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La Serpiente Negra

Jdr

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0% found this document useful (0 votes)
49 views12 pages

La Serpiente Negra

Jdr

Uploaded by

Shivrain1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Orc and Goblin Tribes - La Serpiente Negra - (1498 pts)

Main Force (Orc and Goblin Tribes) (1498 pts)

Named Characters (195 pts)


Ogdruz Swampdigga (1) • Ogdruz Swampdigga: Elementalism, Troll Magic, Wizard Level 3
(195 pts)
Model: Ogdruz Swampdigga
Base: Base[1]
Arcane Items: Lore Familiar
Spell: Big Smartz, Storm Call, Acidic Bile, Flaming Sword, Plague of Rust, Troll Brainz, Ravenous Recourse,
Summon Elemental Spirit, Earthen Ramparts, Foetid Whirlpool, Torrent Of Filth, Wind Blast, Rapid
Regeneration, Travel Mystical Pathway
Magic Weapons: Bog-wood Staff
Magic Armour: Trollhide Shawl
Unit: Ogdruz Swampdigga
Special Rule: Choppas, Da Troll Calla, Ignore Goblin Panic, Protect Da Boss, Syphoned Strength, Warband

Characters (479 pts)


Black Orc Bigboss (1) • Black Orc Bigboss: Trollhide Trousers, 2x Black Orc Crew, Additional Hand Weapon, Shield
(117 pts)
Model: Black Orc Bigboss
Weapon: Hand Weapon
Armour: Full Plate Armour, Shield
Base: Base[1]
Magic Armour: Trollhide Trousers
Unit: Black Orc Bigboss
Special Rule: Choppas, Da Boyz, Furious Charge, Ignore Panic, Quell Impetuosity, Rallying Cry, Waaagh!

Black Orc Warboss (1) • Black Orc Warboss: Trollhide Trousers, General, 2x Black Orc Crew, Additional Hand Weapon, Wyvern,
(307 pts) Shield

Model: Black Orc Warboss, Wyvern


Weapon: Wicked Claws
Weapon: Hand Weapon, Venomous Tail
Armour: Full Plate Armour, Heavy Armour, Shield
Base: Base[1], Base[2]
Magic Armour: Trollhide Trousers
Unit: Black Orc Warboss, Wyvern
Special Rule: Choppas, Close Order, Da Boyz, Fly (9), Furious Charge, General, Ignore Panic, Large Target,
Quell Impetuosity, Rallying Cry, Stomp Attacks (D3), Swiftstride, Terror, Waaagh!

Night Goblin Oddgit (1) • Night Goblin Oddgit: Wizard Level 1, Waaagh! Magic
(55 pts)
Model: Night Goblin Oddgit
Weapon: Hand Weapon
Base: Base[3]
Spell: Fist of Gork, Vindictive Glare, Hand of Mork, Bad Moon Rizin', Evil Sun Shinin', 'Ere We Go!, Foot of
Gork
Unit: Night Goblin Oddgit
Special Rule: Fear of Elves, Hatred (Dwarfs), Lore of Mork, Warband

Core (376 pts)


Black Orc Mobs (16) • Boss: Shield
(220 pts) • Standard Bearer: Shield
• 14x Black Orc: Shield

Model: Black Orc, Black Orc Boss, Standard Bearer (Black Orc)
Weapon: Hand Weapon
Armour: Full Plate Armour, Shield
Base: Base[1]
Command: Champion, Standard Bearer
Unit: Black Orc Mobs
Special Rule: Choppas, Close Order, Da Boyz, Furious Charge, Ignore Panic, Motley Crew, Quell Impetuosity

Night Goblin Mobs (27) Magic Standard, 3x Fanatic


(156 pts) • 3x Fanatic
• 27x Night Goblin: Shield

Model: Fanatic, Night Golbin


Weapon: Fanatic Ball & Chain
Weapon: Hand Weapon
Armour: Shield
Base: Base[3]
Unit: Night Goblin Mobs
Special Rule: Close Order, Fear of Elves, Hatred (Dwarfs), Horde, Immune To Psychology, Release the
Fanatics!, Warband

