Orks und Goblins

Orks und Goblins

Correspondence of translations with another language

Rules and Equipments used by the army

DE EN
Bogen
Bow
Zweihandwaffe
Great Weapon
Schwere Rüstung
Heavy Armour
Waffenpaar
Paired Weapons
Light Armour
Light Armour
Throwing Weapons
Throwing Weapons
Plate Armor
Plate Armor
Riesen-Attacken
Wenn ein Riese im Nahkampf Attacken durchführt, wähle, anstatt normal zu attackieren, eine feindliche Einheit in Basekontakt und würfle auf der unten stehenden Tabelle entsprechend der Truppen- gattung des Ziels. Gegen Infanterie, Kriegsbestien, Schwärme, Kriegsmaschinen und Kavallerie: 1:​ Brüllen 2:​ Springen 3:​ Greifen 4-6:​ Schwinger Gegen Monströse Bestien, Monströse Infanterie, Monströse Kavallerie, Streitwägen, Monster und Gerittene Monster: 1:​ Brüllen 2-3:​ Schlag 4-6:​ Niederschmettern Brüllen: Weder der Riese noch die ausgewählte Einheit kann in dieser Nahkampfrunde irgendwelche Attacken durchführen. Attacken, die schon durchgeführt wurden oder gleichzeitig mit dieser Attacke stattfinden, sind nicht betroffen. Die Seite des Riesen gewinnt diesenNahkampf automatisch um 2. Wenn in einem Nahkampf zwei(oder mehr) verfeindete Riesen “Brüllen”, zählt der Nahkampf als Unentschieden. Springen: Die ausgewählte Einheit erleidet W6 Treffer mit der Stärke des Riesen. Der Riese muss einen Testfür Gefährliches Gelände (1) ablegen. Greifen: Wähle ein einzelnes Modell in Basekontakt mit dem Riesen. Diese Modell muss einen Stärke- und Kampfgeschick-Test ablegen. Für jeden misslungenen Test erhält das Modell einen Treffer mit der Stärke des Riesen und Multiple Lebenspunktverluste (W3). Schwinger:​ Der Riese führt 2W6 Attacken gegen die Einheit aus. Schlag: Wähle ein einzelnes Modell in der Einheit, das sich in Basekontakt mit dem Riesen befindet.Dieses Modell muss einen Initiative Test ablegen. Wenn dieser Test missglückt, erhält das Modell 2W6 Verwundungen mit Rüstungsbrechend (6). Niederschmettern: Wähle ein einzelnes Modell in der Einheit, das sich in Basekontakt mit dem Riesen befindet. Das Modell erleidet 1 Verwundung mit Rüstungsbrechend (6). Wenn das Modell noch keine Attacken durchgeführt hat, kann es in dieser Runde nicht mehr angreifen. Wenn das Modell schon Attacken durchgeführt hat, kann es stattdessen in der nächsten Kampfrunde nicht angreifen. - Anmerkung - Riesen Attacken zählen als Nahkampfattacken und sind dementsprechend von allen Regeln betroffen, die Nahkampfattacken betreffen. Nach dem Würfeln auf der Tabelle kann der Riese immer noch Niedertrampeln.
Giant Attacks
When a Beast Giant attacks in Close Combat, instead of attacking normally, choose an enemy unitin base contact with the Beast Giant to attack and roll on the chart below. The Beast Giant’s attack depends on the Troop Type of the target enemy unit. Against Infantry, War Beast, Swarm, War Machine and Cavalry targets: 1:​ Bellow 2:​ Jump 3:​ Grab 4-6:​ Swing Against Monstrous Beast, Monstrous Infantry, Monstrous Cavalry, Chariot, Monster and Ridden Monster targets: 1:​ Bellow 2-3:​ Thump 4-6:​ Smash Bellow: Neither the Beast Giant nor the chosen unit can make any further Close Combat attacks this phase. Attacks already resolved (including attacks resolved simultaneously with this attack) are not affected. The Beast Giant's side automatically wins the combat by 2. If two (or more) opposing models with Giant Attacks “Bellow”, the combat is a draw. Jump: The chosen unit suffers D6 hits using the Beast Giant's Strength. The Beast Giant musttake aDangerous Terrain (1) Test. Grab: Select a single model in the chosen unit and in base contact with the Beast Giant. This model musttake a Strength Test and a Weapon Skill Test. For each failed test, the model suffers a hit with the Beast Giant's Strength and Multiple Wounds (D3). Swing:​ The Beast Giant makes 2D6 normal Close Combat attacks against the chosen unit. Thump: Select a single model in the chosen unit and in base contact with the Beast Giant. This model must take an Initiative Test. If the test is failed, the model suffers 2D6 wounds with Armour Piercing (6). Smash: Select a single model in the chosen unit and in base contact with the Beast Giant. This model suffers 1wound with Armour Piercing (6). If no part of this model has yet attacked this phase, it cannot attack in this Round of Combat. If the model has already attacked, it cannot make attacks in the following Round of Combat. - Notes - Giant Attacks are treated as normal Close Combat attacks and are therefore affected by all rules normally affecting Close Combat attacks. After rolling on this chart, the Beast Giant may still Stomp as normal.
Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
Crush Attack
A model part with this rule can exchange all of its normal Close Combat Attacks for a single Special Attack, which cannot be made as a Supporting Attack, is resolved at Initiative 0, has Strength 10 and Multiple Wounds (Ordnance).. The model can still make Special Attacks like Stomp or Impact Hits. ​ Even though this is a Special Attack, the attack is Allocated as if it was a normal Close Combat Attack.
Crush Attack
A model part with this rule can exchange all of its normal Close Combat Attacks for a single Special Attack, which cannot be made as a Supporting Attack, is resolved at Initiative 0, has Strength 10 and Multiple Wounds (Ordnance).. The model can still make Special Attacks like Stomp or Impact Hits. ​ Even though this is a Special Attack, the attack is Allocated as if it was a normal Close Combat Attack.
Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
Ballista
Bolt Thrower Artillery Weapon with Range 48", Strength 3[6], [Multiple Wounds (D3)], Armour Piercing (6)
Ballista
Bolt Thrower Artillery Weapon with Range 48", Strength 3[6], [Multiple Wounds (D3)], Armour Piercing (6)
Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
Bodyguard (Iron Orc Warlord, Iron Orc Chief)
When a Character is joined to a unit in which at least one model has the Bodyguard special rule, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Bodyguard (Iron Orc Warlord, Iron Orc Chief)
When a Character is joined to a unit in which at least one model has the Bodyguard special rule, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Schild
Shield
Bouncers
May only join units of Gnasher Dashers and other Characters on Cave Gnashers. (Ignore the restrictions under the Oi, it bites! special rules).
Bouncers
May only join units of Gnasher Dashers and other Characters on Cave Gnashers. (Ignore the restrictions under the Oi, it bites! special rules).
Giant Blowpipes
This is a Volley Gun (8) Artillery Weapon​ with: Range 12", Strength 3, Quick to Fire, Poisoned Attacks.
Giant Blowpipes
This is a Volley Gun (8) Artillery Weapon​ with: Range 12", Strength 3, Quick to Fire, Poisoned Attacks.
Impact Hits (+1)
Impact Hits (+1)
Impact Hits (1)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Impact Hits (1)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Impact Hits (2D6)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Impact Hits (2D6)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Impact Hits (D3)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Impact Hits (D3)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
Crush Attack - Special Attack
A model part with this rule can exchange all of its normal Close Combat Attacks for a single Special Attack, which cannot be made as a Supporting Attack, is resolved at Initiative 0, has Strength 10 and Multiple Wounds (Ordnance). Crush Attacks never benefit from any equipment or special rule the model may have (since it is a Special Attack). Even though this is a Special Attack, the attack is Allocated as if it was a normal Close Combat Attack. The model can still make other Special Attacks such as Stomp or Impact Hits.
Crush Attack - Special Attack
A model part with this rule can exchange all of its normal Close Combat Attacks for a single Special Attack, which cannot be made as a Supporting Attack, is resolved at Initiative 0, has Strength 10 and Multiple Wounds (Ordnance). Crush Attacks never benefit from any equipment or special rule the model may have (since it is a Special Attack). Even though this is a Special Attack, the attack is Allocated as if it was a normal Close Combat Attack. The model can still make other Special Attacks such as Stomp or Impact Hits.
Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Distracting
Close Combat Attacks allocated at a model with this special rule suffer a 1 penalty when rolling to hit. This to hit modifier cannot be combined with any other negative to hit modifiers.
Distracting
Close Combat Attacks allocated at a model with this special rule suffer a 1 penalty when rolling to hit. This to hit modifier cannot be combined with any other negative to hit modifiers.
Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
Swiftstride
When a unit composed entirely of models with this special rule rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest dice.
Swiftstride
When a unit composed entirely of models with this special rule rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest dice.
Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Rows of Teeth
Gnasher Dashers make Supporting Attacks instead of their Cave Goblin riders. Gnasher Dashers gain Impact Hits with the following exception from the normal rules: instead of causing one Impact Hit per (charging) Gnasher Dasher model in base contact with an enemy model, the (charging) Gnasher Dasher unit causes D3 Impact Hits for each 5 Gnasher Dashers in the unit, rounding fractions up, to a single enemy unit in base contact with the unit. For example, a unit of 1 to 5 Gnashers Dashers would inflict D3 Impact Hits, while a unit of 6 to 10 Gnasher Dashers would inflict 2D3 Impact Hits.
Rows of Teeth
Gnasher Dashers make Supporting Attacks instead of their Cave Goblin riders. Gnasher Dashers gain Impact Hits with the following exception from the normal rules: instead of causing one Impact Hit per (charging) Gnasher Dasher model in base contact with an enemy model, the (charging) Gnasher Dasher unit causes D3 Impact Hits for each 5 Gnasher Dashers in the unit, rounding fractions up, to a single enemy unit in base contact with the unit. For example, a unit of 1 to 5 Gnashers Dashers would inflict D3 Impact Hits, while a unit of 6 to 10 Gnasher Dashers would inflict 2D3 Impact Hits.
Fly (6)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (6)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Running Amok!!
Shambolic units with Running Amok!! always move in a random direction during their Random Movement.
Running Amok!!
Shambolic units with Running Amok!! always move in a random direction during their Random Movement.
Sneaky!
Shady Gits count as Champions and are automatically deployed in the unit that purchased this upgrade. On the first round of combat, Shady Gits gain +3 Initiative and Lightning Reflexes until the end of the Round of Combat. Shady Gits do not gain First Among Equals or Order the Charge.
