Correspondence of translations with another language
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’It & Run
With a barked command from their leader, Kiknik’s riders fall back, ready to charge off in pursuit of new prey.
Should they win a round of combat, Kiknik and any Goblin Wolf Rider Mob he has joined may choose to Fall Back in Good Order rather than making a follow up or pursuit move.
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’It & Run
With a barked command from their leader, Kiknik’s riders fall back, ready to charge off in pursuit of new prey.
Should they win a round of combat, Kiknik and any Goblin Wolf Rider Mob he has joined may choose to Fall Back in Good Order rather than making a follow up or pursuit move.
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*Giant Attacks
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*Giant Attacks
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*Pick Up And
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*Pick Up And
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All Sneaky Like
Kiknik’s packmates are excellent hunters that encircle the enemy before launching their attacks.
0-1 Goblin Wolf Rider Mobs in the same muster list as Kiknik may have the Ambushers special rule for free. In addition, you may apply a +1 or -1 modifier to the result when rolling to determine if a Goblin Wolf Rider Mob with the Ambushers special rule that is currently held in reserve arrives this turn as reinforcements or is delayed.
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All Sneaky Like
Kiknik’s packmates are excellent hunters that encircle the enemy before launching their attacks.
0-1 Goblin Wolf Rider Mobs in the same muster list as Kiknik may have the Ambushers special rule for free. In addition, you may apply a +1 or -1 modifier to the result when rolling to determine if a Goblin Wolf Rider Mob with the Ambushers special rule that is currently held in reserve arrives this turn as reinforcements or is delayed.
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Ambushers
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Ambushers
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Miedo
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Fear
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Cambiar escudos por arcos cortos
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Shortbow
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Arma de mano y escudo
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Hand Weapon
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Armadura ligera
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Light armour
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Armas Arrojadizas
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Throwing Weapons
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Armour Bane
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Armour Bane
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Armoured Hide
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Armoured Hide
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Full plate armour
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Full plate armour
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Golpetazo
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Stomp Attacks
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Bonegrinder Giant Attacks
Bonegrinder Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan.
Instead of attacking normally during the Combat phase, a Bonegrinder Giant must make a ‘Bonegrinder Giant Attack’. To do so, nominate an enemy unit that the Bonegrinder Giant is engaged in combat with to be the target of the attack and roll on the Bonegrinder Giant Attacks table below. The Troop Type of the target unit determines whether it is a ‘little thing’, a ‘big thing’ or a ‘bigger thing’:
- Little Things: Units whose Troop Type is ‘regular infantry’, ‘heavy infantry’, ‘swarms’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’.
- Big Things: Units whose Troop Type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘light chariot’ or ‘war machine’.
- Bigger Things: Units whose Troop Type is ‘heavy chariot’, ‘monstrous creature’ or ‘behemoth’.
Bonegrinder Giant Attacks Table
D6 Little Things Big Things Bigger Things
1-2 Crush Underfoot Crush Underfoot Wallop
3-4 Grind its Bones Vomit Mighty Swing
5-6 Vomit Mighty Swing ’Eadbutt
Crush Underfoot: The Bonegrinder Giant stomps heavily upon the enemy. Place a large (5") 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 -3.
’Eadbutt: The Bonegrinder Giant squints angrily at their enemy and ’eadbutts them.
The target unit suffers a single hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Grind its Bones: Faced with rank upon rank of bite-sized snacks, the Bonegrinder Giant tries to gobble up enemies by the handful. Every model within the fighting rank of the target unit must immediately make an Initiative test:
- Those unable to escape the grasping hands of the Bonegrinder Giant are scooped up and eaten whole. Every model that fails this test is removed from play as a casualty.
- Those able to duck or dodge away from the Bonegrinder Giant’s grasping hands escape a terrible fate. Every model that passes this test remains unharmed.
Note that any characters in the fighting rank of the target unit can make a “Look Out, Sir!” roll, as if their unit had been hit by a shooting attack.
Mighty Swing: The Bonegrinder Giant swings its club at its enemies. The target unit suffers D6+1 hits from the Bonegrinder Giant’s club. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+1 and an AP of -2.
Vomit: Peering down at such tiny creatures makes the Bonegrinder Giant dizzy and messily sick! Place a flame template so that the narrow end touches the edge of this model’s base that is in contact with the target unit and the broad end is over 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 Strength 5 hit with an AP of -2.
Wallop: The Bonegrinder Giant grasps its club two-handed and cracks its enemy on the head. The Bonegrinder Giant makes a single attack against the target unit. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+3, an AP of -4 and the Multiple Wounds (2D3) special rule.
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Bonegrinder Giant Attacks
Bonegrinder Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan.
Instead of attacking normally during the Combat phase, a Bonegrinder Giant must make a ‘Bonegrinder Giant Attack’. To do so, nominate an enemy unit that the Bonegrinder Giant is engaged in combat with to be the target of the attack and roll on the Bonegrinder Giant Attacks table below. The Troop Type of the target unit determines whether it is a ‘little thing’, a ‘big thing’ or a ‘bigger thing’:
- Little Things: Units whose Troop Type is ‘regular infantry’, ‘heavy infantry’, ‘swarms’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’.