Special (248 pts)


Black Orc Mobs (5) • 5x Black Orc
(60 pts)
Model: Black Orc
Weapon: Hand Weapon
Armour: Full Plate Armour
Base: Base[1]
Unit: Black Orc Mobs
Special Rule: Choppas, Close Order, Da Boyz, Furious Charge, Ignore Panic, Motley Crew, Quell Impetuosity

Orc Boar Boy Mobs (5) Heavy Armour, Boss


(98 pts) • Boss
• 5x Boar Boy: Cavalry Spear, Shield

Model: Boar Boy, Boss, War Boar


Weapon: Cavalry Spear, Hand Weapon
Armour: Heavy Armour, Shield
Base: Base[4]
Command: Champion
Unit: Orc Boar Boy Mobs
Special Rule: Armoured Hide (1), Choppas, Close Order, Counter Charge, Furious Charge, Ignore Goblin
Panic, Impetuous, Swiftstride, Tusker Charge, Warband

Stone Troll Mobs (1) • Stone Troll


(45 pts)
Model: Stone Troll
Weapon: Hand Weapon, Troll Vomit
Armour: Light Armour
Base: Base[5]
Unit: Stone Troll Mobs
Special Rule: Armour Bane (1), Armoured Hide (1), Close Order, Fear, Flammable, Magic Resistance (-1),
Regeneration (5+), Stupidity

Stone Troll Mobs (1) • Stone Troll


(45 pts)
Model: Stone Troll
Weapon: Hand Weapon, Troll Vomit
Armour: Light Armour
Base: Base[5]
Unit: Stone Troll Mobs
Special Rule: Armour Bane (1), Armoured Hide (1), Close Order, Fear, Flammable, Magic Resistance (-1),
Regeneration (5+), Stupidity

Rare (200 pts)


Giants (1) • Giant: Giant's Club
(200 pts)
Model: Giant
Weapon: Giant's Club
Armour: Light Armour
Base: Base[6]
Unit: Giant
Special Rule: Close Order, Giant Attacks, Immune To Psychology, Large Target, Pick Up And..., Stomp
Attacks (D6), Terror, Timmm-Berrr!, Unbreakable
Model M WS BS S T W I A Ld

Black Orc 4 4 3 4 4 1 3 1 8

Black Orc Bigboss 4 6 3 4 5 2 5 3 8

Black Orc Boss 4 4 3 4 4 1 3 2 8

Black Orc Warboss 4 7 3 5 5 3 6 4 9

Boar Boy - 3 3 3 4 1 3 1 6

Boss - 3 3 3 4 1 3 2 7

Fanatic - - - 5 3 1 5 - 10

Giant 6 3 1 6 6 6 2 * 10

Night Goblin Oddgit 4 3 3 3 3 2 3 1 5

Night Golbin 4 2 3 3 3 1 3 1 4

Ogdruz Swampdigga 4 4 2 4 5 3 4 2 8

Standard Bearer (Black Orc) 4 4 3 4 4 1 3 1 8

Stone Troll 6 3 1 5 4 3 1 3 5

War Boar 7 3 - 3 - - 3 1 -

Wyvern 4 5 - 6 (+1) (+4) 3 3 -

Weapon

Fanatic Ball & Chain

Any unit (friend ofr foe) that is moved through by a moving Fanatic, or that moves through a Fanatic, suffers D6 Strength 5 hits, each with an AP of -3.

Wicked Claws

AP-2

Weapon R S AP Special Rules

Cavalry Spear Combat S+1 -1 Fight in Extra Rank

Models whose troop type is ‘cavalry’, ‘monster’ or ‘chariot’ only. A cavalry spear’s Strength and Armour Piercing modifiers apply only during a turn in which the
wielder charged. A model wielding a cavalry spear cannot make a supporting attack during a turn in which it charged.

Giant's Club Combat * * *

*A Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Giant Attacks special rule.

Hand Weapon Combat S - -

Unless specified otherwise, all models are assumed to be equipped with a hand weapon.