Sneaky!
Shady Gits count as Champions and are automatically deployed in the unit that purchased this upgrade. On the first round of combat, Shady Gits gain +3 Initiative and Lightning Reflexes until the end of the Round of Combat. Shady Gits do not gain First Among Equals or Order the Charge.
Poisoned Javelin
Shooting Weapon. Range 12", Strength as user, Poisoned Attacks, Quick to Fire.
Poisoned Javelin
Shooting Weapon. Range 12", Strength as user, Poisoned Attacks, Quick to Fire.
Green Tide
Once per game, if the Goblin General has this special rule, it may declare a Green Tide at the start of any Player Turn. All model parts in the army belonging to any Goblin Greenhide Race gain Fight in Extra Rank until the end of the next Player Turn.
Green Tide
Once per game, if the Goblin General has this special rule, it may declare a Green Tide at the start of any Player Turn. All model parts in the army belonging to any Goblin Greenhide Race gain Fight in Extra Rank until the end of the next Player Turn.
Greenhide Catapults - Git Launcher
Catapult Artillery Weapon with Range 12-60", Strength 5, Armour Piercing (2). This weapon follows the rules for Catapults Artillery Weapons with the following exceptions: if the weapon hits (including with a Partial Hit), instead of causing an Area Attacks hit, the unit suffers D3+1 hits with the weapon’s Strength and Special Rules, which are not reduced or lost in case of Partial Hit.
Greenhide Catapults - Git Launcher
Catapult Artillery Weapon with Range 12-60", Strength 5, Armour Piercing (2). This weapon follows the rules for Catapults Artillery Weapons with the following exceptions: if the weapon hits (including with a Partial Hit), instead of causing an Area Attacks hit, the unit suffers D3+1 hits with the weapon’s Strength and Special Rules, which are not reduced or lost in case of Partial Hit.
Greenhide Catapults - Splatterer
Catapult (4) Artillery Weapon with Range 12-60", Strength 3[7], [Multiple Wounds (D3, Clipped Wings)]
Greenhide Catapults - Splatterer
Catapult (4) Artillery Weapon with Range 12-60", Strength 3[7], [Multiple Wounds (D3, Clipped Wings)]
Greenhide Races - Cave Goblin
Insignificant Unruly Hatred (Armybook: Dwarven Holds)
Greenhide Races - Cave Goblin
Insignificant Unruly Hatred (Armybook: Dwarven Holds)
Greenhide Races - Common Goblin
Insignificant Unruly
Greenhide Races - Common Goblin
Insignificant Unruly
Greenhide Races - Common Orc
Unruly Born to Fight
Greenhide Races - Common Orc
Unruly Born to Fight
Greenhide Races - Forest Goblin
Insignificant Unruly Strider (Forest)
Greenhide Races - Forest Goblin
Insignificant Unruly Strider (Forest)
Greenhide Races - Iron Orc
Born to Fight Weapon Master Immune to Psychology
Greenhide Races - Iron Orc
Born to Fight Weapon Master Immune to Psychology
Icon of the Waaargh!
The Great Green Idol benefits from Waaargh! as if it had a Greenhide Race.
Icon of the Waaargh!
The Great Green Idol benefits from Waaargh! as if it had a Greenhide Race.
Immune to Psychology
If half or more of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
Immune to Psychology
If half or more of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
Impact Hits (see Rows of Teeth)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Impact Hits (see Rows of Teeth)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Insignificant
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
Insignificant
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
Unstable
Unstable units can only be joined by Unstable Characters. Units with this special rule automatically pass all Break Tests. When a unit with this special rule loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat. The number of lost wounds is reduced in some situations. Apply the modifiers in the following order: 1. If the unit is Stubborn , halve the number of lost wounds (round fractions up). 2. If the unit is Steadfast , reduce all lost wounds above 12 to 12. 3. If the unit receives Hold Your Ground, reduce the number of lost wounds with the unit’s current Rank Bonus. Units with no Rank Bonus reduce the number of wounds lost by 1 instead. Apply all other modifiers (from items/special rules/spells etc) afterward. The Wounds are distributed in the following order: 1. R&F models (excluding Champions) 2. Champion 3. Characters (distributed by the owner of the unit, as evenly as possible)
Unstable
Unstable units can only be joined by Unstable Characters. Units with this special rule automatically pass all Break Tests. When a unit with this special rule loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat. The number of lost wounds is reduced in some situations. Apply the modifiers in the following order: 1. If the unit is Stubborn , halve the number of lost wounds (round fractions up). 2. If the unit is Steadfast , reduce all lost wounds above 12 to 12. 3. If the unit receives Hold Your Ground, reduce the number of lost wounds with the unit’s current Rank Bonus. Units with no Rank Bonus reduce the number of wounds lost by 1 instead. Apply all other modifiers (from items/special rules/spells etc) afterward. The Wounds are distributed in the following order: 1. R&F models (excluding Champions) 2. Champion 3. Characters (distributed by the owner of the unit, as evenly as possible)
Lanze
Lance
Leichte Lanze
Light Lance
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Look At ‘Em Go!
After contacting a unit for the first time, the Gnasher Wrecking Team gains Running Amok!! for the remainder of the game.
Look At ‘Em Go!
After contacting a unit for the first time, the Gnasher Wrecking Team gains Running Amok!! for the remainder of the game.
