Orcs & Goblins (Revision-35)

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Racial Trait Spell

Casting Range Type Duration Effect
'Eadbutt One enemy Wizard within range suffers a S 4 hit that inflicts Multiple Wounds (D3), which Ignores Armour saves.
Mf 9+/13+ 12"/24" Instant
One enemy Wizard within range suffers a S 4 hit that inflicts Multiple Wounds (D3), which Ignores Armour saves.

Racial Trait Spell

Casting Range Type Duration Effect
'Eadbutt (Bound Spell) One enemy Wizard within range suffers a S 4 hit that inflicts Multiple Wounds (D3), which Ignores Armour saves.
Mf 4+ 12" Instant
One enemy Wizard within range suffers a S 4 hit that inflicts Multiple Wounds (D3), which Ignores Armour saves.

Racial Trait Spell

Casting Range Type Duration Effect
'Ere we go! Targets all Orc units (of any kind) that are in range, including the Shaman himself. The target units may re-roll To Hit rolls in close combat until the start of the caster's next Magic phase.
Mf 11+ 12" Instant
Targets all Orc units (of any kind) that are in range, including the Shaman himself. The target units may re-roll To Hit rolls in close combat until the start of the caster's next Magic phase.

Racial Trait Spell

Casting Range Type Duration Effect
Foot of Gork Place the small template within range of the Shaman. It then scatters D6", maintaining the same facing. All models hit by the template suffer a S 6 hit with Multiple Wounds (D3). If the spell is boosted roll a dice and consult the Foot of Gork table after resolving the effects of the spell.
Mf 15+/18+ 36"/36" Instant
Place the small template within range of the Shaman. It then scatters D6", maintaining the same facing. All models hit by the template suffer a S 6 hit with Multiple Wounds (D3). If the spell is boosted roll a dice and consult the Foot of Gork table after resolving the effects of the spell.

Racial Trait Spell

Casting Range Type Duration Effect
Fists of Gork The target unit gains +1 S until the start of the caster's next Magic phase. Boosted version affects all friendly units within range.
Mf 8+/16+ 24"/12" Instant
The target unit gains +1 S until the start of the caster's next Magic phase. Boosted version affects all friendly units within range.

Racial Trait Spell

Casting Range Type Duration Effect
Gaze of Mork Extend a straight line, within the Shaman's forward arc and directly away from his base. Any model whose base falls under the line suffers a S 4 hit.
Mf 7+/10+ 18"/36" Instant
Extend a straight line, within the Shaman's forward arc and directly away from his base. Any model whose base falls under the line suffers a S 4 hit.

Racial Trait Spell

Casting Range Type Duration Effect
Gaze of Mork (Bound Spell) Extend a straight line, within the Shaman's forward arc and directly away from his base. Any model whose base falls under the line suffers a S 4 hit.
Mf 7+/10+ 18"/36" Instant
Extend a straight line, within the Shaman's forward arc and directly away from his base. Any model whose base falls under the line suffers a S 4 hit.

Racial Trait Spell

Casting Range Type Duration Effect
Power of da Waaagh! For each friendly Orc unit (of any type) with a Unit Strength of 10+ in close combat within range of the Wizard, they add +1 to cast. Conversely, for each friendly Orc unit (of any type) with a Unit Strength of 10+ fleeing within range of the Wizard, they suffer -1 to cast.
Mf - 24" Instant
For each friendly Orc unit (of any type) with a Unit Strength of 10+ in close combat within range of the Wizard, they add +1 to cast. Conversely, for each friendly Orc unit (of any type) with a Unit Strength of 10+ fleeing within range of the Wizard, they suffer -1 to cast.

