Orc Mob Warband List
As proposed by Richard Buckner III
CHOICE OF WARRIORS
The Orc warband must include at least 3 models. You have 500 gold crowns with which to form your warband. The maximum number of warriors in the warband is 15.
HEROES
Orc Boss: Your warband must include 1 Boss. No more, no less.
Orc Shaman: Your warband may include up to 1 Orc Shaman.
Orc Big ‘Uns: Your warband may include up to 2 Orc Big ‘Uns.
HENCHMEN
Orc Boyz: Your warband may include any number of Orc Boyz.
Goblins: Your warband may include up to 10 Goblins, but you may have no more than 2 Goblins for each Orc (including Heroes).
Cave Squigs: Your warband may include up to 6 Cave Squigs, but you may not have more Cave Squigs than Goblins.
Troll: Your warband may include up to 1 Troll.
STARTING EXPERIENCE
A Orc Boss starts with 20 experience.
Orc Shaman start with 12 experience.
Orc Big ‘Uns start with 8 experience.
Henchmen start with 0 experience.
ORC SKILL TABLE
Orc Skill Table | ||||||
| Combat | Shooting | Academic | Strength | Speed | Special |
Boss | X | X | | X | X | X |
Shaman | | | | X | | X |
Orc Big ‘Un | X | | | X | | X |
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ORC EQUIPMENT LISTS
The following lists are used by Orc warband to pick their equipment.
ORC EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger…………………….1st free/ 2 gc
Club……………………………….. 3 gc
Axe……………………………….. 5 gc
Choppa……………………………. 15 gc
Sword…………………………….. 10 gc
Short Sword……………………….. 5 gc
Halberd…………………………… 10 gc
Spear……………………………… 10 gc
Double-handed Weapon………….. 15 gc
Missile Weapons
Crossbow………………………….. 25 gc
Bow……………………………….. 10 gc
Armour
Light Armour……………………... 10 gc
Shield……………………………... 5 gc
Helmet…....………………………. 5 gc
GOBLINS EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger…………………….1st free/ 2 gc
Club……………………………….. 3 gc
Short Sword……………………….. 5 gc
Spear……………………………… 10 gc
Squig Prodder…………………….. 15 gc
Ball & Chain……………………… 15 gc
Missile Weapons
Short Bow…………………………. 5 gc
Armour
Shield……………………………... 5 gc Helmet…....………………………. 5 gc
Miscellaneous
Mad Cap Mushrooms…………….... 15 gc
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Choppa Common*/Cost: 15 gc
Choppas are as much like cleavers as axes, and they cut through bone as easily as flesh. The Orcs learn to use these weapons with deadly skill, making little work of their enemies armour.
Range: Close Combat; Strength: As user +1; Special Rules: Heavy, Cutting edge, Difficult to use
SPECIAL RULES
Heavy: A Choppa is extremely tiring to use, so its +1 Strength bonus applies only to the first round of combat.
Cutting Edge: The Choppa has an extra –1 modifier to enemy armour saves. For example a model with Strength 4 armed with a Choppa has a –2 save modifier when he hits an opponent in hand-to-hand combat.
Difficult to use: A model armed with a Choppa may never use a second hand weapon or buckler in his other hand because it requires all his skill to wield it correctly. He may use a shield as normal though.
Squig Prodder Common**/Cost 15 gc
A Squig Prodder is a spear like weapon with a trio of spikes at the end. They are used by Goblin Squig Herders to keep their livestock in line. Cave Squigs will recognize a Squig Prodder and automatically give the bearer more respect, they’ve all been at the pointy end more than once!
Range: Close Combat; Strength: As user; Special Rules: Strike First, Difficult to use, Herd Squigs
SPECIAL RULES
Strike First: A warrior armed with a Squig Prodder may make a single close combat attack against his opponent when charged (regardless of the number of attacks that is normally allowed). This is because of the long shaft of the Squig Prodder allows him to thrust it at oncoming enemies before they have a chance to hit him. Note that this only applies in the first turn of hand-to-hand combat, and only when charged (not when charging). All other attacks are taken in normal order.
Difficult to use: A model armed with a Choppa may never use a second hand weapon or buckler in his other hand because it requires all his skill to wield it correctly. He may use a shield as normal though.
Herd Squigs: A Goblin with a Squig Prodder can keep all Cave Squigs within 12” from going wild, instead of the normal 6” (see Minderz special rule under Cave Squigs entry).
Ball & Chain Common**/Cost: 15 gc
This is a huge iron ball with a chain attached, used by the dreaded Night Goblin Fanatics to deal out whirling death. Enormously heavy, it cannot be wielded unless a Goblin has taken Mad Cap Mushrooms.
