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
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Black Orc Roleplay book | 7 | 4 | 4 | 4+ | 4 | 4(5) | 2 | 1 | 1 | 1D6 | 90 |
Black Orc Champion Roleplay book | 10 | 4 | 4 | 4+ | 4 | 4(6) | 2 | 2 | 2 | 1D6 / 2D6 (5+) | 140 |
Black Orc Boss Roleplay book | 20 | 4 | 5 | 3+ | 5 | 4(6) | 3 | 2 | 2 | 2D6 | 420 |
Black Orc Big Boss Roleplay book | 23 | 4 | 6 | 2+ | 5 | 5(8) | 4 | 3 | 3 | 2D6 | 910 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Black Orc | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Black Orc Big Boss | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Black Orc Boss | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Black Orc Champion | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Coal Goblin Phil | 10 | 3 | 2 | 6+ | 2 | 2(3) | 3 | 1 | 1 | 1 | 20 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Coal Goblin | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Goblin Fanatic Roleplay book | 2 | 4 | 2 | 5+ | 3 | 3 | 2 | 1 | - | Special | 300 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Goblin Fanatic | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
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.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Goblin Giant Phil | 52 | 7 | 4 | 3+ | 5 | 5(10) | 3 | S | 5 | 4 | 1890 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Goblin Giant | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
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. |
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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. |
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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). |
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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:
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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. |
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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. |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Goblin Scout Phil | 3 | 7 | 3 | 4+ | 3 | 3 | 2 | 1 | - | 1 | 15 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Goblin Scout | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Goblin Shaman Roleplay book | 3 | 4 | 2 | 5+ | 3 | 4 | 3 | 1 | - | 1D6 | 280 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Goblin Shaman | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
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. |
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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. |
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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:
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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. |
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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. |
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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. |
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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. |
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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. |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Goblin Squig Hunter Roleplay book | 2 | 4 | 2 | 5+ | 3 | 3 | 2 | 1 | - | 1D6 | 25 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Goblin Squig Hunter | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
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.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Goblin Roleplay book | 2 | 4 | 2 | 5+ | 3 | 3 | 2 | 1 | - | 1D6 | 20 |
Netter Roleplay book | 2 | 4 | 2 | 5+ | 3 | 3 | 2 | 1 | - | Special | 35 |
Goblin Boss Roleplay book | 6 | 4 | 3 | 3+ | 4 | 3(5) | 3 | 2 | 2 | 1D6 | 150 |
Goblin Big Boss Roleplay book | 12 | 4 | 4 | 2+ | 4 | 4(6) | 4 | 3 | 2 | 1D6 | 330 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Goblin | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Goblin Big Boss | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Goblin Boss | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Netter | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
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.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Hobgoblin Roleplay book | 4 | 4 | 3 | 4+ | 3 | 2(3) | 2 | 1 | 1 | 1D6 | 50 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Hobgoblin | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Nilbog Phil | 2 | 4 | 2 | 5+ | 3 | 3 | 2 | 1 | - | 1D6 | 120 |
Nilbog Netter Phil | 2 | 4 | 2 | 5+ | 3 | 3 | 2 | 1 | - | Special | 135 |
Nilbog Boss Phil | 6 | 4 | 3 | 3+ | 4 | 3(5) | 3 | 2 | 2 | 1D6 | 250 |
Nilbog Big Boss Phil | 12 | 4 | 4 | 2+ | 4 | 4(6) | 4 | 3 | 2 | 1D6 | 430 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Nilbog | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Nilbog Big Boss | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Nilbog Boss | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Nilbog Netter | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
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.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Norker Phil | 4 | 4 | 3 | 4+ | 3 | 4(5) | 2 | 1 | 1 | 1 | 150 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Norker | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Ogrillon Phil | 8 | 5 | 3 | 4+ | 4 | 5 | 3 | 2 | - | 1 | 220 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Ogrillon | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Orc Giant Phil | 64 | 6 | 3 | 4+ | 6 | 6(11) | 3 | S | 5 | 6 | 2130 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Orc Giant | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
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. |
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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. |
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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). |
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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:
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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. |
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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. |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Orc Shaman Roleplay book | 16 | 4 | 3 | 4+ | 3 | 5 | 3 | 1 | - | 1D6 | 590 |
Savage Orc Shaman Roleplay book | 16 | 4 | 3 | 4+ | 3 | 5 | 3 | 1 | Special | 1D6 | 590 |
Orc Shaman Champion Roleplay book | 20 | 4 | 3 | 4+ | 4 | 5(7) | 3 | 1 | 2 | 1D6 / 2D6 (5+) | 1180 |
Orc Shaman Lord Roleplay book | 42 | 4 | 3 | 5+ | 4 | 5(7) | 5 | 3 | 2 | 2D6 / 3D6 (5+) | 2870 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Orc Shaman | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Orc Shaman Champion | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Orc Shaman Lord | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Savage Orc Shaman | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Orc Roleplay book | 3 | 4 | 3 | 4+ | 3 | 4 | 2 | 1 | - | 1D6 | 55 |
Orc Boss Roleplay book | 18 | 4 | 4 | 3+ | 4 | 4(6) | 3 | 2 | 2 | 2D6 | 330 |
Orc Big Boss Roleplay book | 25 | 4 | 5 | 2+ | 4 | 5(8) | 4 | 3 | 3 | 2D6 | 720 |
Orc War Boss Roleplay book | 33 | 4 | 6 | 1+ | 4 | 5(8) | 5 | 4 | 3 | 2D6 / 3D6 (5+) | 1100 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Orc | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Orc Big Boss | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Orc Boss | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Orc War Boss | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Savage Orc Roleplay book | 5 | 4 | 3 | 4+ | 3 | 4 | 2 | 1 | - | 1D6 | 65 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Savage Orc | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Shrieker Fanatic Phil | 40 | 4 | 6 | - | 6 | 4(5) | 4 | 2 | 1 | Sp | 2540 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Shrieker Fanatic | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
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).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Snotling Roleplay book | 1 | 4 | 1 | - | 1 | 1 | 1 | 1 | - | Special | 10 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Snotling | 4 | 4 | 5 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
FAERIE MAGIC
Roll 1D6 to see what kind of magic is cast:
1 |
Failure. |
2 |
Sleep Dust… |
3 |
Fireball… |
4 |
Confuse… |
5 |
Heal… |
6 |
Lightning Bolt… |
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. |
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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. |
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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. |
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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:
|
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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. |
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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. |
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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. |
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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. |
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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. |