Racial Trait Spell

Casting Range Type Duration Effect
WAAAGH! Affects all friendly Orc units (of any type) with 5 or more models within range. The target units will immediately make a move using Random Movement (2D6) towards the nearest enemy unit within Line of Sight – if no enemy units are within Line of Sight, they will move directly forward instead. Note that no unit may be moved more than once per Magic phase with this spell.
Mf 13+ 12" Instant
Affects all friendly Orc units (of any type) with 5 or more models within range. The target units will immediately make a move using Random Movement (2D6) towards the nearest enemy unit within Line of Sight – if no enemy units are within Line of Sight, they will move directly forward instead. Note that no unit may be moved more than once per Magic phase with this spell.

Racial Trait Spell

Casting Range Type Duration Effect
Wrath of Gork Inflicts D6 S 5 hits for every friendly unit of 5 or more Orc models (of any race) within 6" of the caster.
Mf 7+/10+ 18"/36" Instant
Inflicts D6 S 5 hits for every friendly unit of 5 or more Orc models (of any race) within 6" of the caster.

Racial Trait Spell

Casting Range Type Duration Effect
Bone Krusha The closer the target is to the caster, the more powerful the attack will be: if the target is within 12" of the caster, it suffers 2D6 S 5 Hits; if the target is between 12" and 18" away, it instead suffers D6 S 5 Hits; if the target is more than 18" away, it only suffers D3 S 5 Hits.
Mf 5+ 24" Instant
The closer the target is to the caster, the more powerful the attack will be: if the target is within 12" of the caster, it suffers 2D6 S 5 Hits; if the target is between 12" and 18" away, it instead suffers D6 S 5 Hits; if the target is more than 18" away, it only suffers D3 S 5 Hits.

Racial Trait Spell

Casting Range Type Duration Effect
Brutal Beast Spirits Targets Orcs (of any type). The unit gains +1 To Hit in close combat and may re-roll their pursuit distance until the start of the caster's next Magic phase. Boosted version affects all friendly units of Orcs (of any type) within range.
Mf 6+/12+ 24"/12" Instant
Targets Orcs (of any type). The unit gains +1 To Hit in close combat and may re-roll their pursuit distance until the start of the caster's next Magic phase. Boosted version affects all friendly units of Orcs (of any type) within range.

Racial Trait Spell

Casting Range Type Duration Effect
Breath of Mork Target an unengaged unit. This unit may immediately make a normal Fly move (not march) as if it was the Remaining Moves phase.
Mf 7+/10+ 18"/36" Instant
Target an unengaged unit. This unit may immediately make a normal Fly move (not march) as if it was the Remaining Moves phase.

Racial Trait Spell

Casting Range Type Duration Effect
Gork's War Cry The target unit suffers D6 S 5 which Ignores Armour Saves and is stunned by the deafening roar. The target unit halves all their Movement and is subject to Always Strikes Last until the start of the caster's next Magic phase.
Mf 11+ 18" Instant
The target unit suffers D6 S 5 which Ignores Armour Saves and is stunned by the deafening roar. The target unit halves all their Movement and is subject to Always Strikes Last until the start of the caster's next Magic phase.

Racial Trait Spell

Casting Range Type Duration Effect
Kunnin' Beast Spirits Targets Orcs (of any type). Your opponent must re-roll all To Hit rolls of 6 that target the unit with missile attacks and in close combat until the start of the caster's next Magic phase. Boosted version affects all friendly units of Orcs (of any type) within range.
Mf 5+/10+ 24"/12" Instant
Targets Orcs (of any type). Your opponent must re-roll all To Hit rolls of 6 that target the unit with missile attacks and in close combat until the start of the caster's next Magic phase. Boosted version affects all friendly units of Orcs (of any type) within range.