Magic Resistance (3)
All models in a unit with one or more models with Magic Resistance add the value within brackets (3) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds directly caused by spell effects. Magic Resistance, like most special rules, is not cumulative. Note that Magic Resistance does not grant Ward Saves for wounds caused indirectly by Spells, such as granting models rules, where this later causes damage.
Magic Resistance (3)
All models in a unit with one or more models with Magic Resistance add the value within brackets (3) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds directly caused by spell effects. Magic Resistance, like most special rules, is not cumulative. Note that Magic Resistance does not grant Ward Saves for wounds caused indirectly by Spells, such as granting models rules, where this later causes damage.
Wizard Apprentice
Wizard Apprentices add +1 to their casting and dispelling rolls.
Wizard Apprentice
Wizard Apprentices add +1 to their casting and dispelling rolls.
Pursuit Mode
When moving in the Movement Phase, roll an additional D6 for Random Movement and remove the lowest D6 rolled.
Pursuit Mode
When moving in the Movement Phase, roll an additional D6 for Random Movement and remove the lowest D6 rolled.
Schutz des Reittieres (5+)
Mount’s Protection (5+)
Schutz des Reittieres (6+)
Mount’s Protection (6+)
Oi, it bites!
This unit cannot be joined by Characters.
Oi, it bites!
This unit cannot be joined by Characters.
Pointed Sticks
The Scrap Wagon’s Impact Hits gain Armour Piercing (2).
Pointed Sticks
The Scrap Wagon’s Impact Hits gain Armour Piercing (2).
Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice) automatically wounds, all other hits must roll to wound as normal.
Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice) automatically wounds, all other hits must roll to wound as normal.
Poisoned Attacks (Close combat only)
Poisoned Attacks (Close combat only)
Poisoned Attacks (Shooting only)
If an attack with this special rule, or an attack from a model partwith this special rule (both Shooting and Close Combat Attacks), rolls an unmodified '6' to hit, it automatically wounds with no to‐wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks.
Poisoned Attacks (Shooting only)
If an attack with this special rule, or an attack from a model partwith this special rule (both Shooting and Close Combat Attacks), rolls an unmodified '6' to hit, it automatically wounds with no to‐wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks.
Power ‘Shrooms
One Use Only. The bearer may use a single Power ‘Shroom when casting a non-bound spell (declare usage before rolling any Magic Dice). Any Dispel Attempt this phase against this spell will have its dispel roll reduced by D3. If a natural ‘1’ is rolled, the wizard using the Power ‘Shroom suffers 1 hit with Toxic Attacks.
Power ‘Shrooms
One Use Only. The bearer may use a single Power ‘Shroom when casting a non-bound spell (declare usage before rolling any Magic Dice). Any Dispel Attempt this phase against this spell will have its dispel roll reduced by D3. If a natural ‘1’ is rolled, the wizard using the Power ‘Shroom suffers 1 hit with Toxic Attacks.
Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Regeneration (4+)
4+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
Regeneration (4+)
4+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
Ricochet (2D)
Models with Ricochet ignore the 1" Unit Spacing rule to other units.If aRicochet model contacts another unit(friend or foe), instead of charging, it continues to move in the same direction until it is 1" clear of this unit (and has reached at least its move distance). If this would cause it to contact or be within 1" of another unit, the Ricochet model keeps moving in the same direction, until it can be placed 1" away from all other units (and has reached at least its move distance). If a Ricochet model moved in this way ends its move within 1" of Impassable Terrain or outside the board edge, remove it as a casualty. Any unit passed through by a Ricochet model and within the movement distance it rolled is hit by a Special Ranged Attack: it suffers X hits, where X is given in brackets. Units engaged in the same Combat are treated as a single unit for hit purposes. The owner of the Ricochet model distributes hits as evenly as possible between all units in the combat, then follows normal rules for distributing hits to models within each unit. Other units cannot charge Ricochet models, but may charge, flee, pursue or move through them. Units that do so take X hits plus an additional D6 hits, and the Ricochet model is removed as a casualty. All hits inflicted by Ricochet models are at the Strength of the model and gain Armour Piercing (1). a) The Ricochet model cannot be placed 1" behind the pink unit, because the green unitistoo close. The model is thus moved through both unitsfollowing its original direction. Only the pink unit suffers the Ricochet hits asthe green unitis not within the rolled move distance. b) After moving through units, the Ricochetmodel is placed within 1" of Impassable Terrain, and is thus removed as a casualty. The Ricochet model moves through at least one unit engaged in the Close Combat, inflicting X hits in total, which have to be evenly distributed among all units taking part in it.
