Equipment: All have a hand weapon and shield. Normal Orc Boar Boyz also have light armor and a spear. Savage Orcs may have a spear (+2 pts) and / or warpaint (+1 pt).
Special Rules: Savage Orcs are subject to frenzy. Their warpaint gives them a 6+ ward save.
SQUIG HOPPERS ..........18 points per model
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WS |
BS |
S |
T |
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Ld | ||
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Night Goblins |
4 |
2 |
3 |
3 |
3 |
1 |
3 |
1 |
5 | ||
|
Bouncing Squig |
2D6 |
4 |
0 |
5 |
3 |
1 |
5 |
2 |
2 | ||
Unit Size: Fight individually, but you may take up to 3 as a single Special choice.
Equipment: The Gobbo has a hand weapon.
Special Rules: Unbreakable. Moves in the compulsory movement phase. Choose a direction and roll 2D6. If you roll a double randomize the direction, otherwise move the dice roll in inches in that direction. If the Squig lands on a unit it will attack and then bounce off before the enemy fights back. Calculate the attack immediately then move the Squig again. It will stop bouncing when it fails to land on a unit. Note that it will attack friend and foe alike.
BOLT THROWER ..........30 points per model
STONE THROWER.........70 points per model
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BS |
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Bolt Thrower |
- |
- |
- |
- |
7 |
3 |
- |
- |
- | ||
|
Stone Thrower |
- |
- |
- |
- |
7 |
3 |
- |
- |
- | ||
|
Goblin |
4 |
2 |
3 |
3 |
3 |
1 |
2 |
1 |
6 | ||
Unit Size: 1 Stone Thrower with 3 Goblin crew, or up to 2 Bolt Throwers with 2 Goblin crew each, as a single special choice.
Equipment: Hand Weapon.
Special Rules: If you have a Doom Diver, treat it as a Stone Thrower for now.
ORC BOAR CHARIOTS ..........80 points per model
GOBLIN WOLF CHARIOTS.....60 points per model
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M |
WS |
BS |
S |
T |
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A |
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Boar Chariot |
- |
- |
- |
5 |
5 |
4 |
- |
- |
- | ||
|
Orc Boy |
- |
3 |
3 |
5 |
- |
- |
2 |
1 |
7 | ||
|
Boar |
7 |
3 |
- |
3 |
- |
- |
3 |
1 |
- | ||
|
Wolf Chariot |
- |
- |
- |
5 |
4 |
3 |
- |
- |
- | ||
|
Goblin |
- |
2 |
3 |
3 |
- |
- |
2 |
1 |
6 | ||
|
Wolf |
9 |
3 |
- |
3 |
- |
- |
3 |
1 |
- | ||
Unit Size: A Goblin Wolf CHariot with 3 Gobbo crew, pulled by 2 wolves or an Orc Boar Chariot with 2 Orcs, pulled by 2 boars. You may take up to 2 Goblin Wolf Chariots as a single Special choice.
Equipment: Hand Weapons. The Gobbos also have short bows. The Orcs also have spears. Both Chriots have scythes. Gobbo wolf chariots may have an extra wold (+3 pts).
Special Rules: The Wolf Chariot has an armor save of 5+, the boar chariot a save of 4+.
RARE UNITS
0-1 UNITS OF FOREST GOBLIN SPIDER RIDERS ..........12 points per model
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M |
WS |
BS |
S |
T |
W |
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Ld | ||
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Forest Goblin |
4 |
2 |
3 |
3 |
3 |
1 |
2 |
1 |
6 | ||
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Giant Spider |
7 |
3 |
0 |
4 |
3 |
1 |
1 |
1 |
5 | ||
Unit Size: 10+
Equipment: Hand Weapon. May have a spear (+2 pts), short bow (+3 pts) and / or shield (+1 pt).
Special Rules: Giant Spiders ignore the penalties for moving over difficult terrain and obstacles such as rocks, cliffs and so on. However, they cannot ignore water features like rivers and swamps.
0-1 SNOTLING PUMP WAGON ..........40 points per model
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M |
WS |
BS |
S |
T |
W |
I |
A |
Ld | ||
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Pump Wagon |
2D6 |
- |
- |
4 |
4 |
3 |
- |
- |
- | ||
|
Snotling |
- |
2 |
- |
2 |
- |
- |
3 |
3 |
10 | ||
Unit Size: 1
Equipment: The Snotlings fight with whatever comes to hand.