- Big Things: Units whose Troop Type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘light chariot’ or ‘war machine’.
- Bigger Things: Units whose Troop Type is ‘heavy chariot’, ‘monstrous creature’ or ‘behemoth’.
Bonegrinder Giant Attacks Table
D6 Little Things Big Things Bigger Things
1-2 Crush Underfoot Crush Underfoot Wallop
3-4 Grind its Bones Vomit Mighty Swing
5-6 Vomit Mighty Swing ’Eadbutt
Crush Underfoot: The Bonegrinder Giant stomps heavily upon the enemy. Place a large (5") 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 -3.
’Eadbutt: The Bonegrinder Giant squints angrily at their enemy and ’eadbutts them.
The target unit suffers a single hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Grind its Bones: Faced with rank upon rank of bite-sized snacks, the Bonegrinder Giant tries to gobble up enemies by the handful. Every model within the fighting rank of the target unit must immediately make an Initiative test:
- Those unable to escape the grasping hands of the Bonegrinder Giant are scooped up and eaten whole. Every model that fails this test is removed from play as a casualty.
- Those able to duck or dodge away from the Bonegrinder Giant’s grasping hands escape a terrible fate. Every model that passes this test remains unharmed.
Note that any characters in the fighting rank of the target unit can make a “Look Out, Sir!” roll, as if their unit had been hit by a shooting attack.
Mighty Swing: The Bonegrinder Giant swings its club at its enemies. The target unit suffers D6+1 hits from the Bonegrinder Giant’s club. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+1 and an AP of -2.
Vomit: Peering down at such tiny creatures makes the Bonegrinder Giant dizzy and messily sick! Place a flame template so that the narrow end touches the edge of this model’s base that is in contact with the target unit and the broad end is over 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 Strength 5 hit with an AP of -2.
Wallop: The Bonegrinder Giant grasps its club two-handed and cracks its enemy on the head. The Bonegrinder Giant makes a single attack against the target unit. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+3, an AP of -4 and the Multiple Wounds (2D3) special rule.
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Poisoned Attacks
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Poisoned Attacks
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Impactos por Carga
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Impact Hits
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Warband
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Warband
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Motley Crew
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Motley Crew
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Bog-wood Staff
R S AP Special Rules
Combat S+2 -1 Magical Attacks, Requires Two Hands.
Notes: For each unsaved Wound inflicted with this weapon, Ogdruz may recover a lost Wound.
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Bog-wood Staff
R S AP Special Rules
Combat S+2 -1 Magical Attacks, Requires Two Hands.
Notes: For each unsaved Wound inflicted with this weapon, Ogdruz may recover a lost Wound.
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Bonegrinder Giant's club
R S AP Special Rules
Combat * * *
Notes: *A Bonegrinder Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Bonegrinder Giant Attacks special rules.
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Bonegrinder Giant's club
R S AP Special Rules
Combat * * *
Notes: *A Bonegrinder Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Bonegrinder Giant Attacks special rules.
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Escudos
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Shield
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Calloused Hide
counts as light armour
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Calloused Hide
counts as light armour
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Quell Impetuosity
Where most Orcs and Goblins are impetuous, Black Orcs are disciplined warriors. This discipline is usually extended to those around them through threats and intimidation.
Whilst within 6" of a unit with this special rule, friendly units may choose to ignore the Impetuous special rule.
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Quell Impetuosity
Where most Orcs and Goblins are impetuous, Black Orcs are disciplined warriors. This discipline is usually extended to those around them through threats and intimidation.
Whilst within 6" of a unit with this special rule, friendly units may choose to ignore the Impetuous special rule.
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Swiftstride
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Fast Cavalry
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Cavalry Spear
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Cavalry Spear
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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.
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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.
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Tusker Charge
A charging War Boar is an ill-tempered mound of bloody-minded muscle with savage tusks and a terrible attitude.
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.
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Tusker Charge
A charging War Boar is an ill-tempered mound of bloody-minded muscle with savage tusks and a terrible attitude.
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.
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Ogre Charge
Ogres barge into combat using their great lumbering mass as a weapon, harnessing their tremendous momentum to crush anything they collide with.
The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule is improved by the current Rank Bonus of its unit.
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Ogre Charge
Ogres barge into combat using their great lumbering mass as a weapon, harnessing their tremendous momentum to crush anything they collide with.
The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule is improved by the current Rank Bonus of its unit.
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Chariot Runners
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Chariot Runners
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Choppas
Orc weapons are big, crude and not very sharp… much like the creatures that wield them!
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.
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Choppas
Orc weapons are big, crude and not very sharp… much like the creatures that wield them!
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.
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Claws And Fangs
counts as hand weapons
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Claws And Fangs
counts as hand weapons
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Close Order
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Close Order
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ers
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Counter Charge
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Rallying Cry
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Rallying Cry
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Poisonous fangs
counts as hand weapon
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Poisonous fangs
counts as hand weapon
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Da Boss’s Trophy Rack
Grisly trinkets swing from Kiknik’s trophy rack, striking fear into his enemies’ hearts.
During a turn in which he charged, Kiknik and any Goblin Wolf Rider Mob he has joined cause Fear and receive a bonus of +1 combat result point.