Troll Vomit Combat 3 2 -

Venomous Tail Combat S - Poisoned Attacks, Strike First

-
Armour

Full Plate Armour

Armour Value 4+

Heavy Armour

Armour Value 5+

Light Armour

Armour Value 6+

Shield

A model that carries a shield improves its armour value by 1. For example, a model equipped with light armour has an armour value of 6+. Should that model
also carry a shield, its armour value would be improved by 1 by lowering the target number from 6+ to 5+.

Note that if a model uses a weapon that has the Requires Two Hands special rule in combat, it cannot also use a shield.

Base Base Size

Base[1] 30x30

Base[2] 50x100

Base[3] 25x25

Base[4] 30x60

Base[5] 40x40

Base[6] 50x50

Arcane Items

Lore Familiar

The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that
lore's signature spell).
Spell Number Type Casting Value Range

Big Smartz - Enchantment 8+ Self

Remains in play. Whilst this spell is in play, friendly units within the Command range of this model may re-roll any failed Stupidity tests. Additionally, if a friendly
unit within the Command range of this model when this spell is cast failed its Stupidity test during the Start of Turn sub-phase of the same turn, it may
immediately make this test again.

Fist of Gork - Assailment 9+ Combat

Place a large (5") blast template so that its central hole is directly over the center of a unit the caster is engaged in combat with. Once placed, the template will
scatter D3"+1. Any model (friend of foe) whose base lies underneath the template's final position risks being hit and suffering a single Strength 4 hit with an AP
of -1.

Storm Call - Hex 7+ 12"

Until your next Start of Turn sub-phase, the target enemy unit suffers a -1 modifier to its Movement and Initiative characteristics (to a minimum of 1). If this
spell is cast, the effects of any other Hex previously cast on the target unit immediately expire.

Acidic Bile 1 Magic Missile 8+ 18"

Spitting a guttural incantation, the caster launches a ball of sickly green and yellow Troll vomit toward the enemy, scorching flesh and dissolving armour.

Flaming Sword 1 Assailment 8+ Combat

A single enemy unit the caster is engaged in combat with suffers D6+1 Strength 3 hits, each with and AP of -. These hits have the Flaming Attacks special
rule.

Vindictive Glare 1 Magic Missile 8+ 21"

The target enemy unit suffers a single Strength 7 hit with the Multiple Wounds (D3) special rule and with no armour save permitted (Ward and Regeneration
saves can be attempted as normal). This spell may target an enemy unit engaged in combat.

Hand of Mork 2 Conveyance 7+ 18"

This spell can only target friendly characters, but may target characters engaged in combat. You may immediately remove the target friendly character from
the battlefield and replace it anywhere within 2D6" of its original location, but not within 3" of any enemy models. However, if a double 1 is rolled, the character
land badly and looses a single Wound. Note that this spell allows a character to leave combat.

Plague of Rust 2 Hex 9+ 21"

Until your next Start of Turn sub-phase, the target enemy unit suffers a -2 modifier to its armour value. This spell may target an enemy unit engaged in combat.

Troll Brainz 2 Hex 9+ 15"

Remains in Play. Whilst this spell is in play, the target enemy unit becomes subject to the Stupidity special rule and reduces their Leadership characteristic by
1.

Bad Moon Rizin' 3 Hex 10+ 15"

Until the end of this turn, the target enemy suffers a -D3 modifier to its Weapon Skill and Initiative characteristics (to a minimum of 1).

Ravenous Recourse 3 Conveyance 8+ Self

Until the end of this turn, all friendly units that have the Stupidity special rule and are within 12" of the caster gain a +2 modifier to their Movement
characteristic.

Summon Elemental Spirit 3 Magical Vortex 9 15"

Remains in Play. Place a small (3") blast template so that its central hole is within 15" of the caster. Whilst in play, the template is treated as dangerous terrain
over which no line of sight can be drawn. The template moves D6" in a random direction during every Start of Turn sub-phase. Any enemy unit the moving
template touches or moves over suffers D3+3 Strength 4 hits, each with an AP of -1.

Earthen Ramparts 4 Enchantment 10+ 15"

Until your next Start of Turn sub-phase, the target friendly unit gains a 5+ Ward save against any wounds suffered and counts as being behind a defended low
linear obstacle if charged. However, whilst this spell is in play the target unit cannot march or charge.

