1000 NG4 Shooters

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Created with Army Builder® - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com! 1000 Pts - Orcs & Goblins - 1000 NG4 Shooters Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost Great Shaman (1 , 230 pts) Night Goblin Great Shaman 1 In 4 2 3 3 4 3 3 1 6 - 5+ 4 230 Composition: Lord Magic Mushrooms: Roll D6 when spell is cast. Add to casting result, but does not count towards Irresistible Force. If a 1 is rolled, roll a further D6. on a 1-3, the Shaman suffers a wound with no saves allowed and, unless cast with Irresistible Force, spell fails.; General; Level 4 Upgrade; Sneaky Stealin'; Hand Weapon; Fear Elves; Hatred (Dwarves) Sneaky Stealin' 1 When a Spell of da Little Waaagh! has been successfully cast roll a D6. On a 5-6 you may take one of your opponent's dispel dice (if any left) and add it to your power pool. [0] 0. Sneaky Stabbin' 1 Augment . 6+ Cast . 12" Range, target gets Armour Piercing, in addition unit may re-roll To- Hit and To-Wound rolls if attacking in Flank or Rear [0] 1. Vindictive Glare 1 Magic Missile . 5+ Cast . 24" Range, 2D6 S3 hits 10+ Cast . Can increase to 3D6 S3 hits [0] 2. Gift of the Spider-god 1 Augment . 8+ Cast . 12" Range, target unit gains Poisoned Attacks, if unit has already, increases so wounds on 5+ [0] 3. Itchy Nuisance 1 Hex . 8+ Cast . 24" Range, Target reduces Mv and In by D6, to minimum of 1, troops with Random Movement reduce by D3, to minimum of 1D6, and In by D6 [0] 4. Gork'll Fix It 1 Hex . 8+ Cast . 24" Range, Target must re-roll To Hit, To Wound and armour save rolls of 6 [0] 5. Night Shroud 1 Augment . 9+ Cast . Targets Shaman and his unit, counts as being in soft cover, if charged enemy takes Dangerous Terrain test 15+ Cast . Can give 12" Range, effecting all units in range [0] 6. Curse of da Bad Moon 1 Vortex. 15+ Cast . Small round template, nominate direction and move 4D6", subsequently moving 3D6" in random direction. All models touched must pass characteristic test or takes a wound with no armour save allowed. Roll before moving template: (1-2) Strength, (3-4) Toughness, (5-6) Initiative 25+ Cast . Can upgrade to large round template and choose characteristic [0] Dispel Scroll 1 One use: Automatically dispels an enemy spell. [25] Talisman of Endurance 1 5+ Ward Save. [30] Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost Boyz Mob (16 , 147 pts) Orc Boyz 15 In 4 3 3 3 4 1 2 1 7 5+ 6+* 147 Composition: Core Animosity; Choppas; Size Matters - Orcs; Musician ; Standard Bearer ; Hand Weapon; Light Armour; Shield Orc Boss 1 In 4 4 3 4 4 1 2 2 7 5+ 6+* [7] Choppas; Hand Weapon; Light Armour; Shield Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost Arrer Boyz Mob (10 , 70 pts) Orc Arrer Boyz 10 In 4 3 3 3 4 1 2 1 7 6+ 70 Composition: Core Animosity; Choppas; Size Matters - Orcs; Hand Weapon; Bow; Light Armour; Volley Fire Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost Spider Rider Mob (5 , 80 pts) Forest Goblin Spider Riders 5 Ca 4 2 3 3 3 1 2 1 6 5+ 80 Composition: Core Animosity; Forest Strider; Obstacle Strider; Creeping Assault: Do not have to dismount to assault building. May not garrison. Wall-crawler Treat ungarrisoned buildings as open terrain. May not finish move on or in building.; Musician ; Hand Weapon; Short Bow; Spear; Shield; Fast Cavalry; Fear Elves; Volley Fire Giant Spider 5 WB 7 3 - 3 3 1 4 1 2 - [0] Forest Strider; Obstacle Strider; Poisoned Attacks; Swiftstride

Transcript of 1000 NG4 Shooters

Page 1: 1000 NG4 Shooters

Created with Army Builder® - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!

1000 Pts - Orcs & Goblins - 1000 NG4 ShootersName # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

Great Shaman (1 , 230 pts) Night Goblin Great

Shaman1 In 4 2 3 3 4 3 3 1 6 - 5+ 4 230

Composition: LordMagic Mushrooms: Roll D6 when spell is cast. Add to casting result, but does not counttowards Irresistible Force. If a 1 is rolled, roll a further D6. on a 1-3, the Shaman suffers awound with no saves allowed and, unless cast with Irresistible Force, spell fails.; General;Level 4 Upgrade; Sneaky Stealin'; Hand Weapon; Fear Elves; Hatred (Dwarves)

Sneaky Stealin' 1 When a Spell of da Little Waaagh! has been successfully cast roll a D6. On a 5-6you may take one of your opponent's dispel dice (if any left) and add it to yourpower pool.