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Da Boss’s Trophy Rack
Grisly trinkets swing from Kiknik’s trophy rack, striking fear into his enemies’ hearts.
During a turn in which he charged, Kiknik and any Goblin Wolf Rider Mob he has joined cause Fear and receive a bonus of +1 combat result point.
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Da Boyz
Black Orcs will only follow the biggest and strongest leaders, which in their opinion means another Black Orc. Black Orc Bosses think the same, and will surround themselves with their own elite mob of hand-picked Black Orc 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.
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Da Boyz
Black Orcs will only follow the biggest and strongest leaders, which in their opinion means another Black Orc. Black Orc Bosses think the same, and will surround themselves with their own elite mob of hand-picked Black Orc 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.
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Da Skull Smasha
R S AP Special Rules
Hammer Combat S+2 -1 Armour Bane (2), Magical Attacks
Pick Combat S -2 Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Notes: Da Skull Smasha has two profiles. You must choose which Kiknik will use at the start of the first round of combat.
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Da Skull Smasha
R S AP Special Rules
Hammer Combat S+2 -1 Armour Bane (2), Magical Attacks
Pick Combat S -2 Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Notes: Da Skull Smasha has two profiles. You must choose which Kiknik will use at the start of the first round of combat.
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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.
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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.
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Tusks
counts as hand weapon
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Tusks
counts as hand weapon
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Tozudo
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Stubborn
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Lore Of Gork
Surrounded by Boyz, Orc Shamans tap into the superstitious beliefs of their mates to conjure spells that are, much like the wildly gesticulating and gibbering Shamans themselves, flamboyant and rowdy, but brutal in their effects.
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Lore Of Gork
Surrounded by Boyz, Orc Shamans tap into the superstitious beliefs of their mates to conjure spells that are, much like the wildly gesticulating and gibbering Shamans themselves, flamboyant and rowdy, but brutal in their effects.
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Lore Of Mork
Goblin Shamans delight in casting cunning curses upon their enemies. These petty charms are intended to disrupt and confuse the foe, leaving them vulnerable to sneaky attacks.
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Lore Of Mork
Goblin Shamans delight in casting cunning curses upon their enemies. These petty charms are intended to disrupt and confuse the foe, leaving them vulnerable to sneaky attacks.
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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.
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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.
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Terror
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Terror
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Zancada Veloz
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Swiftstride
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Fear Of Elves
Goblins don’t like Elves. They smell of soap, they walk funny and they’re too tall.
Elves of any type cause Fear in models with this special rule.
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Fear Of Elves
Goblins don’t like Elves. They smell of soap, they walk funny and they’re too tall.
Elves of any type cause Fear in models with this special rule.
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Fire & Flee
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Fire & Flee
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First Charge
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First Charge
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Volar
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Fly
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Furious Charge
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Furious Charge
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Furious Charge*
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Furious Charge*
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Giant's club
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Giant's club
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Large Target
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Large Target
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Howdah
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Howdah
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Ignore Goblin Panic
Orcs expect Goblins to run away. As far as the average Orc is concerned, running away is what Goblins are best at!
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.
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Ignore Goblin Panic
Orcs expect Goblins to run away. As far as the average Orc is concerned, running away is what Goblins are best at!
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.
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Ignore Panic
Black Orcs don’t expect much in the way of bravery or discipline from their dim-witted kin, so are rarely perturbed by the sight of them legging it.
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..
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Ignore Panic
Black Orcs don’t expect much in the way of bravery or discipline from their dim-witted kin, so are rarely perturbed by the sight of them legging it.
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..
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Immune To Psychology
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Immune To Psychology
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Impetuous
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Impetuous
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Indesmoralizable
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Unbreakable
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Venom Surge
R S AP Special Rules
Venom surge Combat S -2 Multiple Wounds (D6), Poisoned Attacks, Strike First
Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
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Venom Surge
R S AP Special Rules
Venom surge Combat S -2 Multiple Wounds (D6), Poisoned Attacks, Strike First
Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
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Mob Rule
Surrounded by big mobs of battle-hungry Orcs, Shamans crackle with barely-controlled energy, causing their spells to burst forth with tremendous power.
If this character has joined a unit of Orcs with a Unit Strength of 10 or more, they may apply a +1 modifier to any Casting roll they make. Should they leave the unit for any reason, or should the unit’s Unit Strength fall below 10, this modifier is lost.
Note that, for the purposes of this rule, a unit of Orcs is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise
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Mob Rule
Surrounded by big mobs of battle-hungry Orcs, Shamans crackle with barely-controlled energy, causing their spells to burst forth with tremendous power.
If this character has joined a unit of Orcs with a Unit Strength of 10 or more, they may apply a +1 modifier to any Casting roll they make. Should they leave the unit for any reason, or should the unit’s Unit Strength fall below 10, this modifier is lost.
Note that, for the purposes of this rule, a unit of Orcs is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise
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Loner
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Loner
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Lore Familiar
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Lore Familiar
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Mercenaries
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Mercenaries
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Move Through Cover
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Move Through Cover
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Random Movement
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Random Movement
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Open Order
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Open Order
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Scaly Skin
counts as Heavy armour
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Scaly Skin
counts as Heavy armour
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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.
