Warhammer Quest : The Bestiary

Orc and Goblins

It was primarily the Orc races that drove the Dwarfs from their ancient homes, turning the once proud cities into the dank, death-filled lairs theyhave since become. Orcs, Goblins, and their smaller cousins Snotlings, and are all, to coin a human term, greenskins. They are ferocious raiders and relentless warriors, and their constant attacks threaten to engulf the human lands of the Old World. All Orcs live to wage war, and it is this that makes them so dangerous. Yet this love of combat is also their greatest weakness, as it means they expend much of their energy fighting each other. Goblins are smarter than Orcs but nowhere near as warlike. They are cunning rather than strong, and rely a great deal on their Orc cousins when it comes to the serious business of fighting.

33 monsters

 

Black Orcs

Black Orcs are the biggest and strongest of all Orcs. They are the most powerful, disciplined warriors, and regard other Orcs and Goblins as puny weaklings.

NameWMWSBSSTIAArmDamGold (Each)
Black Orc
Roleplay book
7444+44(5)2111D690
Black Orc Champion
Roleplay book
10444+44(6)2221D6 / 2D6 (5+)140
Black Orc Boss
Roleplay book
20453+54(6)3222D6420
Black Orc Big Boss
Roleplay book
23462+55(8)4332D6910


ENEMY`'S WS    12345678910

Black Orc2334444455
Black Orc Big Boss2333344444
Black Orc Boss2333444444
Black Orc Champion2334444455



Special Rules (Black Orc) : None.

Special Rules (Black Orc Big Boss) : Magic Armour. Magic Weapon.

Special Rules (Black Orc Boss) : Magic Weapon.

Special Rules (Black Orc Champion) : Armed with [1-3] Bows (Str 4) or [4-6] Swords.


 

Coal Goblin

A sub-breed of (surprise!) goblin, the coal goblin lives underground and has jet-black skin. They make excellent rogues, able to hide in the dark with ease as well as having the intelligence to hang around in packs and gangs, so that they might outnumber the enemy.
Goblins with jet-black skin.


NameWMWSBSSTIAArmDamGold (Each)
Coal Goblin
Phil
10326+22(3)311120


ENEMY`'S WS    12345678910

Coal Goblin3444556666



Special Rules (Coal Goblin) : Armed With (1-3) Bows OR (4-6) Swords. Break.


 

Goblin Fanatics

Night Goblins cultivate many kinds of toxic fungi in their dark caves. One particular variety, known as the Mad Cap, is much valued for its hallucinogenic properties. During battle. Goblin Fanatics gobble down handfuls of these fungi to turn them into whirling green killing machines. The Goblins become impervious to pain. almost completely unaware of their environment, hugely strong, and completely fearless.

NameWMWSBSSTIAArmDamGold (Each)
Goblin Fanatic
Roleplay book
2425+3321-Special300


ENEMY`'S WS    12345678910

Goblin Fanatic3444556666



Special Rules (Goblin Fanatic) : Armed with Ball and Chain. Never Pinned.



ARMED WITH BALL AND CHAIN

This weapon is swung around the Goblin's head and is a danger to allWarriors standing nearby and, unfortunately, to the Goblin himself. A Goblin Fanatic always attempts to get adjacent to as many Warriors as possible. At the end of each Monsters' Phase, all Warriors adjacent to a Goblin Fanatic automatically takes 1D6+3 Wounds, with no modifier for armour. However, if the damage roll is a natural 1 the Fanatic has also managed to strangle itself with its own Ball and Chain and is killed.

 

Goblin Giant

They may not be as strong as human giants, but these rare and evil beings are not to be underestimated. Not, of course, that many warriors tend to underestimate green-skinned, hostile creatures four times larger than themselves.

NameWMWSBSSTIAArmDamGold (Each)
Goblin Giant
Phil
52743+55(10)3S541890


ENEMY`'S WS    12345678910

Goblin Giant2334444455



Special Rules (Goblin Giant) : Fear 11. Giant Attacks. Ignore Pain 8. Large Monster. Never Pinned.



GIANT ATTACKS

Giants are huge and unpredictable creatures and it is by no means certain what form of attack they will make. At the start of each Monsters' Phase roll 1D6 on the following table for each Giant on the board to determine what it does this turn.