Range: Close Combat; Strength: 5; Special Rules: Two handed, Unwieldy, Random, Incredible Force
SPECIAL RULES
Two handed: A model armed with a brazier iron may not carry a shield, buckler or additional weapon.
Unwieldy: The great weight of the Ball & Chain can easily tear ligaments or pull the wielder’s arms out of their sockets. Only someone using Mad Cap Mushrooms can use this weapon, as it will dull the pain enough for them not to notice. The drug wears off though, at the end of every battle the wielder of the Ball & Chain must make a roll on the Injury Table as though they were taken out of action, even if he were not.
Random: The only way to wield the Ball & Chain is to swing it around in circles using your body as a counter-weight. Unfortunately, this is not the most controllable fighting style, and as soon as he starts swinging the Ball & Chain the warrior starts to lose control. The first turn he starts using the Ball & Chain (which is done automatically if he charges) the model is moved 2D6 in a direction nominated by the controlling player, in his subsequent turns he rolls a D6 to determine what the model does. A model cannot stop using a Ball & Chain unless he is knocked down (or worse).
D6 Result
1: The model trips and strangles himself with the chain. The model id taken out of action. When rolling on the Injury Table after the game a roll of 1 – 3 is out permanently instead of the normal 1 – 2.
2 – 3: The model moves 2D6” in a random direction.
4 – 6: The model moves 2D6” in a direction chosen by the controlling player.
Furthermore a model wielding a Ball & Chain does not charge like other models, they always move their full 2D6” in a straight line and automatically brake out of hand-to-hand combat to do so. If, during this movement, they pass through any other models (friend or foe), they take a Strength 5 hit on a roll of 3+ (this is in place of attacking normally). Models may charge a Goblin with a Ball & Chain but suffer a to hit penalty of –1, as they must dodge the deadly ball to strike, missile weapons may target him normally. The Goblin may attack back in hand-to-hand normally (including frenzy). He may even be charged and attacked by his own warband (with missile weapons or in close combat) as even they are not safe from the weapon of destruction. If the model moves into a building, wall, or any other obstruction, he is automatically taken out of action.
Incredible Force: Because the Ball & Chain is so heavy, armour does little to protect against it. No armour saves are allowed against wounds caused by the Ball & Chain and all hits that wound will do D3 wounds instead of 1.
*Orcs Only
**Goblins only
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ORC SPECIAL RULES
All Orcs are subject to the following rules.
Animosity: Orcs and Goblins love nothing more than a good scrap, unfortunately they are not very particular about when, where or with whom they do it! At the start of each Orc turn roll a D6 for each Orc and Goblin Henchman in the warband that is not in hand-to-hand combat. On a 2 – 6 the Orc holds it together, but on a roll of 1 he gets offended by something one of his mates said. Immediately roll another D6 and consult the chart below.
D6 Result
1: “I ‘Erd Dat!” The warrior decides the nearest friendly Orc or Goblin Henchman has insulted him and must pay the price. The friendly model must attack their insulter. If an Orc is within charge range he will charge, if not he will shoot if able. Goblins will charge other Goblins but not Orcs (their crazy, not stupid), they will shoot them if able though. The warriors will fight during this round of hand-to-hand combat but are moved 1” apart (if both of them are still standing) after the close combat phase. They no longer count as being in close combat (unless one of them fails an Animosity test). If the warrior is unable to do any of the above, the warrior behaves as though a 2 – 5 had been rolled.
2 – 5: “Wud Yoo Say?” The warrior heard something said by one of his mates and must immediately stop and shout vulgarities at him. The model can do nothing else this turn.
6: “I’ll Show Yer!” The warrior hears the others laughing behind his back and is determined to show the others that he is no coward. The model must immediately move D6” toward the nearest enmy model (if he comes into contact he counts as charging). If this movement puts him within charge range of an enemy model he must be charged in the Movement phase.
Distasteful Company: Most Hired Swords won’t work for Orcs, as they know they are just as likely to fight with them as along side them. Orcs may only hire Ogres and Bounty Hunters as Hired Swords.
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ORC RACIAL MAXIMUMS
| M | WS | BS | S | T | W | I | A | Ld |
Orc | 4 | 6 | 6 | 4 | 5 | 3 | 5 | 4 | 9 |
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Heroes
1 Orc Boss
80 gold crowns to hire
An Orc Boss is a tough and brutal warrior, who will throw his lads into any fight that he thinks he can profit from. He is the strongest, toughest and most barbaric member of the warband and if any of his Boyz think otherwise, the band may soon find itself with one less member.