Evil Sun Shinin' 4 Enchantment 9+ Self

Until your next Start of Turn sub-phase, friendly units that are within the caster's Command range may re-roll any rolls To Hit of a natural 1, and improve the
Armour Piercing characteristic of their weapons by 1.

Foetid Whirlpool 4 Magical Vortex 9+ 18"

Remains in Play. Place a small (3") blast templateso that its central hole is within 18" of the caster.Whilst in play, the template is treated as dangerous terrain.
The template moves D6" in a random direction during every Start of Turn sub-phase. Any enemy unit the moving template touches or moves over suffers D3+3
Strength 4 hits, each with an AP of -2.
'Ere We Go! 5 Enchantment 7+ Self

Any friendly unit that is within the caster's Command range during the Declare Charges & Charge Reactions sub-phase of this turn increases its maximum
possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.

Torrent Of Filth 5 Assailment 8+ Combat

Place a flame template so that the narrow end touches the caster’s base edge and the broad end is over a unit they are engaged in combat with. Any model
(friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 3 hit with an AP of -2.

Wind Blast 5 Magic Missile 8+ 15"

The target enemy unit suffers D3+3 Strength 5 hits, each with an AP of -1. Once these hits have been resolved, the unit must Give Ground.

Foot of Gork 6 Magical Vortex 8+ 15"

Remains in Play. Place a large (5") blast template so tat its central hole is within 15" of the caster. Whilst in play, the template is treated as dangerous terrain.
The template moves 2D6" in a random direction during every Start of Turn sub-phase. Any unit (friend of foe) the moving template touches or moves over
suffers D3+3 Strength 5 hits, each with an AP of -1.

Rapid Regeneration 6 Enchantment 12+ Combat

Until the end of your next Start of Turn sub-phase, the target friendly unit gains the Flammable and Regeneration (5+) special rules.

Travel Mystical Pathway 6 Conveyance 10+ 9"

If the target friendly unit is not fleeing and has not already moved during this Movement phase, you may immediately remove it from the battlefield and replace
it anywhere within 12" of its original location, but not within 6" of any enemy models. The target friendly unit cannot move again during this Movement phase.

Command

Champion

In combat, a champion that is within the fighting rank fights as normal. Enemy models that are in base contact with a champion can direct attacks against that
champion if they wish. Champions can issue and accept challenges in the same manner as a character.

Standard Bearer

If a unit includes a standard bearer, it may claim a bonus of +1 combat result point.

If a fleeing unit is run down by an enemy unit, or if a unit is destroyed in combat by an enemy unit, its standard is claimed as a trophy. Standards claimed in
this way are worth bonus Victory Points at the end of the battle. Once a standard has been lost in this way, it cannot be reclaimed.

Magic Weapons R S AP Special Rules

Bog-wood Staff Combat S+2 -1 Magical Attacks, Requires Two Hands.

For each unsaved Wound inflicted with this weapon, Ogdruz may recover a lost Wound.

Magic Armour

Trollhide Shawl

Though it stinks, this bedraggled garment of rotted Trollhide helps keep Ogdruz safe from harm.
Ogdruz Swampdigga improves his armour value by 1. In addition, he has the Regeneration (5+) and Flammable special rules.

Trollhide Trousers

May be worn with other armour. The wearer of the Trollhide Trousers improves their armour value by 1 (to a maximum of 2+). In addition, their wearer has the
Regeneration (5+) special rule.
Unit Troop Type Unit Size

Black Orc Bigboss Heavy Infantry 1

Black Orc Mobs Heavy Infantry 5+

Black Orc Warboss Heavy Infantry 1

Giant Behemoth 1

Night Goblin Mobs Regular Infantry 10+

Night Goblin Oddgit Regular Infantry 1

Ogdruz Swampdigga Behemoth (character) 1

Orc Boar Boy Mobs Heavy Cavalry 4+

Stone Troll Mobs Monstrous Infantry 1-9

Wyvern Monstrous creature 1


Special Rule

Armour Bane (1)

If a model with this special rule rolls a natural 6 when making a roll To Wound, the Armour Piercing characteristic of its weapon is improved by the amount
shown in brackets after the name of this special rule.