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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.
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Venomous Tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
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Venomous Tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
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Skirmishers
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Skirmishers
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Wizard
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Wizard
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Timmm-berrr!
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Timmm-berrr!
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Waaagh!
The invigorating power of a good war cry should never be underestimated, and Orcs have the best war cry of them all.
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.
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Waaagh!
The invigorating power of a good war cry should never be underestimated, and Orcs have the best war cry of them all.
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.
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'Eadbuttin''At
’Eadbuttin’ contests are popular in Orc culture. Especially cunning (or brutal) participants employ magical means to improve their odds.
An ’Eadbuttin’ ’At gives its wearer the Impact Hits (1) special rule. This Impact Hit has an Armour Piercing characteristic of -2.
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'Eadbuttin''At
’Eadbuttin’ contests are popular in Orc culture. Especially cunning (or brutal) participants employ magical means to improve their odds.
An ’Eadbuttin’ ’At gives its wearer the Impact Hits (1) special rule. This Impact Hit has an Armour Piercing characteristic of -2.
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Glowy Green Amulet
This unimposing green amulet glows ever brighter as it absorbs magic. Sooner or later it is going to explode! If the bearer (and any unit they have joined) is the target of an enemy spell, they may use the Glowy Green Amulet instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 2+, the spell is dispelled. However, if a 1 is rolled, the Glowy Green Amulet explodes. The amulet is destroyed and cannot be used again, and its bearer loses a single Wound.
Note that the Glowy Green Amulet cannot be used against a perfect invocation.
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Glowy Green Amulet
This unimposing green amulet glows ever brighter as it absorbs magic. Sooner or later it is going to explode! If the bearer (and any unit they have joined) is the target of an enemy spell, they may use the Glowy Green Amulet instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 2+, the spell is dispelled. However, if a 1 is rolled, the Glowy Green Amulet explodes. The amulet is destroyed and cannot be used again, and its bearer loses a single Wound.
Note that the Glowy Green Amulet cannot be used against a perfect invocation.
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Armour of Mork
This old and battered armour offers powerful protection against magic.
The Armour of Mork is a suit of heavy armour. In addition, its wearer has Magic Resistance (-2).
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Armour of Mork
This old and battered armour offers powerful protection against magic.
The Armour of Mork is a suit of heavy armour. In addition, its wearer has Magic Resistance (-2).
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Dead ’Ard Armour
This battle-scarred armour is made up of thick armour plates capable of turning aside the most telling of blows.
Black Orc Bosses and Orc Bosses whose troop type is ‘infantry’, ‘cavalry’ or ‘chariot’ only. The Dead ’Ard Armour is a suit of full plate armour. In addition, its wearer improves their Toughness characteristic by 1.
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Dead ’Ard Armour
This battle-scarred armour is made up of thick armour plates capable of turning aside the most telling of blows.
Black Orc Bosses and Orc Bosses whose troop type is ‘infantry’, ‘cavalry’ or ‘chariot’ only. The Dead ’Ard Armour is a suit of full plate armour. In addition, its wearer improves their Toughness characteristic by 1.
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Glittering Wotnots
Supposedly made from the shards of a shattered magic mirror, these gaudy gems hung from a Shaman’s staff will sometimes reflect hostile magic back upon its caster.
If the bearer (or their unit) is the target of an enemy spell, they may use the Glittering Wotnots instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 1-3, the Glittering Wotnots have no effect and the spell is cast as normal. On a roll of 4+, the spell is reflected back upon the caster and they (and their unit) become the target of the spell. The caster may make a Wizardly dispel attempt.
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Glittering Wotnots
Supposedly made from the shards of a shattered magic mirror, these gaudy gems hung from a Shaman’s staff will sometimes reflect hostile magic back upon its caster.
If the bearer (or their unit) is the target of an enemy spell, they may use the Glittering Wotnots instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 1-3, the Glittering Wotnots have no effect and the spell is cast as normal. On a roll of 4+, the spell is reflected back upon the caster and they (and their unit) become the target of the spell. The caster may make a Wizardly dispel attempt.
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Backstabber’s Blade
Being bigger and meaner than most, Orcs are happy to fight anyone, anywhere. Goblins on the other hand, are far happier sticking the pointy end of their blades into their foe’s back.
R S AP Special Rules
Combat S+1 -1 Magical Attacks
Notes: Goblin Bosses and Night Goblin Bosses only. If the wielder of this weapon is engaged with an enemy’s flank arc, it may re-roll any failed rolls To Wound. If the wielder of this weapon is engaged with an enemy’s rear arc, it may re-roll any failed rolls To Hit and To Wound
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Backstabber’s Blade
Being bigger and meaner than most, Orcs are happy to fight anyone, anywhere. Goblins on the other hand, are far happier sticking the pointy end of their blades into their foe’s back.
