ORC & GOLBIN MOBS
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Savage Orc Boar Boyz..... 25 points
Your army may include any number of Mobs of Savage Orc Boar Boyz - Savage Orcs riding war boars.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Savage Orc | 4 | 3 | 3 | 3 | 4 |
1 | 2 | 1 | 7 |
War Boar | 7 | 4 | 0 | 3 | 4 |
1 | 3 | 1 | 3 |
Equipment: Savage Orc Boar Boyz carry shields and a hand weapon. They ride war boars.
Save: 3+ (A Savage Orc's protective tattoos give him a save equivalent to light armour).
Options: Any Mobs of Savage Orc Boar Boyz may be equipped with spears (+2 points per model) and/or bows (+4 points per model) and may carry a magic standard.
Special Rule: Savage Orc Boar Boyz are affected by frenzy. Savage Orcs are also affected by the panic rule for Orcs.
Orc Boar Boyz..... 27 points
Your army may include any number of Mobs of Orc Boar Boyz - fierce Orcs riding war boars.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Savage Orc | 4 | 4 | 3 | 3 | 4 |
1 | 2 | 1 | 7 |
War Boar | 7 | 4 | 0 | 3 | 4 |
1 | 3 | 1 | 3 |
Equipment: Boar Boyz wear light armour and carry shields and a hand weapon. They ride war boars.
Save: 3+
Options: Any Mobs of Boar Boyz may be equipped with spears (+2 points per model) and may carry a magic standard.
Goblin Wolf Riders..... 9 points
Your army may include any number of Mobs of Goblin wolf riders.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Goblin | 4 | 2 | 3 | 3 | 3 |
1 | 2 | 1 | 5 |
Giant Wolf | 9 | 4 | 0 | 3 | 3 |
1 | 3 | 1 | 3 |
Equipment: Wolf Riders carry a hand weapon and ride a giant wolf.
Save: 6+
Options: Any Mobs of wolf riders may be armed with spears (+2 points per model), short bows (+1 point per model), light armour (+2 points per model, and/or shields (+1 point per model).
Forest Goblin Spider Riders..... 9 points
Your army may include any number of Mobs of Forest Goblin spider riders.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Forest Goblin | 4 | 2 | 3 | 3 | 3 |
1 | 2 | 1 | 5 |
Giant Spider | 7 | 3 | 0 | 4 | 3 |
1 | 1 | 1 | 5 |
Equipment: Spider riders carry a hand weapon and ride a giant spider.
Save: 6+
Options: Any Mobs of spider riders may be equipped with spears (+1 point per model), short bows (+1 point per model), and/or shields (+1 point per model).
0-1 Mob of Orc Big'Uns..... 6 1/2 points
Your army may include one Mob of Big'uns.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Big'uns | 4 | 4 | 3 | 4 | 4 |
1 | 3 | 1 | 7 |
Equipment: Hand weapon.
Save: None
Options: The Big'uns may be equipped with shields (+1 points per model), light armour (+2 points per model), and/or one of the following weapons: either spears (+1 point), double-handed weapons (+2 points), or bows (+2 points) and may carry a magic standard.
Orc Boyz..... 5 1/2 points
Your army may include any number of Mobs of Orc Boyz.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Orc | 4 | 3 | 3 | 3 | 4 |
1 | 2 | 1 | 7 |
Equipment: Orc Boyz carry a hand weapon.
Save: None
Options: Any Mobs of Orc Boyz may be equipped with light armour (+2 points per model), shields (+1 points per model), and/or one of the following weapons: either a double-handed weapon (+2 points), a halberd (+2 points), a spear (+1 point), or an additional hand weapon (+1 point). One Mob of Orc Boyz may carry a magic standard.
Orc Arrer Boyz..... 7 1/2 points
Your army may include any number of Mobs of Orc Arrer Boyz.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Orc | 4 | 3 | 3 | 3 | 4 |
1 | 2 | 1 | 7 |
Equipment: Orc Boyz carry a hand weapon and bow.
Save: None
Options: Any Mobs of Orc Arrer Boyz may be equipped with light armour (+2 points per model), shields (+1 points per model), and/or spears (+1 point).
0-1 Mob of Black Orcs..... 9 points
Your army may include one Mob of Black Orcs.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Black Orc | 4 | 4 | 3 | 4 | 4 |
1 | 2 | 1 | 8 |
Equipment: Black Orcs wear light armour and carry a hand weapon.