Racial Trait Spell

Casting Range Type Duration Effect
The Evil Sun Remains in play. Uses the small round template. Once the template is placed, the player then nominates the direction in which The Evil Sun will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice. The template then moves D6" in the direction shown (if you roll a Hit! use the little arrow shown on the Hit! symbol). Any model under or passed over by the template suffers a S 5 hit. In subsequent turns, The Evil Sun travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, The Evil Sun swallows itself and is removed.
Mf 14+ Instant
Remains in play. Uses the small round template. Once the template is placed, the player then nominates the direction in which The Evil Sun will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice. The template then moves D6" in the direction shown (if you roll a Hit! use the little arrow shown on the Hit! symbol). Any model under or passed over by the template suffers a S 5 hit. In subsequent turns, The Evil Sun travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, The Evil Sun swallows itself and is removed.

Racial Trait Spell

Casting Range Type Duration Effect
Squiggly Curse Targets a single enemy model (even a character in a unit). Roll a D6; on a 1 it has no effect, on a 2 to 3 that model suffers one Wound, on a 4 to 5 it suffers D3 Wounds and on a 6 it suffers D6 Wounds. These Wounds have Ignores Armour Saves. Each time a model is slain by Squiggly Curse, you can add +D3 to any further casting attempts made by the caster this Magic Phase.
Mf 9+/13+ 12"/24" Instant
Targets a single enemy model (even a character in a unit). Roll a D6; on a 1 it has no effect, on a 2 to 3 that model suffers one Wound, on a 4 to 5 it suffers D3 Wounds and on a 6 it suffers D6 Wounds. These Wounds have Ignores Armour Saves. Each time a model is slain by Squiggly Curse, you can add +D3 to any further casting attempts made by the caster this Magic Phase.

Racial Trait Spell

Casting Range Type Duration Effect
Curse of da Spider God The target unit must re-roll successful To Hit rolls (in shooting and close combat) and armour saves until the start of the caster's next Magic phase.
Mf 9+/12+ 24"/48" Instant
The target unit must re-roll successful To Hit rolls (in shooting and close combat) and armour saves until the start of the caster's next Magic phase.

Racial Trait Spell

Casting Range Type Duration Effect
Chitinous Armour Targets Goblins (of any type). The target unit gains Natural Armour (6+) until the start of the caster's next magic phase. Boosted version affects all friendly units of Goblins (of any type).within range.
Mf 6+/12+ 24"/12" Instant
Targets Goblins (of any type). The target unit gains Natural Armour (6+) until the start of the caster's next magic phase. Boosted version affects all friendly units of Goblins (of any type).within range.

Racial Trait Spell

Casting Range Type Duration Effect
Gift of the Spider God Targets Goblins (of any type). The target unit gains Poisoned Attacks and Regeneration (6+) until the start of the caster's next Magic phase. If the unit already has Poisoned Attacks, the spell will boost its venom so that they wound the target automatically on a To Hit roll of 6. Boosted version affects all friendly units of Goblins (of any type) within range.
Mf 12+/24+ 24"/12" Instant
Targets Goblins (of any type). The target unit gains Poisoned Attacks and Regeneration (6+) until the start of the caster's next Magic phase. If the unit already has Poisoned Attacks, the spell will boost its venom so that they wound the target automatically on a To Hit roll of 6. Boosted version affects all friendly units of Goblins (of any type) within range.

Racial Trait Spell

Casting Range Type Duration Effect
Venomous Spiderlings The target unit suffers 3D6 S 1 Hits with Poisoned Attacks.
Mf 5+/8+ 24"/48" Instant
The target unit suffers 3D6 S 1 Hits with Poisoned Attacks.

Racial Trait Spell

Casting Range Type Duration Effect
Deadly Webbing Can be cast on any terrain feature within range. Until the start of the caster's next Magic phase, the target counts as Dangerous Terrain for all non-flying movement and in addition, units cannot march while within it. This spell has no effect on Forest Goblins.
Mf 5+/8+ 24"/48" Instant
Can be cast on any terrain feature within range. Until the start of the caster's next Magic phase, the target counts as Dangerous Terrain for all non-flying movement and in addition, units cannot march while within it. This spell has no effect on Forest Goblins.