1    Thump With Club.
Because of his reach the Giant can hit anyWarrior up to two squares away. Take a Warrior counter to determine which Warrior is attacked. The Giant makes 1D6 attacks against the target, rolling to hit as normal. Calculate damage as normal but ignore any modifier for the target's armour.
2 Swing with Club.
Because of his reach the Giant hits all of theWarriors up to two squares away. Roll 3D6 for each eligible target. Each dice that scores a 4, 5 or 6 causes that many Wounds, with no modifier for armour. Any dice that scores 1, 2 or 3 misses as the Warrior manages to avoid the mighty weapon.
3 Kick Down Corridor
The Giant raises a huge booted foot anddrop-kicks an adjacent Warrior into the darkness. If there is more than one eligible target draw a Warrior counter to determine who is hit. The Warrior is kicked up to 7 squares in a straight line directly away from the Giant. If he hits a wall before reaching this distance he suffers 1D6 Wounds, with no modifier for armour, for each square short of 7 he flew, plus the Giant's Strength of 7.
If the booted Warrior flies 2 squares then hits a wall, for instance, he suffers (7-2)=5D6 Wounds, plus 7 for the Giant's Strength, with no modifier for armour (total roll therefore equals 5D6+7).
4 Pick Up. 
Because of his reach the Giant can pick up a Warrior up totwo squares away. Take a Warrior counter to see who is picked up. Place that model on the Giant's base and roll 1D6 on the following sub-table:
1     Squeeze
The Giant squeezes the Warrior with his mighty fist.The Warrior takes 7D6 Wounds. Roll again on this sub-table.
2 Hurl at Warriors. 
The Giant picks up the Warrior and hurls him athis companions Take a Warrior counter to see which Warrior is targeted. Roll 7D6 and separate those that have an even score from those that have an odd score. The Warrior being thrown suffers a number of Wounds equal to the sum of the even dice, while the targeted Warrior suffers a number of Wounds equal to the sum of the odd dice. Neither Warrior gets any modifiers on the damage roll for Toughness or armour. The thrown Warrior is placed prone in the square originally occupied by the target Warrior. The target Warrior is pushed into an adjacent square, shuffling other models around as necessary.
3 Smash Against the Roof. 
The Giant grabs the Warrior by the feet toget a good swing and begins to smash him repeatedly against the roof of the cave in a cheerfully enthusiastic fashion. This does the Warrior no good at all. The Giant smashes the Warrior against the roof 1D6 times, inflicting 7 Wounds, with no modifiers for Toughness or armour, each time. Then roll on this sub-table again
4 Chew
The Giant begins to chew on the Warrior with teeth the sizeand shape of old tombstones. The Warrior suffers 1D6 Wounds, with no modifiers for Toughness or armour. If the score on the dice is a 2, 3 4, 5 or 6 the Giant continues to chew the Warrior next turn, even if he is at 0 Wounds or less. Roll another 1D6 for Wounds. This process continues until the roll for Wounds is a 1 at which point the Giant finds a gristly bit, loses interest and drops the Warrior in the square he got him from. Place the Warrior prone. If the Warrior is reduced to -50 Wounds the Giant swallows him whole, effectively taking him out the game.
5 Stuff into Bag. 
The Giant picks up the Warrior and pops him into hisbag, saving him for later. The inside of the bag is smelly and dark, full of all sorts of horrible things. In one corner Is a wizened old Dwarf Prospector, who wearily gives the Warrior a key and says '.This is the key to the portcullis..." in a tired and cracked voice.
The Warrior suffers no ill effects as long as the Giant has other foes to fight. If the Giant kills all of the other Warriors he is carried off and eaten at the Giant’s leisure. He may escape from the bag once theGiant is killed: place him in any empty square on the same board section. Once free he remains out of action for 1 turn due to shock.
6 Snatch and Grab
The Giant pops the Warrior into his bag, asabove. As it’s a long time since he had the prospect of such a juicysucculent feast the Giant reaches down for another Warrior immediately. Make another 1D6 roll on this sub-table.
5 Jump Up and Down. 
Striking sparks off the stone floor with his hobnailedfeet, the Giant jumps up and down on any single Warrior in an adjacent square. If there is more than one eligible target draw a Warrior counter to determine which Warrior is attacked. The chosen Warrior suffers 1D6 hits, taking damage for each hit as normal.
 If the target is reduced to 0 Wounds the Giant will make another 1D6 jump attacks on the next nearest adjacent Warrior. This process continues until the Giant fails to kill a Warrior within the number of attacks he has rolled or he has reduced all adjacent Warriors to 0 Wounds.
6 Yell and Bawl.
Feeling a good shout coming on, the Giant bends overuntil his head is at the same level as the Warriors and proceeds to yell and bellow at the top of his voice. Roll 2D6 for each Warrior. If the total is equal to or greater than the sum of the Warrior's Toughness and Strength he is knocked prone by the blast. He takes no Wounds from the attack.

