Great Shaman W. Trolls
Great Shaman W. Trolls
Great Shaman W. Trolls
Trolls
Name
Great Shaman (1 , 284 pts)
Orc Great Shaman
War Boar
Power of Da Waaagh!
0. Gaze of Mork
1. Brain Bursta
2. Fists of Gork
3. The Hand of Gork
4. 'Eadbutt
5. 'Ere We Go!
6. Foot of Gork
Channeling Staff
Talisman of Preservation
Type
Mv
WS BS St To Wo In
At
1
Ca
4
3
3
4 5
3
2
1
8 5+ 4+
4
Composition: Lord
Choppas; General; Size Matters - Orcs; Level 4 Upgrade; Power of Da Waaagh!; Hand
Weapon
284
1
WB
7
3
3 4
1
3
1
3
Tusker Charge: +2 Strength when charging; Swiftstride
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.
1 Direct Damage .
7+ Cast . Extend line 4D6" from base, any model touched suffers a S4 hit.
10+ Cast . Can extend to 8D6"
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
1 Augment.
8+ Cast . Shaman that cast has +3A, +3S and a 6+ Ward Save
1 Augment.
9+ Cast . 24" Range, Move unengaged friendly unit 3D6"
14+ Cast . Can extend to 5D6"
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
1 Augment.
11+ Cast . 2D6" Range, all Orc units may re-roll To-Hit rolls in close combat
until caster's next magic phase
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
1 +1 to channeling attempts.
1 4+ Ward Save.
Name
Type
Mv
In
WS BS St To Wo In
5
4/6 5
At
3
[0]
[0]
[0]
[0]
[0]
[0]
[0]
[0]
[0]
[15]
[45]
4+ 4+*,
6+*
136
Composition: Hero
Always Strikes Last; Choppas; Size Matters - Orcs; Hand Weapon; Great Weapon; Shield;
Battle Standard Bearer
Armour of Destiny 1 Heavy armour; 4+ Ward Save.
[50]
Name
Type
Mv
WS BS St To Wo In
At
19
In
4
3
3
3 4
1
2
1/2
7 5+
195
Composition: Core
Animosity; Choppas; Size Matters - Orcs; Musician ; Standard Bearer ; Hand Weapon;
Extra Hand Weapon; Light Armour; Shield; Extra Attack: +1 Attack
Orc Boss 1
In
4
4
3
4 4
1
2
2/3
7 5+
[8]
Choppas; Hand Weapon; Extra Hand Weapon; Light Armour; Shield; Extra Attack: +1 Attack
Name
Arrer Boyz Mob (15 , 170 pts)
Savage Orc Boyz
Type
Mv
WS BS St To Wo In
At
15
In
4
3
3
3 4
1
2
1/2
7 6+ 6+
Composition: Core
Animosity; Berserk Rage; Choppas; Size Matters - Orcs; Musician ; Standard Bearer
Hand Weapon; Bow; Shield; Warpaint; Frenzy; Volley Fire
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170
Name
Shaman (1 , 110 pts)
Night Goblin Shaman
Sneaky Stealin'
0. Sneaky Stabbin'
1. Vindictive Glare
3. Itchy Nuisance
4. Gork'll Fix It
5. Night Shroud
Dispel Scroll
Name
Big Boss (1 , 78 pts)
Goblin Big Boss
Crown of Command
Name
Type
Mv
WS BS St To Wo In
At
1
In
4
2
3
3 3
2
3
1
5
2
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)
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.
1 Augment.
6+ Cast . 12" Range, target gets Armour Piercing, in addition unit may re-roll ToHit and To-Wound rolls if attacking in Flank or Rear
1 Magic Missile .
5+ Cast . 24" Range, 2D6 S3 hits
10+ Cast . Can increase to 3D6 S3 hits
1 Augment.
8+ Cast . 12" Range, target unit gains Poisoned Attacks, if unit has already,
increases so wounds on 5+
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
1 Hex.
8+ Cast . 24" Range, Target must re-roll To Hit, To Wound and armour save rolls
of 6
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
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
1 One use: Automatically dispels an enemy spell.
Type
Mv
WS BS St To Wo In
At
1 Wearer is Stubborn.
Type
Mv
[0]
[0]
[0]
[0]
[0]
[0]
[0]
[0]
[25]
1
In
4
4
3 4/6 4
2
3
3
7 5+ 6+*
Composition: Hero
Always Strikes Last; Hand Weapon; Great Weapon; Light Armour; Shield; Fear Elves
110
78
[35]
WS BS St To Wo In
At
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
Name
Shaman (1 , 85 pts)
Night Goblin Shaman
Sneaky Stealin'
0. Sneaky Stabbin'
1. Vindictive Glare
3. Itchy Nuisance
4. Gork'll Fix It
5. Night Shroud
Name
Big Boss (1 , 43 pts)
Goblin Big Boss
Name
Type
Mv
WS BS St To Wo In
At
1
In
4
2
3
3 3
2
3
1
5
2
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)
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.