Racial Trait Spell

Casting Range Type Duration Effect
Scuttling Terrors Targets Goblins (of any type). The target unit may immediately make a Move as if it were the Remaining
Moves phase.
Mf 8+/11+ 24"/48" Instant
Targets Goblins (of any type). The target unit may immediately make a Move as if it were the Remaining
Moves phase.

Racial Trait Spell

Casting Range Type Duration Effect
Sneaky Stealin' When a Spell of da Little Waaagh! is successfully cast, and after its effects have been resolved, roll a D6. On a roll of 1-4 nothing happens, but on a roll of 5-6 you may take one dispel dice from the opponent's dispel pool and add it to your power pool. If there are no dice left in the opponent's dispel pool, then this lore attribute has no effect.
Mf - Instant
When a Spell of da Little Waaagh! is successfully cast, and after its effects have been resolved, roll a D6. On a roll of 1-4 nothing happens, but on a roll of 5-6 you may take one dispel dice from the opponent's dispel pool and add it to your power pool. If there are no dice left in the opponent's dispel pool, then this lore attribute has no effect.

Racial Trait Spell

Casting Range Type Duration Effect
Sneaky Stealin' (Bad Moon) When a Spell of da Bad Moon is successfully cast, and after its effects have been resolved, roll a D6. On a roll of 1-4 nothing happens, but on a roll of 5-6 you may take one dispel dice from the opponent's dispel pool and add it to your power pool. If there are no dice left in the opponent's dispel pool, then this lore attribute has no effect.
Mf - Instant
When a Spell of da Bad Moon is successfully cast, and after its effects have been resolved, roll a D6. On a roll of 1-4 nothing happens, but on a roll of 5-6 you may take one dispel dice from the opponent's dispel pool and add it to your power pool. If there are no dice left in the opponent's dispel pool, then this lore attribute has no effect.

Racial Trait Spell

Casting Range Type Duration Effect
Sneaky Stealin' (Spider God) When a Spell of da Spider God is successfully cast, and after its effects have been resolved, roll a D6. On a roll of 1-4 nothing happens, but on a roll of 5-6 you may take one dispel dice from the opponent's dispel pool and add it to your power pool. If there are no dice left in the opponent's dispel pool, then this lore attribute has no effect.
Mf - Instant
When a Spell of da Spider God is successfully cast, and after its effects have been resolved, roll a D6. On a roll of 1-4 nothing happens, but on a roll of 5-6 you may take one dispel dice from the opponent's dispel pool and add it to your power pool. If there are no dice left in the opponent's dispel pool, then this lore attribute has no effect.

Racial Trait Spell

Casting Range Type Duration Effect
Sneaky Distraction Affects all enemy units within range of the caster. The target units suffer -1 To Hit with missile attacks and in close combat until the start of the caster's next Magic phase. This spell has no affect on models with Immunity (Psychology). Boosted version targets all enemy units within range.
Mf 8+/12+ 12"/18" Instant
Affects all enemy units within range of the caster. The target units suffer -1 To Hit with missile attacks and in close combat until the start of the caster's next Magic phase. This spell has no affect on models with Immunity (Psychology). Boosted version targets all enemy units within range.

Racial Trait Spell

Casting Range Type Duration Effect
Sneaky Stabbin' Targets Goblins (of any race). The target unit's close combat attacks have Armour Piercing (1) and can re-roll all failed To Hit and To Wound rolls when attacking in close combat against an enemy's flank or rear until the start of the caster's next Magic phase. Boosted version affects all friendly units of Goblins (of any type) within range.
Mf 6+/12+ 24"/12" Instant
Targets Goblins (of any race). The target unit's close combat attacks have Armour Piercing (1) and can re-roll all failed To Hit and To Wound rolls when attacking in close combat against an enemy's flank or rear until the start of the caster's next Magic phase. Boosted version affects all friendly units of Goblins (of any type) within range.