 

Goblin Scout

Scouting ahead for the rest of the goblins, the scout is weak, but boy can he run!
Any normal goblin model can represent the goblin scout.


NameWMWSBSSTIAArmDamGold (Each)
Goblin Scout
Phil
3734+3321-115


ENEMY`'S WS    12345678910

Goblin Scout2344445556



Special Rules (Goblin Scout) : None.


 

Goblin Shamans

Although not as powerful as Orc Shamans, Goblin Shamans also practice a crude form of Orcish magic, drawing on the power of the Waaagh! generated by other Goblins around them.

NameWMWSBSSTIAArmDamGold (Each)
Goblin Shaman
Roleplay book
3425+3431-1D6280


ENEMY`'S WS    12345678910

Goblin Shaman3444556666



Special Rules (Goblin Shaman) : Goblin Magic 1. Magic Resistance 5+ (Ring).



GOBLIN MAGIC

At the start of each Monsters' Phase, a Goblin Shaman may cast one of the following spells. Roll 2D6 on the following table to determine which.

2-4     Failure.
The Shaman fails to cast a spell. 5 'Ere We Go. The Shaman floods his allies with power. All Orcsand Goblins on the board get fl Attack this turn and +1 Toughness next turn.
6 Waaagh!
Roll 2D6 for each Warrior spellcaster on the board. If thescore is equal to or greater than the Warrior's Battle-level he is knocked to the ground for 1 turn, during which time he may do nothing.
7 Brain Bursta.
A bolt of power erupts from the Shaman's head.Draw a Warrior counter to determine which Warrior is targeted. Roll 2D6. If the score is greater than the target's Battle-level he is hit - roll 1D6:
1 The Warrior's head explodes, killing him instantly
2-5    The Warrior suffers (2 x the Dungeon level) Wounds, with no modifiers for Toughness or armour.
6 The Warrior suffers 1D6 Wounds, with no modifiers for Toughness or armour.
8 Hand of Gork.
This spell moves the Shaman and any alliedMonsters using missile weapons out of hand-to-hand combat with the Warriors. Move the Monsters so that they are no longer adjacent to the Warriors, moving other Monsters to make room if necessary. If the Shaman is not in hand-to-hand combat re-roll this result.
9 Fist of Gork.
The Shaman's arms become enwrapped with glowingbands of power. Draw a Warrior counter to determine which Warrior is targeted. That Warrior suffers 1D6 hits at the Shaman's Strength+4.
10 Da Krunch.
One of the Warriors is stamped on by the mighty Footof Cork. Draw a Warrior counter to determine which Warrior is targeted. That Warrior suffers 1D6+10 Wounds.
11 Mork Save Uz!
Roll 1D6 for each spellcasting Warrior. On a score of 4, 5 or 6 all of that Warriors' remaining points of Power are lost this turn. This does not affect any innate stored Power.
12 'Eadbutt.
The Shaman magically 'eadbutts one of the Warriorspellcasters. If there is more than one spellcaster, draw a Warrior counter to determine which Warrior is targeted. Roll (1D6+ Dungeon level) for the Shaman and (1D6+ Battle level) for the target. If the Shaman wins or it is a draw add the two dice together: the target takes that many Wounds, with no modifiers for Toughness or armour, and cannot cast any magic next turn. If the Warrior wins the spell has no effect.

