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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Motherly Love
Troll Hags are affectionate creatures, prone to treating enemies as wayward children in need of guidance or affection. Unfortunately, few creatures are able to withstand such treatment for long.
Instead of attacking normally during the Combat phase, a Troll Hag may choose to make a ‘Motherly Love’ attack. To do so, nominate an enemy unit that the Troll Hag is engaged in combat with to be the target of the attack and roll on the Motherly Love table below to determine what the Troll Hag does:
Motherly Love Table
D6 Result
1-2 Smother: The Troll Hag throws her massive arms around the foe in a terrible embrace. 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 -2.
3-4 Mother: The Troll Hag chastises her foe as if it were a wayward offspring.
Nominate a single model in the fighting rank of the target unit 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).
5-6 Mither: The Troll Hag bombards the enemy with a tirade of slaps and a torrent of unintelligible Trollish invective. 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). In addition, so shocked is the target unit that, until the end of this turn, it suffers a -1 modifier to its eadership characteristic.
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Motherly Love
Troll Hags are affectionate creatures, prone to treating enemies as wayward children in need of guidance or affection. Unfortunately, few creatures are able to withstand such treatment for long.
Instead of attacking normally during the Combat phase, a Troll Hag may choose to make a ‘Motherly Love’ attack. To do so, nominate an enemy unit that the Troll Hag is engaged in combat with to be the target of the attack and roll on the Motherly Love table below to determine what the Troll Hag does:
Motherly Love Table
D6 Result
1-2 Smother: The Troll Hag throws her massive arms around the foe in a terrible embrace. 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 -2.
3-4 Mother: The Troll Hag chastises her foe as if it were a wayward offspring.
Nominate a single model in the fighting rank of the target unit 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).
5-6 Mither: The Troll Hag bombards the enemy with a tirade of slaps and a torrent of unintelligible Trollish invective. 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). In addition, so shocked is the target unit that, until the end of this turn, it suffers a -1 modifier to its eadership characteristic.
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Fear
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Fear
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Shortbow
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Shortbow
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Hand Weapon
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Hand Weapon
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Light armour
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Light armour
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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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Stomp Attacks
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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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Impact Hits
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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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Shield
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Shield
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Flammable
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Flammable
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Calloused Hide
counts as light armour
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Calloused Hide
counts as light armour
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Fast Cavalry
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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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Counter Charge
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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 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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Stubborn
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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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Indiscriminate Hunger
A Troll Hag’s appetite is both ravenous and indiscriminate. In battle, they will scoop up handfuls of enemy warriors or bite chunks of flesh from hulking monsters.
During the Command sub-phase of its turn, a Troll Hag that is engaged in combat may choose to make an ‘Indiscriminate Hunger’ attack. To do so, nominate an enemy unit that the Troll Hag is engaged in combat with. The unit must immediately make an Initiative test:
- If this test is failed, the Troll Hag scoops warriors into her gaping maw or sinks her filthy fangs into the flesh of a monster. The target unit immediately loses a single Wound.
- If this test is passed, the enemy manages to avoid the grasping Troll Hag. This attack has no effect.
Each time an enemy unit loses a Wound as a result of an Indiscriminate Hunger attack, the Troll Hag recovers a single lost Wound.
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Indiscriminate Hunger
A Troll Hag’s appetite is both ravenous and indiscriminate. In battle, they will scoop up handfuls of enemy warriors or bite chunks of flesh from hulking monsters.
During the Command sub-phase of its turn, a Troll Hag that is engaged in combat may choose to make an ‘Indiscriminate Hunger’ attack. To do so, nominate an enemy unit that the Troll Hag is engaged in combat with. The unit must immediately make an Initiative test:
- If this test is failed, the Troll Hag scoops warriors into her gaping maw or sinks her filthy fangs into the flesh of a monster. The target unit immediately loses a single Wound.
- If this test is passed, the enemy manages to avoid the grasping Troll Hag. This attack has no effect.
Each time an enemy unit loses a Wound as a result of an Indiscriminate Hunger attack, the Troll Hag recovers a single lost Wound.
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Swiftstride
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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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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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Fly
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Fly
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Strike First
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Strike First
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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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Gnarled Stump
counts as a hand weapon
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Gnarled Stump
counts as a hand weapon
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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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Horde
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Horde
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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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Immune To Psychology
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Immune To Psychology
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Impetuous
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Impetuous
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Unbreakable
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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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Slimy Shanks
The thick coating of swamp slime covering the Troll Hag’s body makes landing a blow upon her exceedingly difficult.
Any enemy model that directs its attacks against this model during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Slimy Shanks
The thick coating of swamp slime covering the Troll Hag’s body makes landing a blow upon her exceedingly difficult.
Any enemy model that directs its attacks against this model during the Combat phase suffers a -1 modifier to its rolls To Hit.
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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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Lore Familiar
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Lore Familiar
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Magic Resistance
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Magic Resistance
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Skulking Menace
Hiding within Goblin ranks, out of sight of the enemy, Nasty Skulkers await their chance to strike.
Nasty Skulkers are not placed on the battlefield at the start of the game. Instead, make a note of which Goblin Mobs include Nasty Skulkers, and of how many they include. These units are referred to as ‘concealing’ units. At the start of its first round of combat, during Step 1.1 of the Choose Combat & Fight sub-phase, a concealing unit must reveal its Nasty Skulkers – they cannot be revealed at any other time. Position each revealed Nasty Skulker as you would a character that has joined the unit. Once placed, Nasty Skulkers cannot leave their concealing unit. If a concealing unit is destroyed or flees the battlefield before its Nasty Skulkers are revealed, they are removed as casualties.
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Skulking Menace
Hiding within Goblin ranks, out of sight of the enemy, Nasty Skulkers await their chance to strike.
Nasty Skulkers are not placed on the battlefield at the start of the game. Instead, make a note of which Goblin Mobs include Nasty Skulkers, and of how many they include. These units are referred to as ‘concealing’ units. At the start of its first round of combat, during Step 1.1 of the Choose Combat & Fight sub-phase, a concealing unit must reveal its Nasty Skulkers – they cannot be revealed at any other time. Position each revealed Nasty Skulker as you would a character that has joined the unit. Once placed, Nasty Skulkers cannot leave their concealing unit. If a concealing unit is destroyed or flees the battlefield before its Nasty Skulkers are revealed, they are removed as casualties.
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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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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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Regeneration
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Regeneration
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Skirmishers
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Skirmishers
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Wizard
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Wizard
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Swamp Breath
R S AP Special Rules
N/A 3 -2 Breath Weapon
Notes: Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
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Swamp Breath
R S AP Special Rules
N/A 3 -2 Breath Weapon
Notes: Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
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Stupidity
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Stupidity
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Timmm-berrr!
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Timmm-berrr!
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Troll Vomit
R S AP Special Rules
Troll vomit Combat 3 -2 -
Notes: A Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
Notes: A Troll Hag that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
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Troll Vomit
R S AP Special Rules
Troll vomit Combat 3 -2 -
Notes: A Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
Notes: A Troll Hag that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
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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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| ZH | EN |
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| ZH | EN |
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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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