Racial Trait Spell

Casting Range Type Duration Effect
The Hand of Gork Targets a single unengaged friendly unit. Remove a model from the front rank of the unit and place it anywhere within 3D6"/6D6" of its original position, facing in any direction. Remove the remainder of the unit from the battlefield and form them up around the first model so that the unit keeps its original formation and the first model maintains its original position in the unit (if the unit comprised just one model, such as a chariot or character, then this step is unnecessary). Models from the unit cannot be placed in impassable terrain, nor may they be placed within 1" of any other unit.
Mf 9+/18+ 24"/24" Instant
Targets a single unengaged friendly unit. Remove a model from the front rank of the unit and place it anywhere within 3D6"/6D6" of its original position, facing in any direction. Remove the remainder of the unit from the battlefield and form them up around the first model so that the unit keeps its original formation and the first model maintains its original position in the unit (if the unit comprised just one model, such as a chariot or character, then this step is unnecessary). Models from the unit cannot be placed in impassable terrain, nor may they be placed within 1" of any other unit.

Racial Trait Spell

Casting Range Type Duration Effect
Mork Save Uz! The target unit may re-roll all failed armour saves and Ward saves until the start of the caster's next Magic phase.
Mf 7+/14+ 24"/12" Instant
The target unit may re-roll all failed armour saves and Ward saves until the start of the caster's next Magic phase.

Racial Trait Spell

Casting Range Type Duration Effect
Gork'll Fix It The target unit must re-roll any of its To Hit, To Wound and armour save rolls of 6 (in shooting and close combat) until the start of the caster's next Magic phase.
Mf 8+/10+ 24"/48" Instant
The target unit must re-roll any of its To Hit, To Wound and armour save rolls of 6 (in shooting and close combat) until the start of the caster's next Magic phase.

Racial Trait Spell

Casting Range Type Duration Effect
Brain Bursta Targets a single enemy model (even a character in a unit). The target suffers a S 5 hit.
Mf 6+/9+ 18"/36" Instant
Targets a single enemy model (even a character in a unit). The target suffers a S 5 hit.

Racial Trait Spell

Casting Range Type Duration Effect
Nikkit! Nikkit! Targets a single enemy character (even a character in a unit). The target suffers D3 S 4 Hits which Ignores Armour Saves. If the target has one or more magic items, randomly select one of them – that item is stolen on the roll of 3+. If the caster does not already have a magic item of this type they can now use it, otherwise it is destroyed.
Mf 11+/15+ 12"/24" Instant
Targets a single enemy character (even a character in a unit). The target suffers D3 S 4 Hits which Ignores Armour Saves. If the target has one or more magic items, randomly select one of them – that item is stolen on the roll of 3+. If the caster does not already have a magic item of this type they can now use it, otherwise it is destroyed.

Racial Trait Spell

Casting Range Type Duration Effect
Mork Wants Ya! Targets a single enemy model (even a character in a unit). The target must pass an I test or suffer D6 S 10 hits.
Mf 13+/17+ 12"/24" Instant
Targets a single enemy model (even a character in a unit). The target must pass an I test or suffer D6 S 10 hits.

Racial Trait Spell

Casting Range Type Duration Effect
Vindictive Glare Causes 2D6/3D6 S 3 hits.
Mf 6+/9+ 24"/24" Instant
Causes 2D6/3D6 S 3 hits.

Racial Trait Spell

Casting Range Type Duration Effect
Squig Lure Targets any unit of Squigs. The target unit immediately makes a Random Move (2D6); and all Squigs (but not their riders or handlers) in the unit gain Frenzy until the start of the caster's next Magic phase. Boosted version targets all friendly units within range.
Mf 5+/10+ 24"/12" Instant
Targets any unit of Squigs. The target unit immediately makes a Random Move (2D6); and all Squigs (but not their riders or handlers) in the unit gain Frenzy until the start of the caster's next Magic phase. Boosted version targets all friendly units within range.