 

Goblin Squig Hunters

The Goblins that live in the caves and tunnels under the Worlds EdgeMountains hunt the wild Squigs that also live there. When trained (and even if they're not!) the Squigs are used as guard dogs or herded into battle.

NameWMWSBSSTIAArmDamGold (Each)
Goblin Squig Hunter
Roleplay book
2425+3321-1D625


ENEMY`'S WS    12345678910

Goblin Squig Hunter3444556666



Special Rules (Goblin Squig Hunter) : Herd Squigs.



HERD SQUIGS

Being rather vicious creatures, each Squig requires two Goblin Squig Hunters to control it, moving it forward with a long. pointed stick called a 'prodder'.
When placing Goblin Hunters and Squigs on the board, place one Squig on the board first, then the two Squig Hunters that mind it, then a second Squig and its two minders, and so on.
Each Squig Hunter in the team is a normal Goblin, but they must move as a pair and remain in adjacent squares. To keep control of their Squig both members of the team must be present on the same board section as the Squig.
As long as there are two Squig Hunters for every Squig on the board section, the Squigs never fall asleep and only attack another Squig on a natural roll of a 6 (see the Squig entry in the Monsters section of the Bestiary). If there are not enough Squig Hunters to control a Squig it becomes wild.
If both Squig Hunters are present in a team and they attack a Warrior with their prodder they inflict an extra 1D6 Wounds on top of their normal damage roll.

 

Goblins

Like their big relatives the Orcs, Goblins vary in size although they aretypically smaller than Orcs and usually smaller than a man. Goblins have quick, nimble fingers and small darting eyes, their teeth are tiny and very pointy. Compared to the large, powerful bodies of the Orcs, Goblins look rather thin and scrawny with gangly arms. Their voices are much higher pitched than those of Orcs, and they are extremely noisy and garrulous where Orcs are inclined to speak slowly and infrequently (considering the determined glare and comparison of fangs to be sufficient communication in most situations).

NameWMWSBSSTIAArmDamGold (Each)
Goblin
Roleplay book
2425+3321-1D620
Netter
Roleplay book
2425+3321-Special35
Goblin Boss
Roleplay book
6433+43(5)3221D6150
Goblin Big Boss
Roleplay book
12442+44(6)4321D6330


ENEMY`'S WS    12345678910

Goblin3444556666
Goblin Big Boss2334444455
Goblin Boss2344445556
Netter3444556666



Special Rules (Goblin) : Armed with [1-3] Bows (Str 1) or [4-6] Spears (Fight in Ranks).

Special Rules (Goblin Big Boss) : Magic Resistance 5+ (Ring). Magic Weapon.

Special Rules (Goblin Boss) : Magic Weapon.

Special Rules (Netter) : Armed with Nets.



ARMED WITH NETS

Roll to hit as normal. Any Warrior hit by a net quickly becomes enmeshed. Once a Warrior has been netted by a successful to hit roll, roll 1D6 for each additional net-armed Monster attacking him who has not yet attacked him this turn but was about to do so. On a score of 1, 2 or 3 the Warrior automatically becomes ensnared by that Monster's net as well. On a score of 4, 5 or 6 the Monster instead attacks the Warrior with a club at +2 to hit, inflicting (1D6 + Strength) Wounds if he succeeds. While netted, a Warrior may not attack in any way, including magic.
At the start of each turn, roll 1D6 for each netted Warrior. add his Strength to the score and subtract the number of nets ensnaring him. If the score is 7 or more, he breaks free from all of the nets and may fight as normal.

 

Hobgoblins

Hobgoblins are close relatives of the other green-skinned races, but are quite distinctive in appearance, being taller than Goblins yet not as burly as Orcs. They are extremely cowardly and sneaky, much taken with ganging up on their victims in the dark. They are often found in the employ of Chaos Dwarfs.

NameWMWSBSSTIAArmDamGold (Each)
Hobgoblin
Roleplay book
4434+32(3)2111D650


ENEMY`'S WS    12345678910

Hobgoblin2344445556



Special Rules (Hobgoblin) : Ambush. Ambush, Magic A. Break.