For example, if a natural 6 is rolled when rolling To Wound with a weapon that has an AP of "-" and the Armour Bane (1) special rule its AP counts as being -1
when making an Armour Save roll against that wound.

Armoured Hide (1)

The hide of some creatures forms natural armour and improves their armour value ( and that of their rider). By how much armour value is improved varies from
model to model, as shown in brackets after the name of this special rule.

Note that a model that wears no armour is considerer to have an armour value of 7+ for the purposes of rules that improve armour value.

Choppas

During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic
of its weapon(s) by 1.

Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic
weapon, this special rule ceases to apply.

Close Order

A unit consisting of models with this special rule may adopt a Close Order formation.

Counter Charge

This special rule can only be used by units that consist entirely of models with this special rule. When a unit with this special rule is charged in its front arc by
an enemy unit whose troop type is ‘cavalry,’ ‘chariot’ or ‘monster’, it may declare a ‘Counter Charge’ charge reaction:

Counter Charge: The unit surges forward to meet the enemy charge. Measure the distance between the two units. If the distance is less than the Movement
characteristic of the charging unit, the charged unit has not enough time to meet the enemy charge and must either Hold or Flee instead.

Otherwise, pivot the unit about its centre so that it is facing directly towards the centre of the charging enemy unit. After pivoting, the unit moves D3+1"
directly towards the enemy unit. Both units are considered to have charged during this turn.

Fleeing units and units already engaged in combat when charged cannot Counter Charge. A unit can only Counter Charge in response to one charge per turn,
even if charged by multiple units. Once all charges have been declared, the inactive player can choose which charging unit to Counter Charge. The unit will
then Hold against the other charging units.

Da Boyz

Your army must include one Black Orc Boss for every Black Orc Mob it includes, and vice versa. In other words:

• For each Black Orc Mob your army includes, it must also include one Black Orc War Boss or Big Boss.

• For each Black Orc War Boss or Big Boss your army includes, it must also include one Black Orc Mob.

Da Troll Calla

The Trolls that follow Ogdruz do so knowing he leads them to find plenty of fresh meat – even if that meat fights back! Unless he is fleeing, friendly Troll Mobs
within Ogdruz’s Command range may use his Leadership characteristic instead of their own.

Fear

Models with this special rule cause Fear:

• If a unit wishes to declare a charge against an enemy unit that both causes Fear and has a higher Unit Strength, it must first make a Leadership test. If this
test is failed, the unit cannot charge. It does not move and is considered to have made a failed charge. If this test is passed, the unit can charge as normal.

• If a unit is engaged with an enemy unit that both causes Fear and has a higher Unit Strength when its combat is chosen during any Choose & Fight Combat
sub-phase, it must make a Leadership test. If this test is failed, any models in the unit that direct their attacks against the Fear-causing enemy suffer a -1
modifier to their rolls To Hit.

A unit only needs to make one Fear test per turn. Models that cause Fear are immune to Fear. A unit that does not cause Fear does not become immune to
Fear when joined by a character that does.

Fear of Elves

Elves of any type cause Fear in models with this special rule.

Flammable
A model with this special rule cannot make a Regeneration save against a wound caused by a Flaming attack.

Fly (9)

A model with this special rule can Fly. Models that can Fly can choose wither to move normally on the ground (using their Movement characteristic), or to
move by flying. How many inches a model can Fly varies from model to model, and will be shown in brackets after the name of this special rule. Models tat
choose to move by flying:

- May move as normal (i.e. they may charge, march and manoeuvre as if moving on the ground), except that they are able to pass freely above other models,
units and terrain features without any penalty, and they can march whilst within 8" of an enemy unit without first having to make a Leadership test.

- May end their movement in terrain, but will suffer its effects if they do. They cannot end their movement 'on top' of impassable terrain or another unit, or
within 1" of an enemy unit.

Models that can Fly must begin and end all their movement on the ground. A character with this special rule cannot join a unit without this special rule, and
vice versa.

