ORC & GOBLIN WAR MACHINES


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Rock Lobbers
Small Rock Lobbers..... 66 1/2 points
Big Rock Lobbers..... 96 1/2 points


If your army contains at least one Mob of Orcs (including Big'uns) it may also include any number of stone throwers, which Orcs call Rock Lobbers. Each machine has three Orc crew to operate and defend it.

Profile MWSBSSTWIALD
Rock Lobber----7 3---
Crew43334 1217

Equipment: The crew are armed with hand weapons.

Save: None

Options: Rock Lobber crew may wear light armour (+2 points per model).

Rock Lobber Summary:
  1. Declare target and guess range.


  2. Position template and roll Scatter and Artillery dice.


  3. If the Artillery dice is MISFIRE refer to Misfire Chart


  4. If the Scatter dice is an arrow the stone has landed in the direction shown 2, 4, 6, 8, or 10" away from the aiming point as shown on the Artillery dice.


  5. The single model in the exact center is hit. Remaining models under the template are hit on 4+.


  6. Work out hits as normal. Models are allowed no saving throw from a rock lobber.


Bolt Throwers..... 46 1/2 points

If your army contains at least one Mob of Orcs (including Big'uns) it may also include any number of bolt throwers. Each machine has three Orcs to operate and defend it.

Profile MWSBSSTWIALD
Bolt Thrower----7 3---
Crew43334 1217

Equipment: The crew are armed with hand weapons.

Save: None

Options: Bolt Thrower crew may wear light armour (+2 points per model).

Bolt Thrower Summary:
  1. Align bolt thrower on target and roll to hit.


  2. Resolve damage at strength 5. No save is allowed for a bolt thrower.


  3. If the target is slain roll damage against the second rank at strength 4.


  4. Continue rolling for damage until you fail to slay the target or run out of ranks. Deduct -1 from the strength for each rank already pierced.


Snotling Pump Wagon..... 40 points

If your army contains at least one Goblin Mob then it may include any number of Snotling Pump Wagons. Each machine is crewed by a stand of Snotlings.

Profile MWSBSSTWIALD
Pump Wagon2D6"--77 31--
Crew-2211 3334

The rules described for chariots apply to the Pump Wagon with a few exceptions. It is powered not by horses, but by pumping Snotlings. The Pump Wagon is equipped with a spiked roller at the front. Any hits against the pump wagon are distributed amongst the crwe or machine only, as shown on the chart below.

ShootingHand-to-Hand
1-2Snotling1-2Pump Wagon
3-6Pump Wagon3-6Snotling

The Pump Wagon causes a great deal of damage as it charges.

Hits Inflicted
Charging2D6
OtherwiseNone

The Pump Wagons movement is erratic as the crew fight over who will pump. It automatically moves 2D6" and is moved along with compulsory movement before other troops can move.

The player can control the direction, but has no say over the speed. If the machine's speed is sufficient to bring it into contact with a target then it is considered to have charged. No formal declaration of charge is necessary. The target may make the usual response just as if it had been charged in the normal manner.

If the Pump Wagon's movement sends it through rough terrain (ie. a bog, river, or wall) the Pump Wagon sustains D6 strength 6 hits.

It can also be obliged to move through friendly troops, although this is rare as you can move the machine as you wish. When this happens work out the effect just as if it were an enemy unit. Even the Snotlings will fight as they are far too excited to care what they are doing. The Pump Wagon does not abandon the fight until the combat is complete and one side broken or destroyed.

Once a Pump Wagon's crew are all slain it cannot move. It does not rampage around like a chariot for example. The model may be removed once the crew are slain, as it is of no further value.


Doom Diver Catapult..... 100 points

If your army contains at least one Goblin Mob then it may also include any number of Doom Diver Catapults. Note that this must be an ordinary Goblin Mob - not a Night Goblin or a Forest Goblin Mob. Each Catapult is assumed to have an infinte supply of Doom Divers ready and waiting to be catapulted.

Profile MWSBSSTWIALD
Catapult----7 3---
Doom Diver42333 1215

Max. RangeStrengthSaveWounds per hit
Direct hitAnywhere on the tabletop10NoneD6
Other hitsAnywhere on the tabletop5-21

Rules:Often referred to as the bat-winged loony lobber, this is a small but powerful catapult that lobs Goblins high in to the air, with wings strapped to their arms, to fly about and spy out the land ahead.

The catapult may be fired in the shooting phase. You will need the smaller 2" diameter template.

First, pivot the catapult on the spot so that it is pointing in the direction you wish to shoot. Now declare how far you wish to throw the Doom Diver. AS with stone throwers you must do this without measuring the distance to your target, you must guess the range as accurately as you can. There is no limit to the distance you can guess, other than the confines of the tabletop. Once you have made your guess place the template directly over the spot where you have guessed.

To decide if the Goblin lands where you have aimed it roll both the scatter dice and the artillery dice. If you roll a HIT on the scatter dice then you have hit, and the Goblin lands on target. If you roll an arrow the Goblin has missed and veered off in the direction indicated by the arrow.

If you roll a MISFIRE on the artillery dice roll a D6 and consult the Misfire Chart below. A misfire result automatically cancels out the shot even if you also roll a HIT. If you roll a number on the artillery dice and an arrow on the scatter dice then this is the distance the Goblin veers off target: reposition the template the distance indicated. If you roll a HIT on the scatter dice and numbers on the artillery dice then the numbers are ignored - they have no effect - the Diver has landed on target.