 

Nilbog

Nilbogs are extremely rare, and appear to be normal goblins. However, a disease named “Nilbogism” affects them. This causes all nilbogs to very occasionally perform odd deeds, unbecoming to a goblin (such as help an adventurer, or abandon his treasure), and also stops any form of healing spell from working on them.

NameWMWSBSSTIAArmDamGold (Each)
Nilbog
Phil
2425+3321-1D6120
Nilbog Netter
Phil
2425+3321-Special135
Nilbog Boss
Phil
6433+43(5)3221D6250
Nilbog Big Boss
Phil
12442+44(6)4321D6430


ENEMY`'S WS    12345678910

Nilbog3444556666
Nilbog Big Boss2334444455
Nilbog Boss2344445556
Nilbog Netter3444556666



Special Rules (Nilbog) : Armed with [1-3] Bows (Str 1) or [4-6] Spears (Fight in Ranks). Nilbogism.

Special Rules (Nilbog Big Boss) : Magic Resistance 5+ (Ring). Magic Weapon. Nilbogism.

Special Rules (Nilbog Boss) : Magic Weapon. Nilbogism.

Special Rules (Nilbog Netter) : Armed with Nets. Nilbogism.



ARMED WITH NETS

Roll to hit as normal. Any Warrior hit by a net quickly becomes enmeshed. Once a Warrior has been netted by a successful to hit roll, roll 1D6 for each additional net-armed Monster attacking him who has not yet attacked him this turn but was about to do so. On a score of 1, 2 or 3 the Warrior automatically becomes ensnared by that Monster's net as well. On a score of 4, 5 or 6 the Monster instead attacks the Warrior with a club at +2 to hit, inflicting (1D6 + Strength) Wounds if he succeeds. While netted, a Warrior may not attack in any way, including magic.
At the start of each turn, roll 1D6 for each netted Warrior. add his Strength to the score and subtract the number of nets ensnaring him. If the score is 7 or more, he breaks free from all of the nets and may fight as normal.


NILBOGISM

All damage caused against Nilbogs heals, instead of hurts. All healing cast on them will hurt them, however, so they are not invincible.

 

Norker

These are a form of hobgoblin with tough exoskeletons, making them tougher than the usual hobgoblins.

NameWMWSBSSTIAArmDamGold (Each)
Norker
Phil
4434+34(5)2111150


ENEMY`'S WS    12345678910

Norker2344445556



Special Rules (Norker) : Break. Magic Ambush A.


 

Ogrillon

Ogrillons are orc-ogre crossbreeds... Please don’t ask how - I don’t know, and I’d rather not know, if it is all the same!

NameWMWSBSSTIAArmDamGold (Each)
Ogrillon
Phil
8534+4532-1220


ENEMY`'S WS    12345678910

Ogrillon2344445556



Special Rules (Ogrillon) : Fear 5.


 

Orc Giant

The orc giants often live in bands, raiding small villages for cattle and anything else they care to eat together.

NameWMWSBSSTIAArmDamGold (Each)
Orc Giant
Phil
64634+66(11)3S562130


ENEMY`'S WS    12345678910

Orc Giant2344445556



Special Rules (Orc Giant) : Fear 11. Giant Attacks. Ignore Blows 6+. Ignore Pain 9. Large Monster. Never Pinned.



GIANT ATTACKS

Giants are huge and unpredictable creatures and it is by no means certain what form of attack they will make. At the start of each Monsters' Phase roll 1D6 on the following table for each Giant on the board to determine what it does this turn.