Furious Charge

During a turn in which it made a charge move of 3" or more, a model with this special rule gains a +1 modifier to its Attacks characteristic.

General

Inspiring Presence: Warriors fight all the better under the stern gaze of their General. Unless your General is fleeing, all friendly units within their Command
range can use their Leadership characteristic instead of their own (so rally your General first!).

Giant Attacks

Instead of attacking normally during the Combat phase or making a Pick Up And… attack, a Giant may choose to make a ‘Giant Attack’. To make a Giant
Attack, nominate an enemy unit that the Giant is engaged in combat with to be the target of the attack and roll on the Giant Attacks table below to determine
what the Giant does:

Giant Attacks Table:

%Ï 1: ’Eadbutt: The Giant singles out a lone enemy and ’eadbutts them. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with
to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as
normal).

%Ï 2: Belly Flop: The Giant crashes down bodily upon the enemy. Place a small (3") blast template so that its central hole is directly over the centre of the target
unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the
Strength characteristic of this model, with an AP of -2.

%Ï 3-4: Mighty Swing: The Giant swings its club through the enemy ranks. For this attack, the Giant is subject to the Random Attacks special rule and has an
Attacks characteristic of D6+1, and the Giant’s club has a Strength characteristic of S+1 and an AP of -2.

%Ï 5: Thump With Club: The Giant grasps its club two-handed and cracks its enemy on the head. Nominate a single model in the fighting rank of an enemy unit
the Giant is engaged with to be the target of this attack. For this attack, the Giant’s club has a Strength characteristic of S+4, an AP of -4 and the Multiple
Wounds (D6) special rule.

%Ï 6: Jump Up & Down: The Giant jumps around, kicking and flattening the enemy. For this attack, the Giant does not use its club. Instead, the target unit
suffers D6+1 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as
normal).

Hatred (Dwarfs)

A model with this special rule may re-roll any failed rolls To Hit made against a hatred enemy during the first round of combat.

Which enemies are hated varies from model to model and will be shown in brackets after the name of this special rule. Some models hate 'all enemies'
meaning they hate all enemy models equally.

Horde

A unit with this special rule may increase the maximum Rank Bonus it can claim (as determined by its troop type) by one.

Ignore Goblin Panic

This unit does not have to make a Panic test when a friendly Goblin unit is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit
have to make a Panic test when it is fled through by a friendly Goblin unit.

Note that, for the purposes of this rule, a Goblin unit is considered to be any unit that is made up entirely of Goblins of any kind, mounted or otherwise. This
includes any war machine or chariot that is crewed entirely by Goblins. Should a Goblin unit be joined by an Orc character, it is no longer considered to be a
Goblin unit.

Ignore Panic

This unit does not have to make a Panic test when a friendly unit that does not also have this special rule is destroyed or Breaks and flees from combat whilst
within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly unit that does not have this special rule..

Immune To Psychology
If the majority of the models in a unit are Immune to Psychology, the unit automatically passes any Fear, Panic or Terror tests it is required to make. However,
if the majority of the models in a unit have this special rule, the unit cannot choose to Flee as a charge reaction.

Note that this special rule does not make a unit immune to any test made against Leadership not stated here.

Impetuous

If during the Declare Charges & Charge Reactions sub-phase of its turn, a unit that includes one or more Impetuous models is able to declare a charge, roll a
D6. On a roll of 1-3, the unit must declare a charge. On a roll of 4+, the unit may act as normal.

Large Target

Enemy models never suffer To Hit modifiers for full or partial cover when shooting at models with this special rule. In addition, a model can draw a line of sight
to a model with this special rule over or through other models, and vice versa.

Lore of Mork

A wizard with the Lore of Mork special rule may discard one of their randomly generated spells as normal. When they do it they may select instead the
signature spell of theur chosen Lore of Magic, or one of the spell listed below.

Magic Resistance (-1)

The Casting roll of any enemy spell (including Bound Spells) that targets a unit that includes one ore more models with this special rule suffers a modifier, as
shown in brackets after the name of this special rule (-X).

Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest modifier.