Special Rules: Unbreakable. The Snotling Pump Wagon moves 2D6" in the compulsory movement phase (and not at all in the movement phase). Pick a direction then roll the dice. If it hits a unit it counts as having charged and will do 2D6 Impact hits. It has an armor save of 6+.
0-1 UNIT OF NIGHT GOBLIN SQUIG HUNTERS
..........8 points per Squig Hunter Team
..........20 points per Cave Squig
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M |
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BS |
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T |
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A |
Ld | ||
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Night Goblin |
4 |
2 |
3 |
3 |
3 |
1 |
3 |
1 |
5 | ||
|
Cave Squig |
2D6 |
4 |
0 |
5 |
3 |
1 |
5 |
2 |
2 | ||
Unit Size: 5+ models (each hunter team is made up of 2 Gobbos).
Equipment: Goblins have prodders to herd the Quigs (count all the Gobbos as armed with spears).
Special Rules: Units contain a mixture of Goblins and Squigs. Randowmize shooting hits between Squigs and Goblins. Unit fights in 2 ranks with all the Squigs in front. If there are more than 3 Squigs per Gobbo, the excess leave the unit - treat them as bouncing Squigs that always move randomly (see the Squig Hopper entry above).
0-1 UNIT OF GOBLIN NETTERS..........4 points per model
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BS |
S |
T |
W |
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A |
Ld | ||
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Night Goblin |
4 |
2 |
3 |
3 |
3 |
1 |
3 |
1 |
5 | ||
Unit Size: 10+
Equipment: Either hand weapon and net, or a club.
Special Rules: Units contain a mixture of Netters and Clubbers. Randomize shooting hits between Netters and Clubbers. Nets always attack before clubs. As long as there are Clubbers Fighting, each hit froma Netter adds one to the number of hits caused by the Clubbers. In addition, if the ensnared enemy model hasn't fought back yet this turn he loses 1 attack. Hits are at S4 as long as there is at least 1 Clubber fighting. If there are no Clubbers fighting then the Netters use thier hand weapons.
GIANTS..........200 points per model
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M |
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BS |
S |
T |
W |
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A |
Ld | ||
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Giant |
6 |
3 |
3 |
6 |
5 |
6 |
3 |
S |
6 | ||
Unit Size: 1
Equipment: Huge club.
Special Rules: Large target, causes fear. Giants are not slowed by obstacles, but are prone to falling. Roll a D6 if they cross and obstacle or lose a round of combat. If you roll a 1 the Giant has fallen and will squash those underneath. Use the Scatter dice to see which direction he falls, and the model itself as a template. Those underneath take a single S10 hit for D6 wounds. Giants may not attack while on the ground. It takes a Giant one turn to stand up. Obviously, Gaints fall over when they die. In close combat against enemy classed as a large target, Giants can Yell and Bawl (enemy automatically loses by 2 - only once per combat) or 'Eadbutt (D6 hits at S6 on single enemy model). Against smaller opponents, Giants can either Yell and Bawl, Jump Up and Down (2D6 S6 hits on unit, but test to fall over first - see above) or Swing With Club (1D6 S6 hits).
MAGIC ITEMS
You may choose magic items for your characters and units from the following list and / or the common magic items in the rulebook.
Rending Axe (magic weapon): Unsaved wounds are doubled. 35 pts.
Ogre Blade (magic weapon): +2S 60 pts.
Battered Bronze Axe (magic weapon): +2A 50 pts.
'Uge Axe (magic weapon): Hits automatically. 75 pts.
Ironskin Shield (magic armor): Counts as a shield (6+ armor save). Also gives the wearer a 4+ ward save. 50 pts.
Warpaint (talisman): Savage Orcs only. 5+ ward save, cannot be used with armor. 40 pts.
Crown of Sorcery (enchanted item): Makes the bearer a level 3 wizard. Must use Death Magic. Bearer suffers from stupidity. 100 pts.
Barburn? (can't read my copy clearly) Staff (arcane item): +1 to the casting roll for each spell cast by the bearer. 50 pts.
Mork's War Banner (magic banner): Unit gains 2 extra Dispel dice against any enemy spell that affects it. 40 pts.
Gork's War Banner (magic banner): +1S when charging. 25 pts.