Ricochet (2D)
Models with Ricochet ignore the 1" Unit Spacing rule to other units.If aRicochet model contacts another unit(friend or foe), instead of charging, it continues to move in the same direction until it is 1" clear of this unit (and has reached at least its move distance). If this would cause it to contact or be within 1" of another unit, the Ricochet model keeps moving in the same direction, until it can be placed 1" away from all other units (and has reached at least its move distance). If a Ricochet model moved in this way ends its move within 1" of Impassable Terrain or outside the board edge, remove it as a casualty. Any unit passed through by a Ricochet model and within the movement distance it rolled is hit by a Special Ranged Attack: it suffers X hits, where X is given in brackets. Units engaged in the same Combat are treated as a single unit for hit purposes. The owner of the Ricochet model distributes hits as evenly as possible between all units in the combat, then follows normal rules for distributing hits to models within each unit. Other units cannot charge Ricochet models, but may charge, flee, pursue or move through them. Units that do so take X hits plus an additional D6 hits, and the Ricochet model is removed as a casualty. All hits inflicted by Ricochet models are at the Strength of the model and gain Armour Piercing (1). a) The Ricochet model cannot be placed 1" behind the pink unit, because the green unitistoo close. The model is thus moved through both unitsfollowing its original direction. Only the pink unit suffers the Ricochet hits asthe green unitis not within the rolled move distance. b) After moving through units, the Ricochetmodel is placed within 1" of Impassable Terrain, and is thus removed as a casualty. The Ricochet model moves through at least one unit engaged in the Close Combat, inflicting X hits in total, which have to be evenly distributed among all units taking part in it.
Ricochet (2D6)
Models with Ricochet ignore the 1" Unit Spacing rule to other units.If aRicochet model contacts another unit(friend or foe), instead of charging, it continues to move in the same direction until it is 1" clear of this unit (and has reached at least its move distance). If this would cause it to contact or be within 1" of another unit, the Ricochet model keeps moving in the same direction, until it can be placed 1" away from all other units (and has reached at least its move distance). If a Ricochet model moved in this way ends its move within 1" of Impassable Terrain or outside the board edge, remove it as a casualty. Any unit passed through by a Ricochet model and within the movement distance it rolled is hit by a Special Ranged Attack: it suffers X hits, where X is given in brackets. Units engaged in the same Combat are treated as a single unit for hit purposes. The owner of the Ricochet model distributes hits as evenly as possible between all units in the combat, then follows normal rules for distributing hits to models within each unit. Other units cannot charge Ricochet models, but may charge, flee, pursue or move through them. Units that do so take X hits plus an additional D6 hits, and the Ricochet model is removed as a casualty. All hits inflicted by Ricochet models are at the Strength of the model and gain Armour Piercing (1). a) The Ricochet model cannot be placed 1" behind the pink unit, because the green unitistoo close. The model is thus moved through both unitsfollowing its original direction. Only the pink unit suffers the Ricochet hits asthe green unitis not within the rolled move distance. b) After moving through units, the Ricochetmodel is placed within 1" of Impassable Terrain, and is thus removed as a casualty. The Ricochet model moves through at least one unit engaged in the Close Combat, inflicting X hits in total, which have to be evenly distributed among all units taking part in it.
Ricochet (2D6)
Models with Ricochet ignore the 1" Unit Spacing rule to other units.If aRicochet model contacts another unit(friend or foe), instead of charging, it continues to move in the same direction until it is 1" clear of this unit (and has reached at least its move distance). If this would cause it to contact or be within 1" of another unit, the Ricochet model keeps moving in the same direction, until it can be placed 1" away from all other units (and has reached at least its move distance). If a Ricochet model moved in this way ends its move within 1" of Impassable Terrain or outside the board edge, remove it as a casualty. Any unit passed through by a Ricochet model and within the movement distance it rolled is hit by a Special Ranged Attack: it suffers X hits, where X is given in brackets. Units engaged in the same Combat are treated as a single unit for hit purposes. The owner of the Ricochet model distributes hits as evenly as possible between all units in the combat, then follows normal rules for distributing hits to models within each unit. Other units cannot charge Ricochet models, but may charge, flee, pursue or move through them. Units that do so take X hits plus an additional D6 hits, and the Ricochet model is removed as a casualty. All hits inflicted by Ricochet models are at the Strength of the model and gain Armour Piercing (1). a) The Ricochet model cannot be placed 1" behind the pink unit, because the green unitistoo close. The model is thus moved through both unitsfollowing its original direction. Only the pink unit suffers the Ricochet hits asthe green unitis not within the rolled move distance. b) After moving through units, the Ricochetmodel is placed within 1" of Impassable Terrain, and is thus removed as a casualty. The Ricochet model moves through at least one unit engaged in the Close Combat, inflicting X hits in total, which have to be evenly distributed among all units taking part in it.
Troll Belch
Instead of making its normal Close Combat Attacks, any Troll model may choose to make a single special Close Combat Attack instead . This attack hits automatically and has Strength 5 and Armour Piercing (6).
Troll Belch
Instead of making its normal Close Combat Attacks, any Troll model may choose to make a single special Close Combat Attack instead . This attack hits automatically and has Strength 5 and Armour Piercing (6).
Shambolic (2D)
Units with this special rule follow the Random Movement (2D) special rule. Shambolic units are Immune to Psychology and cannot be joined by Characters. If this unit rolls for its Random Movement and allthe dice show the same result, it suffers D3 wounds with no saves of any kind allowed and then moves in a random direction. When units with this special rule come into contact with any Terrain Feature except Open Terrain or Hills, touch the board edge or stop 1" away from Impassable Terrain, they must take a Dangerous Terrain (2) Test.
Shambolic (2D)
Units with this special rule follow the Random Movement (2D) special rule. Shambolic units are Immune to Psychology and cannot be joined by Characters. If this unit rolls for its Random Movement and allthe dice show the same result, it suffers D3 wounds with no saves of any kind allowed and then moves in a random direction. When units with this special rule come into contact with any Terrain Feature except Open Terrain or Hills, touch the board edge or stop 1" away from Impassable Terrain, they must take a Dangerous Terrain (2) Test.