1    Thump With Club.
Because of his reach the Giant can hit anyWarrior up to two squares away. Take a Warrior counter to determine which Warrior is attacked. The Giant makes 1D6 attacks against the target, rolling to hit as normal. Calculate damage as normal but ignore any modifier for the target's armour.
2 Swing with Club.
Because of his reach the Giant hits all of theWarriors up to two squares away. Roll 3D6 for each eligible target. Each dice that scores a 4, 5 or 6 causes that many Wounds, with no modifier for armour. Any dice that scores 1, 2 or 3 misses as the Warrior manages to avoid the mighty weapon.
3 Kick Down Corridor
The Giant raises a huge booted foot anddrop-kicks an adjacent Warrior into the darkness. If there is more than one eligible target draw a Warrior counter to determine who is hit. The Warrior is kicked up to 7 squares in a straight line directly away from the Giant. If he hits a wall before reaching this distance he suffers 1D6 Wounds, with no modifier for armour, for each square short of 7 he flew, plus the Giant's Strength of 7.
If the booted Warrior flies 2 squares then hits a wall, for instance, he suffers (7-2)=5D6 Wounds, plus 7 for the Giant's Strength, with no modifier for armour (total roll therefore equals 5D6+7).
4 Pick Up. 
Because of his reach the Giant can pick up a Warrior up totwo squares away. Take a Warrior counter to see who is picked up. Place that model on the Giant's base and roll 1D6 on the following sub-table:
1     Squeeze
The Giant squeezes the Warrior with his mighty fist.The Warrior takes 7D6 Wounds. Roll again on this sub-table.
2 Hurl at Warriors. 
The Giant picks up the Warrior and hurls him athis companions Take a Warrior counter to see which Warrior is targeted. Roll 7D6 and separate those that have an even score from those that have an odd score. The Warrior being thrown suffers a number of Wounds equal to the sum of the even dice, while the targeted Warrior suffers a number of Wounds equal to the sum of the odd dice. Neither Warrior gets any modifiers on the damage roll for Toughness or armour. The thrown Warrior is placed prone in the square originally occupied by the target Warrior. The target Warrior is pushed into an adjacent square, shuffling other models around as necessary.
3 Smash Against the Roof. 
The Giant grabs the Warrior by the feet toget a good swing and begins to smash him repeatedly against the roof of the cave in a cheerfully enthusiastic fashion. This does the Warrior no good at all. The Giant smashes the Warrior against the roof 1D6 times, inflicting 7 Wounds, with no modifiers for Toughness or armour, each time. Then roll on this sub-table again
4 Chew
The Giant begins to chew on the Warrior with teeth the sizeand shape of old tombstones. The Warrior suffers 1D6 Wounds, with no modifiers for Toughness or armour. If the score on the dice is a 2, 3 4, 5 or 6 the Giant continues to chew the Warrior next turn, even if he is at 0 Wounds or less. Roll another 1D6 for Wounds. This process continues until the roll for Wounds is a 1 at which point the Giant finds a gristly bit, loses interest and drops the Warrior in the square he got him from. Place the Warrior prone. If the Warrior is reduced to -50 Wounds the Giant swallows him whole, effectively taking him out the game.
5 Stuff into Bag. 
The Giant picks up the Warrior and pops him into hisbag, saving him for later. The inside of the bag is smelly and dark, full of all sorts of horrible things. In one corner Is a wizened old Dwarf Prospector, who wearily gives the Warrior a key and says '.This is the key to the portcullis..." in a tired and cracked voice.
The Warrior suffers no ill effects as long as the Giant has other foes to fight. If the Giant kills all of the other Warriors he is carried off and eaten at the Giant’s leisure. He may escape from the bag once theGiant is killed: place him in any empty square on the same board section. Once free he remains out of action for 1 turn due to shock.
6 Snatch and Grab
The Giant pops the Warrior into his bag, asabove. As it’s a long time since he had the prospect of such a juicysucculent feast the Giant reaches down for another Warrior immediately. Make another 1D6 roll on this sub-table.
5 Jump Up and Down. 
Striking sparks off the stone floor with his hobnailedfeet, the Giant jumps up and down on any single Warrior in an adjacent square. If there is more than one eligible target draw a Warrior counter to determine which Warrior is attacked. The chosen Warrior suffers 1D6 hits, taking damage for each hit as normal.
 If the target is reduced to 0 Wounds the Giant will make another 1D6 jump attacks on the next nearest adjacent Warrior. This process continues until the Giant fails to kill a Warrior within the number of attacks he has rolled or he has reduced all adjacent Warriors to 0 Wounds.
6 Yell and Bawl.
Feeling a good shout coming on, the Giant bends overuntil his head is at the same level as the Warriors and proceeds to yell and bellow at the top of his voice. Roll 2D6 for each Warrior. If the total is equal to or greater than the sum of the Warrior's Toughness and Strength he is knocked prone by the blast. He takes no Wounds from the attack.