1 Augment.
6+ Cast . 12" Range, target gets Armour Piercing, in addition unit may re-roll ToHit and To-Wound rolls if attacking in Flank or Rear
1 Magic Missile .
5+ Cast . 24" Range, 2D6 S3 hits
10+ Cast . Can increase to 3D6 S3 hits
1 Augment.
8+ Cast . 12" Range, target unit gains Poisoned Attacks, if unit has already,
increases so wounds on 5+
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
1 Hex.
8+ Cast . 24" Range, Target must re-roll To Hit, To Wound and armour save rolls
of 6
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
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
Type
Mv
WS BS St To Wo In
At
Type
Mv
WS BS St To Wo In
At
[0]
[0]
[0]
[0]
[0]
[0]
[0]
[0]
1
In
4
4
3 4/6 4
2
3
3
7 5+ 6+*
Composition: Hero
Always Strikes Last; Hand Weapon; Great Weapon; Light Armour; Shield; Fear Elves
85
43
Name
Type
Mv
WS BS St To Wo In
At
6
MI
6
3
1
5 4
3
1
3
4
Composition: Special
Vomit Attack Instead of normal attacks, causes one S5 hit with no armour save;
Weapon; Causes Fear; Immune to Psychology; Regenerate; Stomp; Stupid
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210
Hand
Name
Type
Mv
WS BS St To Wo In
At
Name
Type
Mv
WS BS St To Wo In
At
70
[0]
5
Ca
4
2
3
3 3
1
2
1
6 4+
65
Composition: Core
Animosity; Hand Weapon; Short Bow; Spear; Light Armour; Shield; Fast Cavalry; Fear Elves;
Volley Fire
Giant Wolf 5
WB
9
3
3 3
1
3
1
3
[0]
Swiftstride
Name
Shooty Things (12 , 105 pts)
Goblin Spear Chukka
Goblin Crew
Goblin Spear Chukka
Goblin Crew
Goblin Spear Chukka
Goblin Crew
Name
Mangler Squig (1 , 65 pts)
Mangler Squig
Type
Mv
WS BS St To Wo In
At
1
WM
7
3
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.
3
4
2
3
3 3
1
2
1
6
Hand Weapon; Fear Elves
1
WM
7
3
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.
3
4
2
3
3 3
1
2
1
6
Hand Weapon; Fear Elves
1
WM
7
3
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.
3
4
2
3
3 3
1
2
1
6
Hand Weapon; Fear Elves
Type
Mv
WS BS St To Wo In
At
35
[0]
35
[0]
35
[0]
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
Total Cost:
2000
Option Footnotes
Bow
Extra Hand Weapon
Great Weapon
Hand Weapon
Light Armour
Musician
Options
24" Range, Strength 3, Volley Fire.
+1 Attack, Requires two hands.
+2 Strength, Always Strikes Last. Two-handed.
6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.
6+ armour save.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift
Reform.
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
Nets
Shield
Short Bow
Spear
Standard Bearer
Warpaint
Always Strikes Last
Animosity
Berserk Rage
Choppas
Immune to Psychology
Regenerate
Size Matters - Orcs
Stomp
Swiftstride
Volley Fire
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.
+1 armour save bonus.
18" Range, Strength 3, Volley Fire.
Fight in Extra Rank (does not apply if charging), +1 Strength when mounted and charging.
+1 to Combat Resolution, Standard can be captured if unit Flees.
6+ Ward Save.
Special Rules
Always Strikes Last in Close Combat
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.
Must declare charge if able to unless a Leadership test is passed. Cannot choose to restrain pursuit.
+1 Strength in first round of each Close Combat.
Automatically passes Fear, Terror or Panic tests. May not Flee! if charged.
4+ Save. Wounds caused by flaming attacks stop regeneration for the remainder of the phase.
Do not take Panic tests caused by Snotlings, Squigs, or Goblins.
1 automatic hit at creature's Strength, Always Strikes Last
When charging / fleeing, units made entirely of models with Swiftstride roll 3D6 and discard the lowest
instead of 2D6 for distance.
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.
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.