Racial Trait Spell

Casting Range Type Duration Effect
Night Shroud Targets all friendly units within range. Until the beginning of the caster's next Magic phase, enemies suffer -1 To Hit with missile weapons against these units. All models in any enemy unit that charges into base contact with the Shaman or the unit he is with while the spell is in effect must take a Dangerous Terrain test.
Mf 9+/18+ 6"/12" Instant
Targets all friendly units within range. Until the beginning of the caster's next Magic phase, enemies suffer -1 To Hit with missile weapons against these units. All models in any enemy unit that charges into base contact with the Shaman or the unit he is with while the spell is in effect must take a Dangerous Terrain test.

Racial Trait Spell

Casting Range Type Duration Effect
Itchy Nuisance Roll a D6. The target unit immediately reduces its M and I by this number (to a minimum of 1), until the start of the caster's next Magic phase. Troops with Random Movement reduce the number of dice they roll by D3 (to a minimum of 1D6), and their I by D6.
Mf 8+ 24" Instant
Roll a D6. The target unit immediately reduces its M and I by this number (to a minimum of 1), until the start of the caster's next Magic phase. Troops with Random Movement reduce the number of dice they roll by D3 (to a minimum of 1D6), and their I by D6.

Racial Trait Spell

Casting Range Type Duration Effect
The Great Green Spite Pick one friendly Goblin unit (of any type) within 12" of the caster; the target unit suffers D6 S 4 Hits if this friendly unit has a lower Unit Strength than 20, 2D6 S 4 Hits if the friendly unit has Unit Strength of 20 to 30, and 3D6 S 4 Hits if the friendly unit has a Unit Strength over 30. These Hits have Armour Piercing (1).
Mf 9+ 24" Instant
Pick one friendly Goblin unit (of any type) within 12" of the caster; the target unit suffers D6 S 4 Hits if this friendly unit has a lower Unit Strength than 20, 2D6 S 4 Hits if the friendly unit has Unit Strength of 20 to 30, and 3D6 S 4 Hits if the friendly unit has a Unit Strength over 30. These Hits have Armour Piercing (1).

Racial Trait Spell

Casting Range Type Duration Effect
Call da Moon Place the small template with the centre anywhere within this range; it scatters and inflicts damage like a Stone Thrower. If a misfire is rolled, centre the template over the caster instead.
Mf 10+ 18" Instant
Place the small template with the centre anywhere within this range; it scatters and inflicts damage like a Stone Thrower. If a misfire is rolled, centre the template over the caster instead.

Racial Trait Spell

Casting Range Type Duration Effect
Curse of da Bad Moon Uses the small/large round template. Once the template is placed, the caster nominates the direction in which it will move. Roll 4D6 to determine how many inches the template moves. In subsequent turns the template will move 3D6" in a random direction. Any model under or passed over by the template is cursed, and must pass a characteristic test or take a wound which Ignores Armour Saves. The type of characteristic test is determined by rolling on the Curse of da Bad Moon chart. Roll once each Magic phase, just before moving the template, and apply the result to all models affected by the curse in that Magic phase.
Mf 15+/25+ Instant
Uses the small/large round template. Once the template is placed, the caster nominates the direction in which it will move. Roll 4D6 to determine how many inches the template moves. In subsequent turns the template will move 3D6" in a random direction. Any model under or passed over by the template is cursed, and must pass a characteristic test or take a wound which Ignores Armour Saves. The type of characteristic test is determined by rolling on the Curse of da Bad Moon chart. Roll once each Magic phase, just before moving the template, and apply the result to all models affected by the curse in that Magic phase.