Profile | M | WS | BS | S | T | W | I | A | Ld |
| 4 | 4 | 4 | 4 | 4 | 2 | 3 | 2 | 8 |
Weapons and armour: The Orc Boss may be equipped from the Orc equipment list.
SPECIAL RULES
Leader: The Orc Boss is the Warband’s Leader and follows all the rules for Leaders.
Skilled Veteran: The Orc Boss may choose one skill from those on his table.
0 – 1 Orc Shaman
40 gold crowns to hire
Orc Shamans are outcasts from Orc society. They are gifted by the Orc gods Gork and Mork with powers they can neither understand nor completely control. Many join roaming Orc warbands where they are no longer shunned for their abilities but revered for them.
Profile | M | WS | BS | S | T | W | I | A | Ld |
| 4 | 3 | 3 | 3 | 4 | 1 | 3 | 1 | 7 |
Weapons and armour: Orc Shaman may be equipped from the Orc equipment list, but an Orc Shaman may never wear armour.
SPECIAL RULES
Wizard: The Orc Shaman is a Wizard and uses Waaagh! Magic as detailed in the Magic Section.
0 – 2 Orc Big ‘Uns
45 gold crowns to hire
Orc society is a savage hierarchy where only the toughest survive and only the strongest and meanest rise though the ranks (often atop the bodies of other challengers). Big ‘Uns are such rising stars, and they carry out the orders of the Boss, but if he should fall, it is one of the Big ‘Uns who become the replacement (usually through personal combat).
Profile | M | WS | BS | S | T | W | I | A | Ld |
| 4 | 4 | 3 | 4 | 4 | 1 | 2 | 1 | 7 |
Weapons and armour: Orc Big ‘Uns may be equipped from the Orc equipment list.
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Henchmen
Orc Boyz
30 gold crowns to hire
Orc Boyz are savage and tough. They fear nothing that they can get their bare hands on, though they are even more ignorant and superstitious than most other beings in the Old World. They form the core of any Orc warband.
Profile | M | WS | BS | S | T | W | I | A | Ld |
| 4 | 3 | 3 | 3 | 4 | 1 | 2 | 1 | 7 |
Weapons and armour: Orc Boyz may have equipment from the Orc Equipment list.
SPECIAL RULES
Animosity: See Orc Special Rules above.
Two Weapon Style: Fighting is part of Orc life, and they learn early to use weapons in both hands and therefore have the skill “Two Weapon Style”.
0 – 10 Goblins
15 gold crowns to hire
Goblins are often used as cannon fodder (as well as a food source at times) by their larger Orc cousins. They are not as well equipped as Orcs, having to make due with whatever the Orcs do not want.
Profile | M | WS | BS | S | T | W | I | A | Ld |
| 4 | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 5 |
Weapons and armour: Goblins may have equipment from the Goblins Equipment list.
SPECIAL RULES
Animosity: See Orc Special Rules above.
Not Orcs: Orcs don’t expect much from non-Orcs, and are therefore not unsettled if Goblins break or get cut down in battle. In fact it is expected of these weaklings. Also, whether by choice, or because the Orcs just don’t give them as much, Goblins don’t get as much food as an Orc. Goblins therefore only count as ½ a warrior when determining the maximum number allowed in the warband.
Runts: Goblins may gain experience, but if they roll “Lad’s got talent”, they are immediately killed by their Orc masters (nobody likes a mouthy Gobbo).
0 – 5 Cave Squigs
25 gold crowns to hire
Goblins raise the deadly Cave Squigs in the dark underground caves where they grow Mad Cap Mushrooms. Though hard to control, these creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns and nasty temperament.
Profile | M | WS | BS | S | T | W | I | A | Ld |
| 2D6 | 4 | 0 | 4 | 3 | 1 | 4 | 1 | 5 |
Weapons and armour: None. Cave Squigs never use items or equipment.
SPECIAL RULES
Not Orcs: Orcs don’t expect much from non-Orcs, and are therefore not unsettled if Squigs break or get cut down in battle. In fact it is expected of these weaklings. Also, whether by choice, or because the Orcs just don’t give them as much, Squigs don’t get as much food as an Orc. Squigs therefore only count as ½ a warrior when determining the maximum number allowed in the warband.
Animals: Cave Squig are animals and so cannot carry anything (such as wyrdstone, treasure etc.). Furthermore Cave Squigs do not gain experience
Minderz: Each Cave Squig must always remain within 6” of a Goblin warrior, who keeps the creature in line. If a Cave Squig finds himself outside this range it will go wild. A wild Squig moves 2D6” in a random direction during the movement phase and will attack any model it comes into contact with (friend or foe) before bouncing away in the following Movement phase. Once control is lost it cannot be re-gained, the Squig is wild until the end of the game and you must roll at the end of the game as though the Squig had been taken out of action, even if he has not (to see if the Squig can be captured again).