Shambolic (3D6)
Units with this special rule follow the Random Movement (2D) special rule. Shambolic units are Immune to Psychology and cannot be joined by Characters. If this unit rolls for its Random Movement and allthe dice show the same result, it suffers D3 wounds with no saves of any kind allowed and then moves in a random direction. When units with this special rule come into contact with any Terrain Feature except Open Terrain or Hills, touch the board edge or stop 1" away from Impassable Terrain, they must take a Dangerous Terrain (2) Test.
Shambolic (3D6)
Units with this special rule follow the Random Movement (2D) special rule. Shambolic units are Immune to Psychology and cannot be joined by Characters. If this unit rolls for its Random Movement and allthe dice show the same result, it suffers D3 wounds with no saves of any kind allowed and then moves in a random direction. When units with this special rule come into contact with any Terrain Feature except Open Terrain or Hills, touch the board edge or stop 1" away from Impassable Terrain, they must take a Dangerous Terrain (2) Test.
Smash ‘Em Flat
At the start of each Round of Combat, if the Great Green Idol is engaged in Combat, all friendly units within 8" of one or more Great Green Idols may gain either Devastating Charge or a +1 to-wound modifier to Close Combat Attacks. Each unit may choose a different bonus. The bonus lasts until the end of the Round of Combat or until the Great Green Idol is no longer engaged in Combat, whichever comes first.
Smash ‘Em Flat
At the start of each Round of Combat, if the Great Green Idol is engaged in Combat, all friendly units within 8" of one or more Great Green Idols may gain either Devastating Charge or a +1 to-wound modifier to Close Combat Attacks. Each unit may choose a different bonus. The bonus lasts until the end of the Round of Combat or until the Great Green Idol is no longer engaged in Combat, whichever comes first.
Surprise!
Mad Gits are not deployed, but must be concealed inside their Cave Goblin unit. They are unit upgrades, and as such they are ignored when calculating Victory Points (their points are already included in the Goblin unit concealing them, and victory points are awarded for destroying the Goblin unit concealing them). Until released and moved out of their units, Mad Gits cannot be harmed or otherwise affected, or affect the game in any way. When Mad Gits are removed as casualties they do not cause Panic tests. They still move, act and are influenced by special rules independently like normal units (once released) and do not count towards the model count of the unit concealing them.
Surprise!
Mad Gits are not deployed, but must be concealed inside their Cave Goblin unit. They are unit upgrades, and as such they are ignored when calculating Victory Points (their points are already included in the Goblin unit concealing them, and victory points are awarded for destroying the Goblin unit concealing them). Until released and moved out of their units, Mad Gits cannot be harmed or otherwise affected, or affect the game in any way. When Mad Gits are removed as casualties they do not cause Panic tests. They still move, act and are influenced by special rules independently like normal units (once released) and do not count towards the model count of the unit concealing them.
Strider
Models with this special rule may ignore any movement effect caused by Terrain except Impassable Terrain and Buildings and never lose their Steadfast or Rank Bonus due to Terrain. Sometimes this special rule is only linked to a specific type of Terrain, stated in brackets. In this case, the Strider rule effectis only applied in relation to the specified Terrain type.
Strider
Models with this special rule may ignore any movement effect caused by Terrain except Impassable Terrain and Buildings and never lose their Steadfast or Rank Bonus due to Terrain. Sometimes this special rule is only linked to a specific type of Terrain, stated in brackets. In this case, the Strider rule effectis only applied in relation to the specified Terrain type.
Strider (Water)
May ignore any movement effect caused by the terrain type "Water". The unit can never lose their Steadfast or Rank Bonus due to the terrain type "Water".
Strider (Water)
May ignore any movement effect caused by the terrain type "Water". The unit can never lose their Steadfast or Rank Bonus due to the terrain type "Water".
Stupidity
At the start of a Player Turn, each of the Active Player’s unengaged nonfleeing units with one or more models (or a part of them) with this special rule must take a Leadership Test. If the test is failed, the unit must move D6” directly forward (stopping 1” before Impassible Terrain or other units) in the Compulsory Moves subphase and may not perform any other voluntary actions this Player Turn (such as charging, moving, shooting, casting spells and so on). If the model has no front (i.e. the model is on a round base), randomize which direction to move in. All models with the Stupidity special rule are also Immune to Psychology.
Stupidity
At the start of a Player Turn, each of the Active Player’s unengaged nonfleeing units with one or more models (or a part of them) with this special rule must take a Leadership Test. If the test is failed, the unit must move D6” directly forward (stopping 1” before Impassible Terrain or other units) in the Compulsory Moves subphase and may not perform any other voluntary actions this Player Turn (such as charging, moving, shooting, casting spells and so on). If the model has no front (i.e. the model is on a round base), randomize which direction to move in. All models with the Stupidity special rule are also Immune to Psychology.
They’re Everywhere!
When a Gnasher Herd breaks from Combat, it is immediately removed as a casualty, and all units within 6’’ suffer 1 Strength 5 hit for every 5 Gnashers in the Gnasher Herd.
They’re Everywhere!
When a Gnasher Herd breaks from Combat, it is immediately removed as a casualty, and all units within 6’’ suffer 1 Strength 5 hit for every 5 Gnashers in the Gnasher Herd.