 

Orc Shamans

Orc Shamans are more powerful than their Goblin cousins, soaking up the psychic energy of the greenskins around them to create raw Waaagh! magic to hurl at their foes.

NameWMWSBSSTIAArmDamGold (Each)
Orc Shaman
Roleplay book
16434+3531-1D6590
Savage Orc Shaman
Roleplay book
16434+3531Special1D6590
Orc Shaman Champion
Roleplay book
20434+45(7)3121D6 / 2D6 (5+)1180
Orc Shaman Lord
Roleplay book
42435+45(7)5322D6 / 3D6 (5+)2870


ENEMY`'S WS    12345678910

Orc Shaman2344445556
Orc Shaman Champion2344445556
Orc Shaman Lord2344445556
Savage Orc Shaman2344445556



Special Rules (Orc Shaman) : Magic Resistance 6+. Magic Weapon. Orc Magic 1.

Special Rules (Orc Shaman Champion) : Fear. Magic Weapon. Orc Magic 3.

Special Rules (Orc Shaman Lord) : Ambush 6+. Faerie Magic 3. Magic Item. Magic Weapon. Orc Magic 3.

Special Rules (Savage Orc Shaman) : Magic Resistance 6+. Magic Weapon. Orc Magic 1. Tattoos 5+.


 

Orcs

Orcs vary in height and physical appearance more than humans - some are notaller than a man but most are substantially larger. They are also much broader than humans, with big deep chests, massive shoulders and powerfully muscled arms. Orcs have large heads with huge jaws but tiny foreheads behind which lurk a thick skull and little brain.

NameWMWSBSSTIAArmDamGold (Each)
Orc
Roleplay book
3434+3421-1D655
Orc Boss
Roleplay book
18443+44(6)3222D6330
Orc Big Boss
Roleplay book
25452+45(8)4332D6720
Orc War Boss
Roleplay book
33461+45(8)5432D6 / 3D6 (5+)1100


ENEMY`'S WS    12345678910

Orc2344445556
Orc Big Boss2333444444
Orc Boss2334444455
Orc War Boss2333344444



Special Rules (Orc) : Armed with [1-3] Bows (Str 3) or [4-6] Swords.

Special Rules (Orc Big Boss) : Ignore Pain 6+. Magic Armour. Magic Weapon.

Special Rules (Orc Boss) : Magic Weapon.

Special Rules (Orc War Boss) : 2 x Magic Item. Ignore Pain 5+. Magic Armour. Magic Weapon.


 

Savage Orcs

There are many tribes of Orcs, and they are constantly breaking up and reforming under the leadership of new ambitious Orc Warlords. Savage Orcs have a more primitive lifestyle than other Orcs. They dress in furs and skins, and decorate their bodies with tattoos. Because they are so close to nature, Savage Orcs tend to make good shamans.

NameWMWSBSSTIAArmDamGold (Each)
Savage Orc
Roleplay book
5434+3421-1D665


ENEMY`'S WS    12345678910

Savage Orc2344445556



Special Rules (Savage Orc) : Armed with Bow (Str 4). Tattoos 6+.


 

Shrieker Fanatic

There are a small band of fanatics who are fed, not on mad caps, but on the rare, mind-bending mushroom: the shrieker. This makes them even more insane than any mad cap fanatics. They charge into battle, and even the best warriors find them a challenge. They even train, making them stronger than most orcs!
Use a normal fanatic model to represent a shrieker fanatic.


NameWMWSBSSTIAArmDamGold (Each)
Shrieker Fanatic
Phil
4046-64(5)421Sp2540


ENEMY`'S WS    12345678910

Shrieker Fanatic2333344444



Special Rules (Shrieker Fanatic) : Ball and Chain (4D6+6). Immune to Psychology. Never Pinned.



ARMED WITH BALL AND CHAIN

This weapon is swung around the Goblin's head and is a danger to allWarriors standing nearby and, unfortunately, to the Goblin himself. A Goblin Fanatic always attempts to get adjacent to as many Warriors as possible. At the end of each Monsters' Phase, all Warriors adjacent to a Goblin Fanatic automatically takes 1D6+3 Wounds, with no modifier for armour. However, if the damage roll is a natural 1 the Fanatic has also managed to strangle itself with its own Ball and Chain and is killed.