R S AP Special Rules
Combat S+1 -1 Magical Attacks
Notes: Goblin Bosses and Night Goblin Bosses only. If the wielder of this weapon is engaged with an enemy’s flank arc, it may re-roll any failed rolls To Wound. If the wielder of this weapon is engaged with an enemy’s rear arc, it may re-roll any failed rolls To Hit and To Wound
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Staff Of Baduumm
Once carried by the famous Orc Shaman Baduumm, this charred
wooden staff still contains large reserves of the raw Waaagh! power
that evaporated its namesake.
The bearer of the Staff of Baduumm applies a +D3 modifier to the result of any Casting roll they make. However, if they roll a natural double 1 or double 6 when making a Casting roll, centre a 5" blast template over the bearer. Every model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -1. The staff is then destroyed and cannot be used again.
Note that this item’s effects are in addition to the effects of rolling a natural double 1 or double 6 when making a Casting roll.
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Staff Of Baduumm
Once carried by the famous Orc Shaman Baduumm, this charred
wooden staff still contains large reserves of the raw Waaagh! power
that evaporated its namesake.
The bearer of the Staff of Baduumm applies a +D3 modifier to the result of any Casting roll they make. However, if they roll a natural double 1 or double 6 when making a Casting roll, centre a 5" blast template over the bearer. Every model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -1. The staff is then destroyed and cannot be used again.
Note that this item’s effects are in addition to the effects of rolling a natural double 1 or double 6 when making a Casting roll.
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Buzgob’s Knobbly Staff
The famed Great Shaman Buzgob once attempted to channel so much Waaagh! magic that he vanished in a flash of light, leaving behind only his staff and sticky green mist.
Once per turn, the bearer of the Buzgob’s Knobbly Staff may re-roll a Casting roll.
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Buzgob’s Knobbly Staff
The famed Great Shaman Buzgob once attempted to channel so much Waaagh! magic that he vanished in a flash of light, leaving behind only his staff and sticky green mist.
Once per turn, the bearer of the Buzgob’s Knobbly Staff may re-roll a Casting roll.
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Battleaxe Of The Last Big Waaagh!
Vague legend tells that this huge, beaten battleaxe once belonged to either Gork or Mork. How true this is, there is no way of knowing, but it certainly is a great tool for hitting things with! R S AP Special Rules Battleaxe of the Last Big Waaagh! Combat S+2 -2 Extra Attacks (+D6), Magical Attacks, Requires Two Hands, Strike Last.
Notes: If a natural 6 is rolled for the Extra Attacks (+D6) special rule, the Battleaxe of the Last Big Waaagh! loses the Extra Attacks (+D6) special rule at the end of the current Combat phase.
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Battleaxe Of The Last Big Waaagh!
Vague legend tells that this huge, beaten battleaxe once belonged to either Gork or Mork. How true this is, there is no way of knowing, but it certainly is a great tool for hitting things with! R S AP Special Rules Battleaxe of the Last Big Waaagh! Combat S+2 -2 Extra Attacks (+D6), Magical Attacks, Requires Two Hands, Strike Last.
Notes: If a natural 6 is rolled for the Extra Attacks (+D6) special rule, the Battleaxe of the Last Big Waaagh! loses the Extra Attacks (+D6) special rule at the end of the current Combat phase.
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Big Boss ’At
Orcs and Goblins are easily impressed, and this ornate helmet is particularly impressive. What’s more, the Boss insists that wearing it makes them braver and cleverer, which must be true.
During the Command sub-phase of their turn, a character wearing the Big Boss ’At that is not engaged in combat may treat their comrades to some inspiring words by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Unbreakable special rule.
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Big Boss ’At
Orcs and Goblins are easily impressed, and this ornate helmet is particularly impressive. What’s more, the Boss insists that wearing it makes them braver and cleverer, which must be true.
During the Command sub-phase of their turn, a character wearing the Big Boss ’At that is not engaged in combat may treat their comrades to some inspiring words by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Unbreakable special rule.
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Bigger, Choppier Axe
While Warbosses love having a big, choppy axe, there is nothing they love more than a bigger, choppier axe!
R S AP Special Rules
Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strikes Las
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Bigger, Choppier Axe
While Warbosses love having a big, choppy axe, there is nothing they love more than a bigger, choppier axe!
R S AP Special Rules
Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strikes Las
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Spiteful Shield
Possessed by an angry spirit and adorned with an enchanted maw filled with razor-sharp teeth, this shield snaps and snarls at unwary opponents.
The Spiteful Shield is a shield. In addition, any enemy model that rolls a natural 1 when making a roll To Hit or To Wound against the wielder of the Spiteful Shield during the Combat phase immediately suffers a Strength 4 hit with an AP of -.
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Spiteful Shield
Possessed by an angry spirit and adorned with an enchanted maw filled with razor-sharp teeth, this shield snaps and snarls at unwary opponents.
The Spiteful Shield is a shield. In addition, any enemy model that rolls a natural 1 when making a roll To Hit or To Wound against the wielder of the Spiteful Shield during the Combat phase immediately suffers a Strength 4 hit with an AP of -.
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Martog’s Best Basha
Warboss Martog the Mauler was renowned for his vast collection of ‘legitimately acquired’ weapons. The most prized of which was a massive Dwarfen hammer, covered with intricately carved runes and (since Martog’s acquisition of the weapon) plenty of Dwarfen blood.
