Professional Documents
Culture Documents
Triumph & Treachery
Triumph & Treachery
Triumph & Treachery
Name
Type
Mv
WS BS St To Wo In
At
Name
Boyz Mob (20 , 240 pts)
Savage Orc Big'Uns
Name
Type
Mv
WS BS St To Wo In
At
20
In
4
4
3
4 4
1
2
1/3
7
6+
Composition: Core
Animosity; Berserk Rage; Choppas; Size Matters - Orcs; Musician ; Standard Bearer
Hand Weapon; Extra Hand Weapon; Warpaint; Frenzy
Type
Mv
WS BS St To Wo In
At
240
Trolls (2 , 70 pts)
Trolls
Name
2
MI
6
3
1
5 4
3
1
3
4
Composition: Special
Vomit Attack Instead of normal attacks, causes one S5 hit with no armour save;
Weapon; Causes Fear; Immune to Psychology; Regeneration; Stomp; Stupid
Type
Mv
WS BS St To Wo In
At
70
Hand
Trolls (2 , 70 pts)
Trolls
Name
2
MI
6
3
1
5 4
3
1
3
4
Composition: Special
Vomit Attack Instead of normal attacks, causes one S5 hit with no armour save;
Weapon; Causes Fear; Immune to Psychology; Regeneration; Stomp; Stupid
Type
Mv
WS BS St To Wo In
At
70
Hand
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114
[50]
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Name
Shaman (1 , 135 pts)
Night Goblin Shaman
Sneaky Stealin'
0. Sneaky Stabbin'
1. Vindictive Glare
3. Itchy Nuisance
4. Gork'll Fix It
5. Night Shroud
Dispel Scroll
Terrifying Mask of Eee!
Name
Type
Mv
WS BS St To Wo In
At
1
In
4
2
3
3 3
2
3
1
5
2
Composition: Hero
Magic Mushrooms: Roll D6 when spell is cast. Add to casting result, but does not count
towards Irresistible Force. If a 1 is rolled, roll a further D6. on a 1-3, the Shaman suffers a
wound with no saves allowed and, unless cast with Irresistible Force, spell fails.;
Level 2
Upgrade; Sneaky Stealin'; Hand Weapon; Fear Elves; Hatred (Dwarves)
1 When a Spell of da Little Waaagh! has been successfully cast roll a D6. On a 5-6
you may take one of your opponent's dispel dice (if any left) and add it to your
power pool.
1 Augment.
6+ Cast . 12" Range, target gets Armour Piercing, in addition unit may re-roll ToHit and To-Wound rolls if attacking in Flank or Rear
1 Magic Missile .
5+ Cast . 24" Range, 2D6 S3 hits
10+ Cast . Can increase to 3D6 S3 hits
1 Augment.
8+ Cast . 12" Range, target unit gains Poisoned Attacks, if unit has already,
increases so wounds on 5+
1 Hex.
8+ Cast . 24" Range, Target reduces Mv and In by D6, to minimum of 1, troops
with Random Movement reduce by D3, to minimum of 1D6, and In by D6
1 Hex.
8+ Cast . 24" Range, Target must re-roll To Hit, To Wound and armour save rolls
of 6
1 Augment.
9+ Cast . Targets Shaman and his unit, counts as being in soft cover, if charged
enemy takes Dangerous Terrain test
15+ Cast . Can give 12" Range, effecting all units in range
1 Vortex.
15+ Cast . Small round template, nominate direction and move 4D6", subsequently
moving 3D6" in random direction. All models touched must pass characteristic
test or takes a wound with no armour save allowed. Roll before moving template:
(1-2) Strength, (3-4) Toughness, (5-6) Initiative
25+ Cast . Can upgrade to large round template and choose characteristic
1 One use: Automatically dispels an enemy spell.
1 Wearer causes Terror - other models cannot use his Leadership.
Type
Mv
WS BS St To Wo In
At
135
[0]
[0]
[0]
[0]
[0]
[0]
[0]
[0]
[25]
[25]
Name
Wolf Rider Mob (5 , 60 pts)
Goblin Wolf Riders
Giant Wolf
Name
Wolf Rider Mob (5 , 60 pts)
Goblin Wolf Riders
Giant Wolf
Type
Mv
WS BS St To Wo In
At
5
Ca
4
2
3
3 3
1
2
1
6 4+
60
Composition: Core
Animosity; Hand Weapon; Spear; Light Armour; Shield; Fast Cavalry; Fear Elves; Vanguard
5
9
3
Fast Cavalry; Swiftstride; Vanguard
Type
Mv
WS BS St To Wo In
At
[0]
5
Ca
4
2
3
3 3
1
2
1
6 4+
60
Composition: Core
Animosity; Hand Weapon; Spear; Light Armour; Shield; Fast Cavalry; Fear Elves; Vanguard
5
9
3
Fast Cavalry; Swiftstride; Vanguard
Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.
[0]
Name
Shaman (1 , 55 pts)
Night Goblin Shaman
Sneaky Stealin'
0. Sneaky Stabbin'
1. Vindictive Glare
3. Itchy Nuisance
4. Gork'll Fix It
5. Night Shroud
Ironcurse Icon
Name
Mangler Squig (1 , 65 pts)
Mangler Squig
Name
Type
Mv
WS BS St To Wo In
At
1
In
4
2
3
3 3
2
3
1
5
1
Composition: Hero
Magic Mushrooms: Roll D6 when spell is cast. Add to casting result, but does not count
towards Irresistible Force. If a 1 is rolled, roll a further D6. on a 1-3, the Shaman suffers a
wound with no saves allowed and, unless cast with Irresistible Force, spell fails.;
Sneaky
Stealin'; Hand Weapon; Fear Elves; Hatred (Dwarves)
1 When a Spell of da Little Waaagh! has been successfully cast roll a D6. On a 5-6
you may take one of your opponent's dispel dice (if any left) and add it to your
power pool.
1 Augment.
6+ Cast . 12" Range, target gets Armour Piercing, in addition unit may re-roll ToHit and To-Wound rolls if attacking in Flank or Rear
1 Magic Missile .
5+ Cast . 24" Range, 2D6 S3 hits
10+ Cast . Can increase to 3D6 S3 hits
1 Augment.
8+ Cast . 12" Range, target unit gains Poisoned Attacks, if unit has already,
increases so wounds on 5+
1 Hex.
8+ Cast . 24" Range, Target reduces Mv and In by D6, to minimum of 1, troops
with Random Movement reduce by D3, to minimum of 1D6, and In by D6
1 Hex.
8+ Cast . 24" Range, Target must re-roll To Hit, To Wound and armour save rolls
of 6
1 Augment.
9+ Cast . Targets Shaman and his unit, counts as being in soft cover, if charged
enemy takes Dangerous Terrain test
15+ Cast . Can give 12" Range, effecting all units in range
1 Vortex.
15+ Cast . Small round template, nominate direction and move 4D6", subsequently
moving 3D6" in random direction. All models touched must pass characteristic
test or takes a wound with no armour save allowed. Roll before moving template:
(1-2) Strength, (3-4) Toughness, (5-6) Initiative
25+ Cast . Can upgrade to large round template and choose characteristic
1 Character and unit gain 6+ Ward Save against war machines.
Type
Mv
WS BS St To Wo In
At
55
[0]
[0]
[0]
[0]
[0]
[0]
[0]
[0]
[5]
1
Uq
3D6
6 4
3
3
*
3
65
Composition: Rare
Random Movement (3D6)
Ker-splat: If move brings them into contact with unit, move through placing 1" beyond unit.
Inflicts 2D6 S6 Armour Piercing hits.
Gone Crazy : Once a Ker-splat attack is made, they move in a random direction in the
Compulsory Move phase.
Force of Total Destruction : Cannot be charged. Any unit moving into contact takes 2D6 S6
hits, and a further D6 S6 hits. Mangler Squig removed, and unit can continue move. Count as
in soft cover when targeted with shooting attacks.