Thunderous Charge
In the first round of a combat after a model with this rule has successfully charged, model parts with this special rule receive a +1 Strength bonus to their normal Close Combat Attacks. This Strength bonus can only be used for Attacks directed against the charged enemies.
Thunderous Charge
In the first round of a combat after a model with this rule has successfully charged, model parts with this special rule receive a +1 Strength bonus to their normal Close Combat Attacks. This Strength bonus can only be used for Attacks directed against the charged enemies.
Venomous Fangs
Nominate one non-special Close Combat Attack from a model part with this special rule before rolling to hit. This attack has Multiple Wounds (D3+1).
Venomous Fangs
Nominate one non-special Close Combat Attack from a model part with this special rule before rolling to hit. This attack has Multiple Wounds (D3+1).
Waaargh!
Once per game, if the Orc General has this special rule, it may declare a Waaargh! at the start of any Player Turn. All models with model parts belonging to any Greenhide Race gain +1 Movement and Swiftstride until the end of the Player Turn.
Waaargh!
Once per game, if the Orc General has this special rule, it may declare a Waaargh! at the start of any Player Turn. All models with model parts belonging to any Greenhide Race gain +1 Movement and Swiftstride until the end of the Player Turn.
Ward Save (5+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (5+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (6+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (6+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).

Magic Items usable by the army

DE EN
Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
Armour of Destiny
Infantry, Cavalry and War Beasts only. Type: Heavy Armour. The wearer gains a Ward Save (4+).
Armour of Destiny
Infantry, Cavalry and War Beasts only. Type: Heavy Armour. The wearer gains a Ward Save (4+).
Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
Axe of the Aporcalypse
Type: Hand Weapon. The wielder gains +D3 Strength and +D3 Attacks when using this weapon. These modifiers are rolled for, and in effect, at the Initiative step when the Character attacks with the weapon.
Axe of the Aporcalypse
Type: Hand Weapon. The wielder gains +D3 Strength and +D3 Attacks when using this weapon. These modifiers are rolled for, and in effect, at the Initiative step when the Character attacks with the weapon.
Backstabbing Dirk
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1). If the wielder is attacking an enemy unit in their flank or rear, attacks made with this weapon gain +2 Strength.
Backstabbing Dirk
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1). If the wielder is attacking an enemy unit in their flank or rear, attacks made with this weapon gain +2 Strength.
Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated. For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated. For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before). Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic. Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before). Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic. Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
Crown of the Cavern King
Cannot be taken by a Towering Presence Type: None (6+ Armour Save). The wearer can only join or be joined by a unit if all its models share at least one model part of the same Greenhide Race with the wearer. The wearer's unit gains Vanguard and may move after Rallying, although it does not gain the ability to March or shoot in the same turn. The wearer’s Inspiring Presence or Hold Your Ground range is increased by 6".
Crown of the Cavern King
Cannot be taken by a Towering Presence Type: None (6+ Armour Save). The wearer can only join or be joined by a unit if all its models share at least one model part of the same Greenhide Race with the wearer. The wearer's unit gains Vanguard and may move after Rallying, although it does not gain the ability to March or shoot in the same turn. The wearer’s Inspiring Presence or Hold Your Ground range is increased by 6".
Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
Divine Icon
The bearer's model gains Divine Attacks.
Divine Icon
The bearer's model gains Divine Attacks.
Dragonfire Gem
The bearer gains Fireborn.
Dragonfire Gem
The bearer gains Fireborn.
Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Nullstone
The bearer gains Magic Resistance (3).
Obsidian Nullstone
The bearer gains Magic Resistance (3).
Jack's Pickaxe
cannot be taken by models with Towering Presence. Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
Jack's Pickaxe
cannot be taken by models with Towering Presence. Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
Lucky Boar’s Leg
All friendly Cavalry and Chariot models within 18" of the bearer may re-roll Dangerous Terrain Tests.
Lucky Boar’s Leg
All friendly Cavalry and Chariot models within 18" of the bearer may re-roll Dangerous Terrain Tests.
Maza's Zappin Bow
Type: Bow. Range 24", Strength 3, Multiple Shots (3), Lightning Attacks. The wielder’s unit gains Quick to Fire.
Maza's Zappin Bow
Type: Bow. Range 24", Strength 3, Multiple Shots (3), Lightning Attacks. The wielder’s unit gains Quick to Fire.
Pan of Protection Pinchin’
The bearer, when wounded, may use the Armour Save, Ward Save, Regeneration Save, and Magic Resistance of the model that inflicted the wound.
Pan of Protection Pinchin’
The bearer, when wounded, may use the Armour Save, Ward Save, Regeneration Save, and Magic Resistance of the model that inflicted the wound.
Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
Sprout of Rebirth
The bearer gains a Regeneration (4+).
Sprout of Rebirth
The bearer gains a Regeneration (4+).
Plates of Tuktek
Type: Heavy Armour. The wearer gains +1 Toughness and the wearer’s model gains Impact Hits (D3).
Plates of Tuktek
Type: Heavy Armour. The wearer gains +1 Toughness and the wearer’s model gains Impact Hits (D3).
Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
Talisman of Shielding
The bearer gains a Ward Save (6+).
Talisman of Shielding
The bearer gains a Ward Save (6+).
Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
Waaargh! Paint
The wearer gains Frenzy, can never lose it, and all Feral Orcs in the same unit gain Frenzy for as long as the wearer is in the unit. The wearer's unit gains Swiftstride for the purposes of Pursuit and Overrun moves.
Waaargh! Paint
The wearer gains Frenzy, can never lose it, and all Feral Orcs in the same unit gain Frenzy for as long as the wearer is in the unit. The wearer's unit gains Swiftstride for the purposes of Pursuit and Overrun moves.

Magic Standards usable by the army

DE EN
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
Banner of Speed
The bearer's unit gains +1 Movement.
Banner of Speed
The bearer's unit gains +1 Movement.
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
Ironhide Icon
The bearer’s unit gains a Ward Save (5+) against Shooting Attacks.
Ironhide Icon
The bearer’s unit gains a Ward Save (5+) against Shooting Attacks.
Mikinok’s Totem
Other Magical Items in the bearer's unit and Magical Items in units (friend or foe) in base contact with the bearer's unit cease to work and revert to their mundane type (if it has any). The effect on Magical Items in other units lasts as long as the units remain in base contact.
Mikinok’s Totem
Other Magical Items in the bearer's unit and Magical Items in units (friend or foe) in base contact with the bearer's unit cease to work and revert to their mundane type (if it has any). The effect on Magical Items in other units lasts as long as the units remain in base contact.

Units od the army

DE EN
Orc Shaman - Feral Orc Shaman
Orc Shaman - Feral Orc Shaman
Orc Shaman - Common Orc Shaman
Orc Shaman - Common Orc Shaman
Lords of Sneakin’ - Forest Goblin King
Lords of Sneakin’ - Forest Goblin King
Lords of Sneakin’ - Forest Goblin Chief
Lords of Sneakin’ - Forest Goblin Chief
Lords of Sneakin’ - Common Goblin King
Lords of Sneakin’ - Common Goblin King
Lords of Sneakin’ - Common Goblin Chief
Lords of Sneakin’ - Common Goblin Chief
Lords of Sneakin’ - Cave Goblin King
Lords of Sneakin’ - Cave Goblin King
Lords of Sneakin’ - Cave Goblin Chief
Lords of Sneakin’ - Cave Goblin Chief
Lords of Fightin’ - Iron Orc Warlord
Lords of Fightin’ - Iron Orc Warlord
Lords of Fightin’ - Iron Orc Chief
Lords of Fightin’ - Iron Orc Chief
Lords of Fightin’ - Feral Orc Warlord
Lords of Fightin’ - Feral Orc Warlord
Lords of Fightin’ - Feral Orc Chief
Lords of Fightin’ - Feral Orc Chief
Lords of Fightin’ - Common Orc Warlord
Lords of Fightin’ - Common Orc Warlord
Lords of Fightin’ - Common Orc Chief
Lords of Fightin’ - Common Orc Chief
Goblin Witch Doctor - Forest Goblin
Goblin Witch Doctor - Forest Goblin
Goblin Witch Doctor - Common Goblin
Goblin Witch Doctor - Common Goblin
Goblin Witch Doctor - Cave Goblin
Goblin Witch Doctor - Cave Goblin
Wolf
Wolf
War Boar
War Boar
Goblin Wolf Chariot
Goblin Wolf Chariot
Huntsmen Spider
Huntsmen Spider
Cave Gnasher
Cave Gnasher
Orc Boar Chariot
Orc Boar Chariot
Gargantula
Gargantula
Scuttler Spider
Scuttler Spider
Wyvern
Wyvern
Common Orc 'Eadbashers
Common Orc 'Eadbashers
Feral Orc 'Eadbashers
Feral Orc 'Eadbashers
Feral Orcs
Feral Orcs
Common Orcs
Common Orcs
Goblins - Common Goblin
Goblins - Common Goblin
Goblins - Forest Goblin
Goblins - Forest Goblin
Goblins - Cave Goblin
Goblins - Cave Goblin
Mad Git
Mad Git
Orc Boar Riders - Common Orc
Orc Boar Riders - Common Orc
Orc Boar Riders - Feral Orc
Orc Boar Riders - Feral Orc
Shady Git
Shady Git
Bridge Trolls
Bridge Trolls
Cave Trolls
Cave Trolls
Common Trolls
Common Trolls
Gnasher Dashers
Gnasher Dashers
Gnasher Herd
Gnasher Herd
Gnasher Wrecking Team
Gnasher Wrecking Team
Goblin Raiders - Scuttler Spider
Goblin Raiders - Scuttler Spider
Goblin Raiders - Wolf
Goblin Raiders - Wolf
Goblin Wolf Chariot
Goblin Wolf Chariot
Grotlings
Grotlings
Iron Orcs
Iron Orcs
Mounted 'Eadbashers - Common Orc
Mounted 'Eadbashers - Common Orc
Mounted 'Eadbashers - Feral Orc
Mounted 'Eadbashers - Feral Orc
Orc Boar Chariot
Orc Boar Chariot
Scrap Wagon
Scrap Wagon
Skewerer
Skewerer
Greenhide Catapults - Git Launcher
Greenhide Catapults - Git Launcher
Greenhide Catapults - Splatterer
Greenhide Catapults - Splatterer
Great Green Idol
Great Green Idol
Gargantula
Gargantula
Giant
Giant