R S AP Special Rules
Combat S+1 -2 Magical Attacks, Requires Two Hands
Notes: The wielder of this weapon has a +1 modifier to its Weapon Skill and Initiative characteristics
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Martog’s Best Basha
Warboss Martog the Mauler was renowned for his vast collection of ‘legitimately acquired’ weapons. The most prized of which was a massive Dwarfen hammer, covered with intricately carved runes and (since Martog’s acquisition of the weapon) plenty of Dwarfen blood.
R S AP Special Rules
Combat S+1 -2 Magical Attacks, Requires Two Hands
Notes: The wielder of this weapon has a +1 modifier to its Weapon Skill and Initiative characteristics
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Necklace Of Blessed Teef
Plucked from the jaws of enemies and fashioned into crude jewellery, the teef that hang from this necklace have been blessed by Mork (or possibly Gork) to protect the wearer as they thunder into battle.
The bearer of the Necklace of Blessed Teef may re-roll any Armour Save roll, Ward Save roll or Regeneration Save roll of a natural 1.
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Necklace Of Blessed Teef
Plucked from the jaws of enemies and fashioned into crude jewellery, the teef that hang from this necklace have been blessed by Mork (or possibly Gork) to protect the wearer as they thunder into battle.
The bearer of the Necklace of Blessed Teef may re-roll any Armour Save roll, Ward Save roll or Regeneration Save roll of a natural 1.
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The Collar of Zorga
Zorga was a respected War Boar wrangler. When his magical collar was stolen, he became a snack for his porcine pets.
Any enemy ‘beast of burden’ that directs its attacks against the wearer of the Collar of Zorga or their unit during the Combat phase suffers a -1 modifier to its rolls To Hit. For the purposes of this rule, a beast of burden is the mount of any model whose troop type is ‘cavalry’, the beast(s) that draw any model whose troop type is ‘chariot’, and the mount of any mounted character whose troop type is ‘monster’.
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The Collar of Zorga
Zorga was a respected War Boar wrangler. When his magical collar was stolen, he became a snack for his porcine pets.
Any enemy ‘beast of burden’ that directs its attacks against the wearer of the Collar of Zorga or their unit during the Combat phase suffers a -1 modifier to its rolls To Hit. For the purposes of this rule, a beast of burden is the mount of any model whose troop type is ‘cavalry’, the beast(s) that draw any model whose troop type is ‘chariot’, and the mount of any mounted character whose troop type is ‘monster’.
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Da Akrit Axe
In battle, this weapon seems to writhe in the hands of its wielder, seeking out the enemy’s most vulnerable spots.
R S AP Special Rules
Combat S+1 - Armour Bane (1), Magical Attacks
Notes: The wielder of Da Akrit Axe may re-roll any failed rolls To Hit made whilst using it.
However, this weapon’s Strength modifier only applies during the first round of combat.
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Da Akrit Axe
In battle, this weapon seems to writhe in the hands of its wielder, seeking out the enemy’s most vulnerable spots.
R S AP Special Rules
Combat S+1 - Armour Bane (1), Magical Attacks
Notes: The wielder of Da Akrit Axe may re-roll any failed rolls To Hit made whilst using it.
However, this weapon’s Strength modifier only applies during the first round of combat.
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Da Choppiest Choppa
This broad, heavy bladed choppa boasts a wickedly sharp cutting edge. What’s more, no amount of relentless chopping through armour and hacking through bone ever seems to dull it.
R S AP Special Rules Da Choppiest Choppa Combat S+1 -3 Magical Attacks.
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Da Choppiest Choppa
This broad, heavy bladed choppa boasts a wickedly sharp cutting edge. What’s more, no amount of relentless chopping through armour and hacking through bone ever seems to dull it.
R S AP Special Rules Da Choppiest Choppa Combat S+1 -3 Magical Attacks.
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Da Hag’s Brew
Few are sure on exactly what goes into the foetid drink, but its effect is undeniable, imbuing the drinker with the ability to harness the dank magic of the Troll Hags.
Orc Shamans, Goblin Shamans and Night Goblin Shamans only. In addition to the Lores of Magic they may normally know spells from, the bearer of Da Hag’s Brew may know spells from the Lore of Troll Magic (see page 44).
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Da Hag’s Brew
Few are sure on exactly what goes into the foetid drink, but its effect is undeniable, imbuing the drinker with the ability to harness the dank magic of the Troll Hags.
Orc Shamans, Goblin Shamans and Night Goblin Shamans only. In addition to the Lores of Magic they may normally know spells from, the bearer of Da Hag’s Brew may know spells from the Lore of Troll Magic (see page 44).
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Da Thinkin’ Orc’s ’At
With the overpowering need to bash skulls removed from their mind, the wearer might now think twice about charging headlong into an Empire artillery battery!
The wearer of Da Thinkin’ Orc’s ’At improves their Initiative characteristic by 1. In addition, the wearer and any unit they have joined is not subject to the Impetuous special rule.
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Da Thinkin’ Orc’s ’At
With the overpowering need to bash skulls removed from their mind, the wearer might now think twice about charging headlong into an Empire artillery battery!