Motley Crew

Units with this special rule may include models of the same type that are equipped differently to one another, and/or models of different types that fight
together in a single unit. If necessary, the army list entry for such units will be accompanied by a brief explanation of the unit’s composition.

Different Weapons: The fighting rank of a Motley Crew may contain models that are armed with different weapons. In such cases, the controlling player must
roll different batches of dice for the different models, making it clear to their opponent which model’s attacks they represent and where they are being directed.
These attacks are made in the Initiative order of the individual models, as usual.

Different Armour: Models within a Motley Crew may have different armour values. In combat, use the armour value of the majority of the models in the fighting
rank. Against enemy shooting, use the armour value of the majority of the models in the unit.

Casualty Removal: Against enemy shooting, casualty removal should be divided as equally as possible between the different models within the unit. In
combat, casualties should be removed from among the majority of the models that make up the fighting rank. In either case, available models are brought
forward from rear ranks to fill any gaps, as chosen by the controlling player.

Pick Up And...

Instead of attacking normally....

Protect Da Boss

The Trolls that accompany Ogdruz will dutifully shield him from harm.
This model cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly Troll Mob, unless this model is the closest target.

Quell Impetuosity

Whilst within 6" of a unit with this special rule, friendly units may choose to ignore the Impetuous special rule.

Rallying Cry

During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single fleeing friendly unit that is within their
Command range. The nominated unit immediately makes a Rally test. If this test is failed, the unit may attempt to rally again as normal during the Rally
sub-phase.

Regeneration (5+)

A model with this special rule can make a 'Regeneration' save. The armour value of a Regeneration save is shown in brackets after the name of this special
rule (X+). A Regeneration save can never be modified by the AP characteristic of a weapon and can be made in addition to an armour save and Ward save.
However, any wounds saved by a Regeneration save are still counted for the purposes of calculating combat result.

Note that models with this special rule are often vulnerable to the Flaming Attacks or Magical Attacks special rules.

Release the Fanatics!


Fanatics are not placed on the battlefield at the start of the game. Instead, make a note of which Night Goblin units include Fanatics, and of how many they
include. These units are referred to as ‘concealing’ units. A concealing unit may release one or more of its Fanatics during any Start of Turn sub-phase.

When a Fanatic is released, it travels through the air to land spinning several feet away from its concealing unit, before embarking upon its erratic journey
across the battlefield. To represent this, place the model so that its base is within 3" of its concealing unit and not touching the bases of any other models.

Fanatic Movement: During the Compulsory Moves sub-phase of the turn in which it was released, a Fanatic moves 2D6" in a direction chosen by its
controlling player.

During each and every other Compulsory Moves sub-phase, a Fanatic Moves 2D6" in a random direction. If a Fanatic’s movement brings it into contact with a
unit (friend or foe), it moves through that unit. Continue to move it in the same direction until it can be placed on the battlefield with its base not touching the
bases of any other models.

Note that, unlike other models, Fanatics ignore the 1" rule.

Moving Through a Fanatic: Although dangerous, any unit may move through a Fanatic. Should a unit ever end its move ‘on top’ of a Fanatic, move the
Fanatic by the shortest route possible until it can be placed on the battlefield with its base not touching the bases of any models.

Fanatic Ball & Chain: Any unit (friend or foe) that is moved through by a moving Fanatic, or that moves through a Fanatic, suffers D6 Strength 5 hits, each
with an AP of -3.

Death of a Fanatic: A Fanatic model cannot be charged, targeted or attacked in any way.

However, the life of a Fanatic is no less dangerous for this. Should a Fanatic find itself lying fully or partially underneath a template (one placed over a nearby
unit, for example, or that has scattered), it risks being hit as normal. Additionally, if any natural double is rolled for its movement, or if a Fanatic moves into any
difficult, dangerous or impassable terrain, or any type of linear obstacle, it comes to a sudden and terminal stop, and is immediately removed from play as a
casualty. Finally, if a concealing unit is destroyed or flees the battlefield before its Fanatics have been released, they are removed as casualties.

Stomp Attacks (D3)

The number of Stomp Attacks caused varies from model to model and will be shown in brackets after the name of this special rule. Often, this is determined by
the roll of a dice.