Army Organisation

Lords

Lords

Heroes

Heroes

Core

Core

Special

Special

Rare

Rare

Lords
Lords

Mount General

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options

Lords

Savage Orc Warboss

160pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Savage Orc Warboss
Savage Orc Warboss:

Options

24 pts
50 pts
250 pts
160 pts
6 pts
free
3 pts
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3 pts
Lords

Orc Great Shaman

185pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Orc Great Shaman
Orc Great Shaman:

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35 pts
free

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Select at most one mount option Max 1 entry
Select at least one mount option Min 0 entry
24 pts
75 pts
160 pts
Lords

Savage Orc Shaman

90pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Savage Orc Shaman
Savage Orc Shaman:

Magic options

35 pts
free

Options

Lords

Goblin Big Boss

35pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Goblin Big Boss
Goblin Big Boss:

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12 pts
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Lords

Forest Goblin Big Boss

35pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Forest Goblin Big Boss
Forest Goblin Big Boss:

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14 pts
50 pts
4 pts
free
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Lords

Orc Big Boss

65pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Orc Big boss
Orc Big boss:

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4 pts
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16 pts
75 pts
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Savage Orc Big Boss

85pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Savage Orc Big boss
Savage Orc Big boss:

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16 pts
4 pts
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2 pts
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25 pts
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Lords

Night Goblin Big Boss

30pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Night Goblin Big Boss
Night Goblin Big Boss:

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4 pts
free
2 pts
2 pts
2 pts
25 pts
free
free
2 pts
Lords

Black Orc Big Boss

105pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Black Orc Big Boss
Black Orc Big Boss:

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25 pts
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Select at least one mount option Min 0 entry
Select at most one mount option Max 1 entry
16 pts
75 pts
Lords

Savage Orc Great Shaman

200pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Savage Orc Great Shaman
Savage Orc Great Shaman:

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35 pts
free

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Select at most one mount option Max 1 entry
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24 pts
160 pts
Lords

Goblin Great Shaman

155pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Goblin Great Shaman
Goblin Great Shaman:

Magic options

35 pts
free

Options

18 pts

Mount options

Select at least one mount option Min 0 entry
Select at most one mount option Max 1 entry
38 pts
Lords

Orc Warboss

130pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Orc Warboss
Orc Warboss:

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6 pts
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3 pts
3 pts
3 pts
24 pts
50 pts
75 pts
250 pts
160 pts
free
3 pts
Lords

Night Goblin Warboss

55pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Night Goblin Warboss
Night Goblin Warboss:

Options

6 pts
free
3 pts
3 pts
3 pts
free
3 pts
Lords

Goblin Warboss

65pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Goblin Warboss
Goblin Warboss:

Options

18 pts
38 pts
6 pts
free
3 pts
3 pts
3 pts
free
3 pts
Lords

Forest Goblin Warboss

65pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Forest Goblin Warboss
Forest Goblin Warboss:

Options

21 pts
50 pts
6 pts
free
3 pts
3 pts
3 pts
Lords

Mount War Boar

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options

Lords

Mount Goblin Wolf Chariot

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options

Lords

Mount Grunta

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options

Lords

Mount Orc Boar Chariot

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options

Lords

Mount Wyvern

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options

Lords

Mount Maw-Crusher

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options

Lords

Mount Goblin Crew

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options

Lords

Azhag the Slaughterer

460pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Azhag the Slaughterer
Skullmuncha
Azhag the Slaughterer:
Skullmuncha:

Options

Lords

Wurrzag Ud Ura Zabuhu

330pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Wurrzag Ud Ura Zabuhu
Spleenrippa
Wurrzag Ud Ura Zabuhu:
Spleenrippa:

Options

Lords

Mount Giant Spider

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options

Lords

Mount Gigantic Spider

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options

Lords

Mount Great Cave Squig

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options

Lords Heroes

Special Characters

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Azhag the Slaughterer
Skullmuncha
Wurrzag Ud Ura Zabuhu
Spleenrippa
Skarsnik
Gobbla
The Black Gobbo
Gorbad Ironclaw
Gnarla
Skragrott
Morglum Necksnapper
Grumlok
Gazbag
Gordrakk
Bigteef
Gorfang Rotgut
Grimgor Ironhide
Grom the Paunch
Niblet
Azhag the Slaughterer:
Skullmuncha:
Wurrzag Ud Ura Zabuhu:
Spleenrippa:
Skarsnik:
Gobbla:
The Black Gobbo:
Gorbad Ironclaw:
Gnarla:
Skragrott:
Morglum Necksnapper:
Grumlok:
Gazbag:
Gordrakk:
Bigteef:
Gorfang Rotgut:
Grimgor Ironhide:
Grom the Paunch:
Niblet:

Options

460 pts
330 pts
245 pts
170 pts
335 pts
335 pts
260 pts
335 pts
500 pts
190 pts
320 pts
240 pts
Lords

Mount Arachnarok Spider

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options

Lords

Mount Orc Bully

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options

Lords

Mount Forest Goblin Crew

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options

Lords

Mount Orc Big 'Un

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options

Lords

Mount Orc Big 'Un Boss

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options

Lords

Mount Orc Boar Boy Big 'Un

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options

Lords

Mount Orc Boar Boy Big 'Un Boss

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options

Lords

Mount Orc Crew

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options

Heroes
Heroes

Orc Warchanter

65 pts single model
Troops M WS BS S T W I A Ld Troop's type
Orc Warchanter 4 4 3 4 4 2 3 2 8

Options

free
2 pts

Mount options

Select at most one mount option Max 1 entry
Select at least one mount option Min 0 entry
16 pts
75 pts
Heroes

Shaman

single model
Troops M WS BS S T W I A Ld Troop's type
Savage Orc Shaman 4 3 3 3 4 2 2 1 7
Night Goblin Shaman 4 2 3 3 3 2 3 1 5
Forest Goblin Shaman 4 2 3 3 3 2 2 1 6
Goblin Shaman 4 2 3 3 3 2 2 1 6
Orc Shaman 4 3 3 3 4 2 2 1 7

Options

90 pts
55 pts
65 pts
60 pts
75 pts
Heroes

Big Boss

single model
Troops M WS BS S T W I A Ld Troop's type
Black Orc Big Boss 4 6 3 4 5 2 3 4 8
Goblin Big Boss 4 4 3 4 4 2 3 3 7
Forest Goblin Big Boss 4 4 3 4 4 2 3 3 7
Orc Big boss 4 5 3 4 5 2 3 3 8
Savage Orc Big boss 4 5 3 4 5 2 3 3 8
Night Goblin Big Boss 4 4 3 4 4 2 4 3 6

Options

105 pts
35 pts
35 pts
65 pts
85 pts
30 pts
Heroes

Special Characters

single model
Troops M WS BS S T W I A Ld Troop's type
Badruk 'Eadsplitta 4 6 3 5 5 2 3 4 8
Bigfeet Bonehead 4 5 3 4 5 2 3 3 8
Borgut Facebeater 4 6 3 5 5 2 3 3 9
Snagla Grobspit 4 4 3 4 4 2 4 3 7
Gitilla da Hunter 4 4 4 4 4 2 4 3 7
Ulda the Great Wolf 9 3 - 3 3 1 3 2 3

Options

150 pts
130 pts
185 pts
90 pts
70 pts
Core
Core

Night Goblins

single model
Troops M WS BS S T W I A Ld Troop's type
Night Goblin 4 2 3 3 3 1 3 1 5
Night Goblin Fanatic - - - 5 3 1 3 - 10
Night Goblin Boss 4 2 3 3 3 1 3 2 5

Options

Command group options

10 pts
5 pts
10 pts
Special
Special

Goblin Rock Lobber

85 pts single model
Troops M WS BS S T W I A Ld Troop's type
Goblin Rock Lobber - - - - 7 - - - -

Orcs & Goblins Model Rules

Options

Rare
Rare

Goblin Doom Diver

80 pts single model
Troops M WS BS S T W I A Ld Troop's type
Doom Diver Catapult - - - - 7 - - - -

Orcs & Goblins Model Rules

Options