The wearer of Da Thinkin’ Orc’s ’At improves their Initiative characteristic by 1. In addition, the wearer and any unit they have joined is not subject to the Impetuous special rule.
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Idol of Mork
On the eve of battle, Orc and Goblin Shamans often craft small idols of Mork, hoping that the most cunning (but brutal) of deities will watch over them.
The bearer of the Idol of Mork increases their Dispel range by 3". Additionally, once per turn, when attempting a Wizardly dispel, the bearer of the Idol of Mork may re-roll the Dispel roll.
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Idol of Mork
On the eve of battle, Orc and Goblin Shamans often craft small idols of Mork, hoping that the most cunning (but brutal) of deities will watch over them.
The bearer of the Idol of Mork increases their Dispel range by 3". Additionally, once per turn, when attempting a Wizardly dispel, the bearer of the Idol of Mork may re-roll the Dispel roll.
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Effigy Of Mork
Be it a string of lucky escapes, arcane enchantment, or perhaps the divine intervention of the cunning (yet brutal) Mork, this small trinket seems to keep the wearer out of danger.
Any model that directs its attacks against the bearer of the Effigy of Mork during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Effigy Of Mork
Be it a string of lucky escapes, arcane enchantment, or perhaps the divine intervention of the cunning (yet brutal) Mork, this small trinket seems to keep the wearer out of danger.
Any model that directs its attacks against the bearer of the Effigy of Mork during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Fungus Wine
Night Goblins cultivate many strange fungi, the most potent of which are fermented into mind-altering wines.
Night Goblin characters only. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to distribute Fungus Wine to a unit they have joined by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Immune to Psychology special rule.
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Fungus Wine
Night Goblins cultivate many strange fungi, the most potent of which are fermented into mind-altering wines.
Night Goblin characters only. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to distribute Fungus Wine to a unit they have joined by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Immune to Psychology special rule.
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Grisly Trophy Rack
Covered in the decaying scalps and flayed skulls of conquered enemies, this totem is a foul reminder of the fate that awaits those who fall to the boss’ blade.
Black Orc Bosses, Orc Bosses, Goblin Bosses and Night Goblin Bosses only. All enemy units within 6" of the bearer of the Grisly Trophy Rack suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
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Grisly Trophy Rack
Covered in the decaying scalps and flayed skulls of conquered enemies, this totem is a foul reminder of the fate that awaits those who fall to the boss’ blade.
Black Orc Bosses, Orc Bosses, Goblin Bosses and Night Goblin Bosses only. All enemy units within 6" of the bearer of the Grisly Trophy Rack suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
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Idol Of Gork
Before heading into a scrap, Orc and Goblin Shamans will craft small idols of Gork, the most brutal (but cunning) of deities to aid them in crumpin’ their enemies and disrupting their magic.
The bearer of the Idol of Gork increases the range of all of their spells by 3". Additionally, once per turn, the bearer of the Idol of Gork may re-roll a Casting roll.
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Idol Of Gork
Before heading into a scrap, Orc and Goblin Shamans will craft small idols of Gork, the most brutal (but cunning) of deities to aid them in crumpin’ their enemies and disrupting their magic.
The bearer of the Idol of Gork increases the range of all of their spells by 3". Additionally, once per turn, the bearer of the Idol of Gork may re-roll a Casting roll.
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Trollhide Trousers
Foul smelling and uncomfortable, Trollhide Trousers possess remarkable regenerative properties.
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.
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Trollhide Trousers
Foul smelling and uncomfortable, Trollhide Trousers possess remarkable regenerative properties.
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.
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Porko’s Pigstikka
Most of the many spears wielded by Porko and his famous Boar Boyz lie shattered across a thousand battlefields. But this particular spear is special, having never broken nor lost its perfect point.
R S AP Special Rules Porko’s Pigstikka Combat S+1 -1 Armour Bane (1), Magical Attacks.
Notes: Models whose troop type is ‘cavalry’, ‘monster’ or ‘chariot’ only. This weapon’s Strength and Armour Piercing modifiers apply only during the first round of combat. In addition, during a turn in which the wielder charged, Porko’s Pigstikka grants them +1 Attack for each rank the enemy unit has.
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Porko’s Pigstikka
Most of the many spears wielded by Porko and his famous Boar Boyz lie shattered across a thousand battlefields. But this particular spear is special, having never broken nor lost its perfect point.
R S AP Special Rules Porko’s Pigstikka Combat S+1 -1 Armour Bane (1), Magical Attacks.
Notes: Models whose troop type is ‘cavalry’, ‘monster’ or ‘chariot’ only. This weapon’s Strength and Armour Piercing modifiers apply only during the first round of combat. In addition, during a turn in which the wielder charged, Porko’s Pigstikka grants them +1 Attack for each rank the enemy unit has.
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Sparkly Wizard Finda
Disappointingly, this arcane gem has never helped find a single sparkly Wizard, though it does shine brightly when used to beat one to a bloody pulp!
The bearer of the Sparkly Wizard Finda has the Magic Resistance (-2) and Hatred (enemy Wizards) special rules.
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Sparkly Wizard Finda
Disappointingly, this arcane gem has never helped find a single sparkly Wizard, though it does shine brightly when used to beat one to a bloody pulp!