Save: 6+
Options: The Mob of Black Orcs may be armed with one of the following: double-handed weapon (+2 points per model), halberds (+2 points per model), spears (+1 point), or an additional hand weapon (+1 point) and may carry a magic standard.
Animosity: Black Orcs are not affected animosity.
Leaders: Blacks Orcs don't think much of other Orc Bosses. If another Orc or Goblin character model joins the unit he will be allowed to fight with it, but the Black Orc unit will refuse to take much notice. This means the unit cannot test against the character's leadership as it normally would.
Savage Orcs..... 7 1/2 points
Your army may include any number of Mobs of Savage Orcs.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Savage Orc | 4 | 3 | 3 | 3 | 4 |
1 | 2 | 1 | 7 |
Equipment: Savage Orcs carry a crude hand weapon, ie a club, mace or stone axe.
Save: 6+ due to protective tattoos.
Options: Any Mobs of Savage Orcs may be carry a shield (+1 point per model), and/or one of the following weapons: either a double-handed weapon (+2 points), an additional hand weapon (+1 point), or a bow (+2 points). One Mob of Savage Orcs may carry a magic standard.
Special Rules: Savage Orcs can skirmish and are affected by frenzy.
Goblins..... 2 1/2 points
Your army may include any number of Mobs of Goblins.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Goblin | 4 | 2 | 3 | 3 | 3 |
1 | 2 | 1 | 5 |
Equipment: Goblins carry a hand weapon.
Save: None
Options: Any Mobs of Goblins may be equipped with shields (+1/2 point per model), light armour (+1 point), and/or one of the following weapons: either a double-handed weapon (+1 point), halberds (+1 point), a spear (+1/2 point), or short bows (+1/2 point). One Mob of Goblins may carry a magic standard.
Forest Goblins..... 2 1/2 points
Your army may include any number of Mobs of Forest Goblins.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Goblin | 4 | 2 | 3 | 3 | 3 |
1 | 2 | 1 | 5 |
Equipment: Forest Goblins carry a hand weapon - often a war axe or club.
Save: None
Options: Any Mobs of Forest Goblins may be equipped with shields (+1/2 point per model), and/or one of the following weapons: either a double-handed weapon (+1 point), spears (+1/2 point), or short bows (+1/2 point). One Mob of Forest Goblins may carry a magic standard.
Night Goblins..... 2 1/2 points
Your army may include any number of Mobs of Night Goblins.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Night Goblin | 4 | 2 | 3 | 3 | 3 |
1 | 2 | 1 | 5 |
Equipment: Night Golbins carry a hand weapon.
Save: None
Options: Any Mobs of Night Goblins may be equipped with shields (+1/2 point per model), and/or one of the following weapons: either a double-handed weapon (+1 point), halberds (+1 points), spears (+1/2 point), or short bows (+1/2 point). One Mob of Night Goblins may carry a magic standard.
Special Rule: Each Night Goblin Mob may include up to three hidden Night Goblin Fanatics.
0-1 Mob of Squig Hunters
8 points per hunter team
20 points per cave squig
If your army contains at least one Mob of ordinary Night Goblins then it may include a single Squig Hunter Mob too. A Squig Hunter team must contain at least five models (A Squig Hunter team counts as two) and may include Cave Squigs as well as Hunters armed with long prodders. A Mob must have at least one Hunter team for every three Cave Squigs in order to control the Squigs properly.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Night Goblin | 4 | 2 | 3 | 3 | 3 |
1 | 2 | 1 | 5 |
Cave Squig | 2D6" | 4 | 0 | 5 | 3 |
1 | 5 | 2 | 2 |
Equipment: Night Goblins Squig Hunters are armed with long handled squig prodders.
Save: None
Boss: As Squig Hunter teams normally carry one prodder between the two models a Boss can be armed with a sword, axe or any other kind of hand weapon rather than with a prodder. This is an exception to the normal rules - normally a champion/boss is armed in the same way as his unit.
Movement: A unit of Squig Hunters includes a number of Night Goblins armed with prodder forks plus a number of Cave Squigs. At the start of the battle there must be at least two Goblins in the unit to carry a prodder fork, and there must be at least five models in total. Although Goblins and Squigs have different movement rates, the whole unit moves at the speed of the Goblins.
Formation: A unit of Squig Hunters is always deployed in two ranks with all the Squigs in the front rank and all the Goblins behind them.
Hand-to-Hand Fighting: The Cave Squigs will attack any models in base contact except for the prodder-armed Goblins behind them.