IMMUNE TO PSYCHOLOGY

This ability is common to most undead and daemonic creatures, as well as a few others (golems, for example). It may not be listed under special, as I've got into the habit of taking it for granted when it comes to mindless undead beings, such as zombies. Use common sense - if the creature has no mind of its own, then it is going to be immune to psychology.
Psychological abilities have no affect on these creatures (so they cannot become frenzied, hate anyone, be charmed, etc).

 

Snotlings

Snotlings are the smallest of the green-skinned races. They are not very intelligent and behave very much like extremely enthusiastic and uncontrollable puppies. They can fetch and carry for other Goblin or Orc races, and do other rather limited tasks, but they are little use for any real work.

NameWMWSBSSTIAArmDamGold (Each)
Snotling
Roleplay book
141-1111-Special10


ENEMY`'S WS    12345678910

Snotling4456666666



Special Rules (Snotling) : Ambush. Ambush, Magic A. Gang Up.


Annexe : MAGIC


FAERIE MAGIC

Roll 1D6 to see what kind of magic is cast:

1    

Failure.

2

Sleep Dust… 
One warrior falls asleep for two turns.

3

Fireball… 
One warrior suffers 1D6 damage, ignoring toughness.

4

Confuse… 
One warrior is dazed and prone for one turn, unable to perform any action except defend himself at -1 WS.

5

Heal… 
One monster is healed 1D6 wounds.

6

Lightning Bolt… 
One warrior suffers 1D6 damage, ignoring armour.


ORC MAGIC

An Orc Shaman may cast spells at the start of each Monsters' Phase. Roll 2D6 on the following table to determine which spells are cast:

2    Failure.
The Shaman fails to cast a spell.
3 'Ere We Go.
The Shaman floods his allies with power. All Orcs and Goblins on the board get fl Attack this turn and +1 Toughness next turn.
4 Waaagh!
Roll 2D6 for each Warrior spellcaster on the board. If thescore is equal to or greater than the Warrior's Battle-level he is knocked to the ground for 1 turn, during which time he may do nothing.
5 Brain Bursta.
A bolt of power erupts from the Shaman's head. Drawa Warrior counter to determine which Warrior is targeted. Roll 2D6. If the score is greater than the target's Battle-level he is hit - roll 1D6:
1 The Warrior's head explodes, killing him instantly
2-5    The Warrior suffers (2 x the Dungeon level) Wounds, with no modifiers for Toughness or armour.
6 The Warrior suffers 1D6 Wounds, with no modifiers for Toughness or armour.
6 Hand of Gork.
This spell moves the Shaman and any alliedMonsters using missile weapons out of hand-to-hand combat with the Warriors. Move the Monsters so that they are no longer adjacent to the Warriors, moving other Monsters to make room if necessary. If the Shaman is not in hand-to-hand combat re-roll this result.
7 Fist of Gork.
The Shaman's arms become enwrapped with glowingbands of power. Draw a Warrior counter to determine which Warrior is targeted. That Warrior suffers 1D6 hits at the Shaman's Strength+4.
8 Da Krunch.
One of the Warriors is stamped on by the mighty Footof Cork. Draw a Warrior counter to determine which Warrior is targeted. That Warrior suffers 1D6+10 Wounds.
9 Mork Save Uz!
Roll 1D6 for each spellcasting Warrior. On a scoreof 4, 5 or 6 all of that Warriors' remaining points of Power are lost this turn. This does not affect any innate stored Power.
10-12    'Eadbutt.
The Shaman magically 'eadbutts one of the Warriorspellcasters. If there is more than one spellcaster, draw a Warrior counter to determine which Warrior is targeted. Roll (1D6+ Dungeon level) for the Shaman and (1D6+ Battle level) for the target. If the Shaman wins or it is a draw add the two dice together: the target takes that many Wounds, with no modifiers for Toughness or armour, and cannot cast any magic next turn. If the Warrior wins the spell has no effect.