Resolving Stomp Attacks: Stomp Attacks can only be made by a model that is in base contact with the enemy. Stomp Attacks are attacks made in combat
that always strike at Initiative 1 (regardless of modifiers) and that hit automatically using the unmodified Strength characteristic of the model.

Stomp Attacks (D6)

The number of Stomp Attacks caused varies from model to model and will be shown in brackets after the name of this special rule. Often, this is determined by
the roll of a dice.

Resolving Stomp Attacks: Stomp Attacks can only be made by a model that is in base contact with the enemy. Stomp Attacks are attacks made in combat
that always strike at Initiative 1 (regardless of modifiers) and that hit automatically using the unmodified Strength characteristic of the model.

Stupidity

Unless it is engaged in combat, a unit with this special rule must make a ‘Stupidity’ test during the Start of Turn sub-phase of its turn. To make a Stupidity test,
test against the unit’s Leadership characteristic. If this test is failed, the unit becomes Stupid. A Stupid unit:

• Moves during the Compulsory Moves sub-phase.

• Must move straight ahead, without performing any manoeuvres.

• Cannot march or declare a charge.

A unit or mount that does not have this special rule becomes subject to it when joined or ridden by a character that does (Stupidity is contagious).

Swiftstride

A unit with this special rule increases its maximum possible charge range by 3" and, when it makes a Charge, Flee or Pursuit roll, may apply a +D6 modifier to
the result.

Syphoned Strength

Ogdruz has learned to empower his magic by drawing on the physical strength of his Trolls.
Whilst Ogdruz Swampdigga is within 3" of a friendly Troll Mob with a Unit Strength of 6 or more that is not fleeing, he may apply a +1 modifier to any Casting
roll he makes.

Terror
Models with this special rule cause Terror. Models that cause Terror also cause Fear:

• When a unit that causes Terror declares a charge, the charge target must immediately make a Leadership test. If this test is failed, it must Flee. If this test is
passed, it can declare its charge reaction normally.

• If the winning side of a combat includes one or more units that cause Terror, each unit that belongs to the losing side must apply a -1 modifier to its
Leadership characteristic when making its Break test.

Note that if a charged unit cannot choose to Flee, it does not make this Leadership test.

Models with the Fear special rule Fear models that cause Terror. Models that cause Terror are immune to Terror. A unit that does not cause Terror does not
become immune to Terror when joined by a character that does.

Timmm-Berrr!

When this model is reduced to zero Wounds, the winner of a roll-off chooses one of its arcs (front, flank or rear) for it to fall into. Any units that are within the
chosen arc and in base contact with this model suffer D6 hits, each using the Strength characteristic of this model, with an AP of -1. Once these hits are
resolved, this model is removed from play.

Tusker Charge

During a turn in which it charged, a War Boar’s Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1.

Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew.

Unbreakable

If a unit with this special rule loses a round of combat, it is not required to make a Break test. Instead, it will automatically Give Ground as it is pushed back by
the enemy. Characters that are not Unbreakable cannot join units that are, and vice versa.

Waaagh!

Once per game, during the Command sub-phase of their turn, this character may attempt to invoke the power of the Waaagh! by making a Leadership test
(using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character, their mount and any Orc unit they have joined may
re-roll any rolls To Hit of a natural 1 and, when calculating its combat result, may claim an additional bonus of +1 combat result point.

Note that, for the purposes of this rule, an Orc unit is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise. Should
an Orc unit be joined by a Goblin character, it is no longer considered to be an Orc unit. This special rule is not cumulative.

Warband

Unless it is fleeing, a Warband gains a positive (+) modifier to its Leadership characteristic equal to its current Rank Bonus, up to a maximum of Leadership
10. However, a Warband cannot use this modifier to its Leadership should it ever choose to make a Restraint test. In addition, if the majority of the models in a
unit have this special rule, it may re-roll its Charge roll.

Note that unless a character also has this special rule, their Leadership cannot be modified by this special rule. A Warband can use either its own modified
Leadership, the modified Leadership of a Warband character, or the unmodified Leadership of a non-Warband character, whichever is the higher.

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