The bearer of the Sparkly Wizard Finda has the Magic Resistance (-2) and Hatred (enemy Wizards) special rules.
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Wollopa’s One Hit Wunda
The rebellious Goblin known as Wollopa wielded a wondrous weapon. Yet what he is most remembered for is his turn of speed, being able to easily outpace even the most irate of Orcs.
R S AP Special Rules Wollopa’s One Hit Wunda Combat 10 -3 Magical Attacks, Strike First.
Notes: Goblin and Night Goblin Bosses only. Single use. Once per game, during the first round of combat, the wielder of this weapon can use it with this profile. At all other times, this weapon counts as a hand weapon with the Magical Attacks special rule.
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Wollopa’s One Hit Wunda
The rebellious Goblin known as Wollopa wielded a wondrous weapon. Yet what he is most remembered for is his turn of speed, being able to easily outpace even the most irate of Orcs.
R S AP Special Rules Wollopa’s One Hit Wunda Combat 10 -3 Magical Attacks, Strike First.
Notes: Goblin and Night Goblin Bosses only. Single use. Once per game, during the first round of combat, the wielder of this weapon can use it with this profile. At all other times, this weapon counts as a hand weapon with the Magical Attacks special rule.
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Banner Of The Wildz
The multitude of natural elements used in the construction of this ramshackle standard seem to possess some minor magical enchantment, allowing those who carry it to traverse through foetid swamps, dense forests and rocky slopes without pause.
A unit carrying the Banner of the Wildz gains the Move through Cover special rule.
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Banner Of The Wildz
The multitude of natural elements used in the construction of this ramshackle standard seem to possess some minor magical enchantment, allowing those who carry it to traverse through foetid swamps, dense forests and rocky slopes without pause.
A unit carrying the Banner of the Wildz gains the Move through Cover special rule.
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Guff’s Windy Banner
The banner of Guff’s Garrison eternally flutters in an inexplicable breeze. Those that fight in its shadow display remarkable intestinal fortitude.
A unit carrying the Guff’s Windy Banner may re-roll any failed Panic test.
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Guff’s Windy Banner
The banner of Guff’s Garrison eternally flutters in an inexplicable breeze. Those that fight in its shadow display remarkable intestinal fortitude.
A unit carrying the Guff’s Windy Banner may re-roll any failed Panic test.
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Waaagh! Banner
Blessed by an Orc Shaman, this banner fills those that march under it with a great sense of urgency.
A unit carrying the Waaagh! Banner increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.
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Waaagh! Banner
Blessed by an Orc Shaman, this banner fills those that march under it with a great sense of urgency.
A unit carrying the Waaagh! Banner increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.
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Da Angry Ladz Flag
Those who fight under Da Angry Ladz Flag hurl themselves at the enemy with careless abandon.
A unit carrying Da Angry Ladz Flag gains the Frenzy special rule.
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Da Angry Ladz Flag
Those who fight under Da Angry Ladz Flag hurl themselves at the enemy with careless abandon.
A unit carrying Da Angry Ladz Flag gains the Frenzy special rule.
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Da Banner of Butchery
This rough-hewn totem has absorbed a great amount of primal Orc fury.
All models in a unit carrying Da Banner of Butchery have a +1 modifier to their Strength characteristic during a turn in which they charge.
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Da Banner of Butchery
This rough-hewn totem has absorbed a great amount of primal Orc fury.
All models in a unit carrying Da Banner of Butchery have a +1 modifier to their Strength characteristic during a turn in which they charge.
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Da Banner Of Da Nomadz
Though their Waaagh! takes them the length and breath of the known world, those who carry this banner seldom seem to tire and are constantly on the move.
When a unit carrying Da Banner of Da Nomadz makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
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Da Banner Of Da Nomadz
Though their Waaagh! takes them the length and breath of the known world, those who carry this banner seldom seem to tire and are constantly on the move.
When a unit carrying Da Banner of Da Nomadz makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
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Da Spider Banner
Created by the Forest Goblins of the Rootgrubba tribe, this unsettling banner depicts their fearsome arachnid god, whom the tribe reveres alongside Gork and Mork.
A unit carrying Da Spider Banner gains the Poisoned Attacks special rule. If the unit already has the Poisoned Attacks special rule, then their attacks will wound automatically on a roll of a natural 5 or 6 To Hit, rather than the usual 6.
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Da Spider Banner
Created by the Forest Goblins of the Rootgrubba tribe, this unsettling banner depicts their fearsome arachnid god, whom the tribe reveres alongside Gork and Mork.
A unit carrying Da Spider Banner gains the Poisoned Attacks special rule. If the unit already has the Poisoned Attacks special rule, then their attacks will wound automatically on a roll of a natural 5 or 6 To Hit, rather than the usual 6.
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The Big Red Raggedy Flag
This tattered banner belonged to the great hero, Rowdy Porker, whose spirit imbues it to this day.
A unit carrying the Big Red Raggedy Flag has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10). In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
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The Big Red Raggedy Flag
This tattered banner belonged to the great hero, Rowdy Porker, whose spirit imbues it to this day.
A unit carrying the Big Red Raggedy Flag has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10). In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
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