Pouncing Movement: Cave Squigs do not have a set Movement, but move with a random bouncing stride. To represent this, they always move 2D6”, may automatically break away from combat and can never run or declare charges. If the Squig’s bounce takes him into contact with an enemy model the Squig counts as charging during the following round of hand-to-hand combat.
0 – 1 Troll
200 gold crowns to hire
Trolls are not intelligent enough to understand the value of gold, but the Orc Boss feed him well enough to instill a certain amount of loyalty.
Profile | M | WS | BS | S | T | W | I | A | Ld |
| 6 | 3 | 0 | 5 | 4 | 3 | 1 | 3 | 4 |
Weapons and armour: None. Trolls never use items or equipment.
SPECIAL RULES
Fear: Trolls are frightening monsters and therefore cause fear.
Stupidity: Trolls are unintelligent hulking brutes, therefore they are subject to stupidity.
Large: Trolls are huge monstrous creatures and therefore count as large.
Primal: A Troll is an animal and so cannot carry anything (such as wyrdstone, treasure etc.). Furthermore a Troll does not gain experience.
Always Hungry: The Toll requires a substantial amount of food to maintain loyalty, he counts as 2 warriors toward the maximum allowed in the warband. Furthermore the Troll has an upkeep of 15 gc that must be paid after every battle or the Troll will wonder off in search of food from elsewhere. If the warband lacks the gold to pay the upkeep they may instead feed the Troll 2 Goblins or Cave Squigs (Trolls are not picky about what they eat).
Regeneration: Trolls have a unique physiology that allows them to regenerate wounds with ease that might kill lesser beings. Whenever an enemy successfully wounds a Troll, roll a D6, on a roll of 4+ the wound is ignored. This is not an armour save and cannot be modified by Strength. Furthermore the Troll does not have to roll on the Injury Table after the battle for being taken out of action. This ability does not work against wounds caused by fire-based attacks or spells (but even then, a Troll only dies on a roll of a 1 on the Injury Table instead of a 1 or 2).
Vomit Attack: Instead of his regular attacks the Troll can regurgitate its highly corrosive digestive juices on an enemy in hand-to-hand combat. This is a single Strength 5 attack that hits automatically and ignores armour saves.
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ORC SPECIAL SKILLS
‘ard ‘ead: The model has an extremely thick skull, he has a 4+ save to avoid being stunned, just as if he were wearing a helmet. If the save is made, treat the stunned result as knocked down instead. If the model is also wearing a helmet, this save is increased to a 2+ (this is instead of the normal helmet save).
Waaagh!: Orcs are aggressive creatures and some like a good fight more than others. The model may add +D3” to his charge range.
‘ere we go!: Orcs often charge even the most fearsome opponents. The model may ignore fear when charging.
Da Cunnin’ Plan: Only the leader may take this skill. Re-roll the first failed Rout test if the leader has not been taken out of action.
Well ‘ard: The Orc’s skin is dark and tougher than normal, perhapse he has a bit of Black Orc blood in him. The Orc adds +1 to his armour save (which means he has a 6+ if not wearing any armour).
‘eadbasher: Orcs have massive physical strength and many learn to aim their strikes at the heads of their enemies. Any knocked down results inflicted by this Orc count as stunned instead.
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WAAAGH! MAGIC
1 Led’z Go Difficulty 9
Any Orc or Goblin within 4” of the Shaman will automatically strike first in hand-to-hand combat, regardless of other circumstances. The spell lasts until the Shaman is knocked down, stunned or taken out of action. Also, roll a D6 each turn, on a roll of 1 the spell ends.
2 Oi! Gerroff! Difficulty 7
Target one enemy model within 8” directly away from the Shaman D6”. If the model collides with a building, wall or another model, all those involved suffer a S3 hit.
3 Zzap! Difficulty 9
Target one enemy model within 12”. The target suffers D3 S4 hits with no armour save.
4 Fooled Ya! Difficulty 6
No model may charge the Shaman their next turn. If the Shaman is engaged in hand-to-hand combat he is teleported 4” away.
5 Clubba Difficulty 7
A large glowing green club appears in the Shaman’s hand. It gives the Shaman +2 Strength and +1 attack, the club also has the “Concussion” special rule. This spell lasts until the Shaman suffers a wound, is knocked down, stunned or taken out of action.
6 Fire of Gork Difficulty 8
Two bolts of green fire shoot out of the Shamans nose. Each of the two bolts cause D3 S3 hits, the bolts can either both be fired at the nearest enemy within 12” or split between the two closest (as long as both are within 12”).
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