[0]

0. Sneaky Stabbin' 1 Augment.6+ Cast . 12" Range, target gets Armour Piercing, in addition unit may re-roll To-Hit and To-Wound rolls if attacking in Flank or Rear

[0]

1. Vindictive Glare 1 Magic Missile .5+ Cast . 24" Range, 2D6 S3 hits10+ Cast . Can increase to 3D6 S3 hits

[0]

2. Gift of the Spider-god 1 Augment.8+ Cast . 12" Range, target unit gains Poisoned Attacks, if unit has already,increases so wounds on 5+

[0]

3. Itchy Nuisance 1 Hex.8+ Cast . 24" Range, Target reduces Mv and In by D6, to minimum of 1, troopswith Random Movement reduce by D3, to minimum of 1D6, and In by D6

[0]

4. Gork'll Fix It 1 Hex.8+ Cast . 24" Range, Target must re-roll To Hit, To Wound and armour save rollsof 6

[0]

5. Night Shroud 1 Augment.9+ Cast . Targets Shaman and his unit, counts as being in soft cover, if chargedenemy takes Dangerous Terrain test15+ Cast . Can give 12" Range, effecting all units in range

[0]

6. Curse of da Bad Moon 1 Vortex.15+ Cast . Small round template, nominate direction and move 4D6", subsequentlymoving 3D6" in random direction. All models touched must pass characteristictest or takes a wound with no armour save allowed. Roll before moving template:(1-2) Strength, (3-4) Toughness, (5-6) Initiative25+ Cast . Can upgrade to large round template and choose characteristic

[0]

Dispel Scroll 1 One use: Automatically dispels an enemy spell. [25] Talisman of Endurance 1 5+ Ward Save. [30]

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostBoyz Mob (16 , 147 pts)

Orc Boyz 15 In 4 3 3 3 4 1 2 1 7 5+ 6+* 147Composition: CoreAnimosity; Choppas; Size Matters - Orcs; Musician ; Standard Bearer ; Hand Weapon;Light Armour; Shield

Orc Boss 1 In 4 4 3 4 4 1 2 2 7 5+ 6+* [7]Choppas; Hand Weapon; Light Armour; Shield

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostArrer Boyz Mob (10 , 70 pts)

Orc Arrer Boyz 10 In 4 3 3 3 4 1 2 1 7 6+ 70Composition: CoreAnimosity; Choppas; Size Matters - Orcs; Hand Weapon; Bow; Light Armour; Volley Fire

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostSpider Rider Mob (5 , 80 pts)

Forest Goblin SpiderRiders

5 Ca 4 2 3 3 3 1 2 1 6 5+ 80Composition: CoreAnimosity; Forest Strider; Obstacle Strider;Creeping Assault: Do not have to dismount to assault building. May not garrison.Wall-crawler Treat ungarrisoned buildings as open terrain. May not finish move on or inbuilding.; Musician ; Hand Weapon; Short Bow; Spear; Shield; Fast Cavalry; Fear Elves;Volley Fire

Giant Spider 5 WB 7 3 - 3 3 1 4 1 2 - [0]Forest Strider; Obstacle Strider; Poisoned Attacks; Swiftstride

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Created with Army Builder® - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostNight Goblin Mob (21 , 63 pts)

Night Goblins 21 In 4 2 3 3 3 1 3 1 5 6+ 6+* 63Composition: CoreAnimosity; Hand Weapon; Shield; Fear Elves; Hatred (Dwarves)

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostMangler Squig (1 , 65 pts)

Mangler Squig 1 Uq 3D6 - - 6 4 3 3 * 3 - 65Composition: RareRandom Movement (3D6)Ker-splat: If move brings them into contact with unit, move through placing 1" beyond unit.Inflicts 2D6 S6 Armour Piercing hits.Gone Crazy : Once a Ker-splat attack is made, they move in a random direction in theCompulsory Move phase.Force of Total Destruction : Cannot be charged. Any unit moving into contact takes 2D6 S6hits, and a further D6 S6 hits. Mangler Squig removed, and unit can continue move. Count asin soft cover when targeted with shooting attacks.Completely Out of Control : Removed when they contact another Mangler Squig, roll triplefor movement, or a unit moves into contact.Watch Out!: Take Dangerous Terrain test when moving over Forests, Marshland, Obstacles orMystical Monuments. If movement would take them into contact with a Building, ImpassableTerrain or off table, take Dangerous Terrain test and stop 1" short.; Immune to Psychology

