OTHER ORC & GOBLIN INFORMATION


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ARMY SELECTION
Characters0 to 50%Up to half the points value of the army may be spent on characters. This includes the cost of a monster or chariot ridden by a character.
Mobs25%+At least a quarter of the total points value of the army must be spent on troops. This does not include the cost of Champions or chariots ridden by characters (both of these are paid for out of the Characters allowance).
War Machines0-25%Up to a quarter of the points value of the army may be spent on war machines.
Monsters0 to 25%Up to a quarter of the points value of the army may be spent on monsters. Note that this does not include monsters ridden by characters, which must be paid for from the Characters allowance.
Allies0 to 25%Up to a quarter of the points value of the army may be spent on allied troops chosen from any of the following lists: Chaos, Chaos Dwarf, Dark Elves, and Skaven.



EQUIPMENT LIST
Hand-to-Hand Combat Weapons
A single sword, axe, mace, or other hand weaponFree
An additinal sword, axe, etc.1
A double-handed weapon, including double-handed axe, sword, etc.2
Halberd2
Spear1
Missile Weapons
Bow2
Short Bow1
Crossbow3
Armour
Shield1
Light Armour2


Panic: Orcs expect Goblins to run away and it doesn't really surprise them when this happens. The sight of Goblins running in flight does not upset the Orcs, it simply reminds them why they are better! When a Golbin unit breaks or flees past during the turn, there is no need for the Orcs to test for panic. There is no way that big, though Orcs are going to panic just because some weedy Goblins run off!

Hatred: Night Goblins hate Dwarfs.

Fear: A unit of Goblins fears any unit of Elves which it does not outnumber by at least two to one. This includes Night Goblin Squig Hunters in which case the size of the unit is the number of Goblins plus the number of Squigs.

Animosity: Because they argue and fight amongst themselves even in the thick of battle, Orcs and Goblins are affected by a special animosity rule. Note though that Mobs already fighting in hand-to-hand combat are not affected by animosity - they are too busy bashing the enemy to worry abuot bashing each other.

At the start of his turn the Orc player must test amongst his troops to determine if animosity has taken effect. You must test separately for each of the following:

  1. Each Orc or Savage Orc Mob - This means you must make a test for every Orc infantry or cavalry unit. Black Orcs are not affected by Animosity so no test is necessary for Black Orc units. Big'uns do have to test as they are an Orc Mob.


  2. Each Goblin, Night Goblin, or Forest Goblin Mob - This means you must test for every Golbin infantry and cavalry unit. This includes Night Goblin Netters and Squig Hunters.
A Mob which is already engaged in hand-to-hand combat at the start of the turn is not affected by animosity and no test is necessary.

Characters are not affected by animosity unless they join a Mob, in which case they are affected along with the unit itself. A shaman will be unable to use his magic if the unit he is with fails its animosity test.

Night Goblin Fanatics are not affected by animosity at all. Obviously the unit they are hiding in can be affected, but the Fanatics are too crazed to realise what is going on.

Squig Hoppers ar not affected by animosity.

Trolls, Snotlings, and other creatures in your army are not affected by the animosity rules.

When to Test: At the start of your turn you must test for each Orc and Goblin Mob as described above. Starting on one side of the table and working through your army, roll a D6 for each unit. If the dice roll is 2 or more the unit passes the test and may fight normally this turn. If the dice roll is a 1 then the unit has been affected by animosity. To determine what the affected unit does roll a D6 and consult the Animosity Table.

Orc & Goblin Animosity Table
1Get 'emThem other greenskins is asking for trouble! Pulling faces, shouting rude insults, hurling dung. They deserve a good bashing!

If your Mob is armed with bows, crossbows, or other missile weapons, then this turn it will halt and shoot at the nearest other Orc or Goblin Mob. Note that the taret must be an infantry or cavalry Mob of the kind that has to take an animosity test itself - not a chariot, war engine, etc. and not a Mob that is already engaged with the enemy. Although the Mob doesn't move, individual models may be turned in the ranks in order to shoot at the target. Work out the effects of shooting immediately - this means that shooting due to animosity is worked out before normal shooting. The Mob cannot do anything else that turn, it wil lnot move and it cannot shoot. If there are no other Orcs or Goblins to fire at, the affected mob squabbles instead.

If your Mob is not armed with missile weapons then it will charge the nearest other Orc or Goblin Mob if able to do so. Note that the target must be an infantry or calvary Mob as above. If unable to charge (for example if it is too far away), then the Mob squabbles instead. Assuming it is able to charge, the Mob is immediately moved against the target and a huge brawl breaks out. Immediately work out hand-to-hand combat with all models in base comtact fighting. Once both sides have fought, casualties are removed and the two rival units spend the rest of the turn unable to do anything while they dust themselves down. There is no further effect - the two Mobs do not continue to fight in following turns.
2-5SquabbleRatgut is a filthy lyin' git and he spat on my favourite boots. He needs teaching a lesson!

An internal squabble amongst the ranks soon grows into a minor riot with fists and curses flying. This throws the Mob into disorder and prevents all moving and shooting this turn. The unit does nothing for this turn while the Bosses crack heads together to restore order.
6We'll Show 'emThe rest of the army is just softies compared to us. We'll show 'em how it's done. Charge!

Determined to show that they are best, the Mob dashes forward towards the enemy, cheering, waving weapons, and jeering at their foes. The Mob immediately moves forward a full normal move towards the nearest visiable enemy unit, deducting the usual penalties for terrain. You must move the full distance possible. You cannot move less unless there is another unit or an uncrossable obstacle in the way. If you move into an enemy unit you count as having charged it.