Completely Out of Control : Removed when they contact another Mangler Squig, roll triple
for movement, or a unit moves into contact.
Watch Out!: Take Dangerous Terrain test when moving over Forests, Marshland, Obstacles or
Mystical Monuments. If movement would take them into contact with a Building, Impassable
Terrain or off table, take Dangerous Terrain test and stop 1" short.;
Immune to Psychology
Type
Mv
WS BS St To Wo In
At
1
WM
7
3
Composition: Rare
See rulebook p114 for Stone Thrower rules
12-60", S3(9), Multiple Wounds (D6); Stone Thrower
Goblin Crew 3
4
2
3
3 3
1
2
Hand Weapon; Fear Elves
Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.
85
[0]
Name
Type
Mv
WS BS St To Wo In
At
1
WM
7
3
Composition: Special
See rulebook p111 for Bolt Thrower rules
48", S6, Multiple Wounds (D3), Ignores Armour Saves.
Slipshod: If you roll a 1 To-Hit, roll on Stone Thrower Misfire table.
Goblin Crew 3
4
2
3
3 3
1
2
1
6
Hand Weapon; Fear Elves
35
[0]
Total Cost:
1500
Option Footnotes
Extra Hand Weapon
Great Weapon
Hand Weapon
Light Armour
Musician
Nets
Shield
Spear
Standard Bearer
Warpaint
Always Strikes Last
Animosity
Berserk Rage
Choppas
Immune to Psychology
Regeneration
Size Matters - Orcs
Stomp
Swiftstride
Options
+1 Attack, Requires two hands.
+2 Strength, Always Strikes Last. Two-handed.
6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.
6+ armour save.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift
Reform.
Roll a D6 at the start of each close combat phase - on a 2-6, choose an enemy unit to net, which receives -1
to strength until the end of the phase. On a 1 the goblins net themselves, and suffer -1 strength instead.
+1 armour save bonus.
Fight in Extra Rank (does not apply if charging), +1 Strength when mounted and charging.
+1 to Combat Resolution, Standard can be captured if unit Flees.
6+ Ward Save.
Special Rules
Always Strikes Last in Close Combat
Units subject to Animosity must roll at Start of Turn sub-phase, with the following restrictions: (Contain less
than 5 models, In Close Combat, garrisoning a building, Fleeing or off battlefield) Roll D6: On a 1, roll on
chart:
(1) Get 'Em : Inflict D6 S3 hits (2D6 if Horde) on nearest eligible unit, which must test for Animosity and
within 12", the victim does D6 S3 hits back. Neither unit can charge or move in the Movement phase, cast
spells, nor shoot this turn. If the victim has not yet taken Animosity test, then it does not do so this turn. If
no eligible victim the unit will Squabble instead (See below).
(2-5) Squabble : Charge if possible, or do nothing.
(6) We'll Show 'Em : Pivot unit on the stop towards closest visible enemy, and make a full (non-march)
move in straight line toward it. If impossible for the unit to pivot to face closest enemy, it will pivot towards
it as far as it can, and will then move as far forward as it can while keeping the enemy within its forward
arc. After the move is complete unit must declare a charge in the Charge sub-phase against the closest enemy
unit, if it is possible to do so. If the unit cannot declare a charge then it may carry on with the rest if its turn
normally, as if it had not moved this turn.
Must declare charge if able to unless a Leadership test is passed. Cannot choose to restrain pursuit.
+1 Strength in first round of each Close Combat.
Automatically passes Fear, Terror or Panic tests. May not Flee! if charged.
4+ Save. Wounds caused by flaming attacks stop regeneration for the remainder of the phase.
Do not take Panic tests caused by Snotlings, Squigs, or Goblins.
1 automatic hit at creature's Strength, Always Strikes Last
When charging / fleeing, units made entirely of models with Swiftstride roll 3D6 and discard the lowest
instead of 2D6 for distance.
Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.