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostShooty Things (4 , 80 pts)

Goblin Doom DiverCatapult

1 WM 7 3 80Composition: RareSee Orc & Goblin rulebook p48 for Doom Diver rules12-60", S5, Ignores Armour Saves

Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 - [0]Hand Weapon; Fear Elves

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostShooty Things (4 , 85 pts)

Goblin Rock Lobber 1 WM 7 3 85Composition: RareSee rulebook p114 for Stone Thrower rules12-60", S3(9), Multiple Wounds (D6); Stone Thrower

Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 - [0]Hand Weapon; Fear Elves

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostSquig Hoppers (10 , 60 pts)

Night Goblin SquigHoppers

5 Ca 4 2 3 3 3 1 3 1 3 6+ 60Composition: SpecialRandom Movement (3D6)Extra Boingy : Gains Impact Hits (1) if you roll three 6s.Obnoxious: Characters cannot join unit.; Hand Weapon; Hatred (Dwarves); Immune toPsychology; Skirmishers

Squig 5 Ca 3D6 4 - 5 3 1 3 2 5 - [0]

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostChariots (1 , 50 pts)

Goblin Wolf Chariot 1 Ch 5 4 3 5+ 50Composition: SpecialChariot; Scythed Wheels

Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 - [0]Hand Weapon; Short Bow; Spear; Fear Elves; Volley Fire

Giant Wolf 2 WB 9 3 - 3 3 1 3 1 3 - [0]Swiftstride

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostShooty Things (4 , 35 pts)

Goblin Spear Chukka 1 WM 7 3 35Composition: SpecialSee rulebook p111 for Bolt Thrower rules48", S6, Multiple Wounds (D3), Ignores Armour Saves.Slipshod: If you roll a 1 To-Hit, roll on Stone Thrower Misfire table.

Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 - [0]Hand Weapon; Fear Elves

Page 3: 1000 NG4 Shooters

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Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostShooty Things (4 , 35 pts)

Goblin Spear Chukka 1 WM 7 3 35Composition: SpecialSee rulebook p111 for Bolt Thrower rules48", S6, Multiple Wounds (D3), Ignores Armour Saves.Slipshod: If you roll a 1 To-Hit, roll on Stone Thrower Misfire table.

Goblin Crew 3 - 4 2 3 3 3 1 2 1 6 - [0]Hand Weapon; Fear Elves

Total Cost: 1000

Option FootnotesOptions

Bow 24" Range, Strength 3, Volley Fire.Hand Weapon 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.Light Armour 6+ armour save.Musician +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift

Reform.Shield +1 armour save bonus.Short Bow 18" Range, Strength 3, Volley Fire.Spear Fight in Extra Rank (does not apply if charging), +1 Strength when mounted and charging.Standard Bearer +1 to Combat Resolution, Standard can be captured if unit Flees.

SpecialAnimosity Units subject to Animosity must roll at Start of Turn sub-phase, with the following restrictions: (Contain less

than 5 models, In Close Combat, garrisoning a building, Fleeing or off battlefield) Roll D6: On a 1, roll onchart:(1) Get 'Em : Inflict D6 S3 hits (2D6 if Horde) on nearest eligible unit, which must test for Animosity andwithin 12", the victim does D6 S3 hits back. Neither unit can charge or move in the Movement phase, castspells, nor shoot this turn. If the victim has not yet taken Animosity test, then it does not do so this turn. Ifno eligible victim the unit will Squabble instead (See below).(2-5) Squabble : Charge if possible, or do nothing.(6) We'll Show 'Em : Pivot unit on the stop towards closest visible enemy, and make a full (non-march)move in straight line toward it. If impossible for the unit to pivot to face closest enemy, it will pivot towardsit as far as it can, and will then move as far forward as it can while keeping the enemy within its forwardarc. After the move is complete unit must declare a charge in the Charge sub-phase against the closest enemyunit, if it is possible to do so. If the unit cannot declare a charge then it may carry on with the rest if its turnnormally, as if it had not moved this turn.

Choppas +1 Strength in first round of each Close Combat.Immune to Psychology Automatically passes Fear, Terror or Panic tests. May not Flee! if charged.Size Matters - Orcs Do not take Panic tests caused by Snotlings, Squigs, or Goblins.Swiftstride When charging / fleeing, units made entirely of models with Swiftstride roll 3D6 and discard the lowest

instead of 2D6 for distance.Volley Fire Half the models in third and subsequent ranks (rounding up) may shoot. A unit cannot Volley Fire if it

moved this turn or as a Stand & Shoot reaction.