This extra move is an exception to the normal movement sequence. Once the Mob has moved it may still move in the movement phase, shoot and fight just as normal. If the extra move brings you to within charge range of an enemy unit then you may declare a charge and attack it in your movement phase if you wish.


Tattoos: Savage Orcs do not usually wear armour, but they do use shields made of animal hide. A Savage Orc without armour will be protected by his unshakeable faith. This is comparable to wearing a mail shirt or breastplate, conferring a D6 saving throw of 6. If the Savage Orc has a shield as well then he has a saving throw of 5+.

Note that this saving throw is not strictly speaking because of armour, and the Orc always has a saving throw of 6 even if he is struck by a weapon that would normally have a saving throw modifier. This special protection is lost if the Orc wear body armour.


Shamans: The power of a shaman comes from the raw Waaaagh energy radiated by all the Orcs and Goblins near him. The more greenskins crowded around a shaman the more easily he can cast spells. However, a shaman can handly only so much Waaagh energy. If there are too many Orcs and Goblins around him, he can suffer sickness, injuries, or death. For this reason Orc and Goblin shamans must take a special Waaagh Test during the magic phase.

As an Orc shaman gains in power and experience he learns how to handle the Waaagh energy better, hence Orc shamans are allowed to add their magic level to their Waaagh Test dice roll (D6 + magic level). Goblin shamans, however, are more delicate and more susceptible to the effects of Waaagh energy.

Night Goblin Shamans: Night Goblin Shamans eat vast quantities of multi-colored fungi that grow in the dark caves where they live. Some of these fungi contain toxins that are either hallucinogens or downright poisonous. They know which mushrooms can be eaten safely, which to avoid, and which to use for their potions and brews. It is the Night Goblin shamans who brew up the Mad Cap mushroon brew which sends the Goblin Fanatics into their frenzy.

Because he is constantly handling, tasting and eating fungi the spores tend to work their way into the shaman's skin, bloodstream and saturate his body. They eventually begin to change him. If exposed for too long he may be turned into a giant mushroom. A magic-saturated shaman mushroom is very potent indeed. If another living shaman eats a portion of shaman mushroom then it dissolves inside him and releases vast amounts of magic energy.

All Night Goblin shamans begin the game with one piece of shaman mushroom per magic level. Each piece of mushroom can be used once during the game.

The Night Goblin shaman may consume a single piece of mushroom at the start of any magic phase, before the Winds of Magic are determined. The shaman automatically recieves D6 extra magic cards to use during that magic phase. These extra cards can only be used by that shaman - they cannot be used by other shamans.

Normally a Goblin shaman must be within 12" of at least one Orc or Goblin Mob to use his magic. However, if a Night Goblin shaman eats a piece of mushroom he can use magic even if there ar no other Orcs or Goblins near. As there is no other source of Waaagh power within 12" the Shaman receives no magic cards from the Winds of Magic, he only gets the D6 cards from consuming the mushroom.

There is, however, a price to be paide for such power. Make the Waaagh test as normal but if you fail deduct -1 from the D6 roll on the 'Eadbangerz Chart. This penalty only applies when the mushroom has been eaten; at other times the shaman rolls normally.

Forest Goblins: The Forst Goblin tribes share their domain with spiders of various kinds. Some are eaten, some kept as pets or ridden into war. Forest Goblin shamans encourage small poisonous spiders to nest in their robes and live upon them.

As a result of the spiders poisonous bites the shaman becomes immune to their toxin. Orcs and Goblins feel little pain but Forest Goblins feel none at all.

Thanks to the venom that floods their vains the Forest Goblin shaman takes the Waaagh Test like any other Goblin shaman, but adds +1 to his dice roll on the 'Eadbangerz Chart. If he rolls a 6 then he is completely unaffected just as if he had passed his Waaagh Test.

Unfortunately, Forest Goblin are prone to run off dizzily, or blunder about. Therefore, every time a Forest Goblin shaman fails a Waaagh Test he automatically staggers D6" in a random direction. Use the scatter dice to determine which direction he moves. This happens even if he subsequently rolls a 6 for his 'Eadbangerz Test.

Move the shaman before applying the 'Eadbangerz results. If he walks into something he will stop. If he moves into an enemy then he is engaged in hand-to-hand combat and must fight in the following round (he counts as charging in the first round). If already in hand-to-hand then he won't move away, but count as charging again in the next round.

Savage Orc Shamans: If a Savage Orc shaman joins a Mob of Savage Orcs (Boyz or Boar Boyz) then he gets +1 extra magic card when the magic cards are dealt at the start of the magic phase. This extra card can only be used by that shaman. In addition, his protective tattoos now confer a saving throw of 5+.

If a Savage Orc shaman joins a Mob of Savage Orcs (Boyz or Boar Boyz) then the Boyz' protective tattoos give them a saving throw 5+.


Giant Spiders: Spiders have eight hairy legs which enable them to move easily over obstacles and rough terrain. Spiders are not slowed down by crossing difficult ground or obstacles.


War Boards: War boars are really hard to control so when the boar decides to run off or charge madly out of control it is difficult for the leader to do much about it. A war boar rider always reduces his leadership value by -1 when taking any tests.

Save: A war boar rider receives an extra bonus to his save roll, +2 rather than +1 for other cavalry mounts.

Combat Bonus: A charging war boar recieves a strength bonus of +2. This extra bonus applies only to the war boar and not to the Orc rider.