Night Goblins armed with prodders can also attack enemy models they are touching. They are mounted two models to a base, and both models get their own attack. Both Goblins can fight if any part of their base is touching an enemy model. Prodder-armed Goblins can also use their prodder to attack from behind their Squigs in a similar way to troops armed with spears. If the Squig in front of the Goblins is fighting then both the Goblins carrying the prodder can fight too.
Goblins using a prodder receive a +1 strength bonus because the prodder is so big and heavy. Note that prodder-armed Goblins can fight from a rear rank even if they have moved - unlike spears which can only do so when stationary.
Shooting: When the enemy shoots at the Squig Hunter unit hits are randomised between the Squigs and Goblins. Remember that a pair of Goblins carrying a prodder is two Goblins not one.
Leadership and Characteristics: The whole unit uses the leadership value of the Goblins unless the Squigs go wild as explained below. The unit can be joined and led by an Orc or Goblin character, in which case you test leadership on the character's value. However, note that Squigs will attack any model that isn't a prodder-armed Goblin.. so any character with the unit will have to be placed at the back to be safe!
Goblin Casualties: The prodder-armed Goblins are mounted two to a base, so you will have to either remember or make a note if one of them is killed. Alternatively you can substitue an ordinary Goblin model if you have one. A single Goblin can continue to use the huge prodder to keep back the Squigs and fight, but he loses the +1 strength bonus without the second Goblin. When Goblin casualties are taken any odd Goblins are always removed first, leaving as many complete pairs as possible.
Wild Squigs: So long as the Squigs are successfully herded by the prodder-armed Goblins they are moved and fight like any other unit. However, if the Goblins should be slain some or all the Squigs may go wild. Each prodder can control up to three Squigs. If there are not enough prodders to control all the Squigs then any excess Squigs will go wild. Of course, if all the Goblins are slain then all the Squigs will go wild!
Wild Squigs are moved individually with other compulsory movement at the start of the movement phase. Each Squig moves 2D6" in a random direction. Use the scatter dice to determine the direction moved. As the Squig excapes from the control of the Goblins it may burst through its own unit, but it does not cause any damage as it does so. However, if its movement carries it into any other target it charges into hand-to-hand combat and stops. The wild Squig fights whatever it hits, regardless of which side its opponent is on. Once in hand-to-hand combat the Squig doesn't move, but it will pursue a broken unit and then continue to move randomly.
Wild Squigs are immune to psychology or other leadership tests and cannot be broken.
0-1 Mob of Netters..... 3 1/2 points
If your army contains at least one Mob of ordinary Night Goblins then it may include a single Netter Mob too. A Netter Mob contains five or more models like any other Mob, but unlike other units it can contain both net- and club-armed Night Goblins. The ratio of net- to club-armed Netters is entirely up to you: you could have all clubs, all nets, or a mixture of the two. If a Netter Mob has a Boss he may be armed with a club (+1 point).
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Night Goblin | 4 | 2 | 3 | 3 | 3 |
1 | 2 | 1 | 5 |
Equipment: Night Goblins Netters are armed with either nets or clubs.
Save: None
Boss: A Mob of Netters may have a Boss armed with a club, they may not have a Boss armed with a net.
Formation: Netters fight in units of five or more. The unit can include as many net-armed and club-armed Goblins as you wish, and they can be mixed up in the ranks as you please.
Nets: Goblins with nets get +1 initiative bonus and so always attack before club-armed Goblins. Work out the attack as normal. Hits do not cause any damage at all, instead make note of the number of net hits caused. Each enemy hit by a net cannot attack back that turn assuming he has not already done so. In addition, any enemy hit by a net is a prime target for a club attack as explained below.
Clubs: Club-armed Goblins receive a +1 strength bonus and so count as having a strength 4. Work out the attacks as normal. Once you have established now many hits your clubs have cuased add the number of enemy already netted that turn. In effect the club-armed Goblins get an extra free hit for every netted enemy. All these hits are resolved at the +1 strength. It doesn't matter how few clubbers are fighting so long as there is at least one. If there are no clubbers at all then any netted enemy are jumped on by the netters themselves, and damage is resolved with a strength of 3 as normal. Any netted model which are not slain free themselves automatically - they do not continue to count as netted.
Shooting: When the enemy shoots at a unit of Netters randomise any hits amongst the potential targets. For example, if there are four net-armed and two club-armed Night Goblins roll a dice: 1-4 = a net, 5-6 = a club.
More Orc & Goblin Regiments
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