Doom Diver Misfire Chart
1-2Destroyed. The catapult gives way when the Doom Diver attempts to stretch it back too far. With a crack the frame breaks apart and smashes right into the Goblin, flattening him. The lauch is unsuccessful and the machine is destroyed. Remove the catapult and Doom Diver from play.
3-4Disabled. The catapult elastic gives way leaving the Doom Diver helplessly earthbound. The catapult must be fixed before it can be used again, which takes all of next turn.
5Bounce. The Doom Diver miscalculates his shot entirely. He is propelled more or less horizontally forward, bounching along on his stomach until he hits something solid. The Goblin travels straight forward D6x10" and hits the first target in his path causing D6 strength 5 hits. Note that no template is used - the Goblin hits the first target in his path be it an individual, a unit of troops, a building, or whatever. If he hits a wood, wall, or other terrain that would block his path he stops. The machine itself is unaffected and may be used normally next turn.
6Wild Shot. The catapult slips in its mountings, spinning around and projecting the Goblin randomly into the air. Determine where he lands as follows. First roll a scatter dice to determine which direction he goes in, not taht the HIT results also have direction arrows indicated at the top of the 'I' in the 'HIT'. The Goblin comes down D6x10" in the direction indicated. There is no need to roll further dice to determine where the Goblin lands and the Doom Diver may not attempt to correct his approach as he is totally out of control. Position the template and work out casualties as normal. The machine itself is unaffected and may be used normally next turn.

Because the Diver can steer himself as he dives downwards, he can attempt to correct his flight path should he veer away from target. If the template veers you may attempt to bring it back towards the target. Roll a D6 and move the template back the number of inches indicated. If the D6 roll is more than the distance you have veered away, then the Diver has over compensated and the template is moved over and beyond the target the full distance rolled.

Damage: Once you have worked out where the Goblin lands ou can work out damage. The model that lies directly under the template is automatically hit and suffers a strength 10 hit. Note that this direct hit can only ever affect one model. If your roll to wound is successful the individual receives D6 wounds.

No saving throw is ever allowed for armour. The spike on the Goblin's head can pierce even the thickest dragonhide and armour.

Models whose base lie under the rest of the template are hit on a 4+. Any models hit are struck by the Goblin's debris, smashed weapons, and broken armour. This causes a strength 5 attack on any targets hit. This further damage inflicts only 1 wound and saving throws apply as normal.

There is no crew as it is assumed the Diver launchs himself. It is also assumed there are an unlimited supply of Divers ready and willing to step forward and be catapulted. Should the Doom Diver be slain then the catapult cannot shoot in its following turn while another Diver steps forward to replace him.

The catapult may be moved by the Diver up to 4". If the catapult is moved other than to pivot to face its target, then it may not shoot that turn.

Loss of Doom Divers: If the catapult is destroyed or the catapult and crew are broken in hand-to-hand or as a result of a psychology test, then the catapult is removed from the game.


Orc Boar Chariots..... 81 points

If your army contains at least one Mob of Orcs (including Big'uns) it may also include any number of Orc boar chariots. Chariots fight as individual models. Each machine has a crew of two Orcs and is pulled by two war boars.

Profile MWSBSSTWIALD
Orc43334 1217
War Boar74034 1313
Chariot---77 31--

Equipment: The Orcs carry swords and wear light armour.

Options: Any chariots may have up to two additional crewman (+7 1/2 points each), may be equipped with shields (+1 point), given short bows (+1 point), and/or may have scythed wheels (+20 points per chariot). One Orc boar chariot may carry a magic standard.


Goblin Wolf Chariots..... 65 points

If your army contains at least one Goblin Mob then it may include any number of Goblin wolf chariots. Chariots fight as individual models. Each machine has a crew of two Goblins and is pulled by two giant wolves.

Profile MWSBSSTWIALD
Goblin42333 1215
Giant Wolf94033 1313
Chariot---77 31--

Equipment: The Goblins carry swords and wear light armour.

Options: Any chariots may have up to two additional crewman (+3 1/2 points each), may have an additional giant wolf (+4 points), may be equipped with shields (+1/2 point), given short bows (+1/2 point), and/or may have scythed wheels (+20 points per chariot). One Goblin wolf chariot may carry a magic standard.


Chariot Summary for both Orc and Goblin Chariots:
  1. Chariots move individually in the same way as large monsters or characters. If grouped together (within 5" of anotehr chariot) they may be treated as a unit for leadership tests testing on the value of the highest.


  2. A chariot moves at the speed of the creatures pulling it. Casualties reduce this speed in proportion, eg a chariot pulled by three giant wolves moves 9". If one giant wolf is slain the chariot moves 6", if two are slain it moves 3", etc. If the chariot's crew ar slain it will move 2D6" up to its maximum speed in a random direction collapsing on a double.


  3. Chariots cannot move over obstacles or difficult terrain except to cross a river at a bridge or ford. If obliged to do so it suffers D6 S6 hits.


  4. In hand-to-hand combat the enemy fights against the highest WS of the chariot crew. All hits against the chariot in hand-to-hand or shooting are randomly allocated as shown below. Remember that chariots are large targets and so +1 to hit. If a chariot has crew with differing profiles hits may be randomised between them.

    ShootingHand-to-Hand Combat
    1Crew1Chariot
    2-3Creature2-3Creature
    4-6Chariot4-6Crew


  5. Chariots have their own profiles as shown above. Once a chariot has taken its full quota of wounds it is destroyed. Surviving crew may continue to fight on foot.


  6. Crew may fight all round. Creatures pulling the chariot may fight to their front. The chariot itself may attack only as it charges causing D6 hits plus +1 per scythe if scythes are fitted on the chariot.


  7. Chariots flee and pursue exactly like other troops. If forced to flee and subsequently caught by their pursuers they are destroyed.


  8. In the case of stone throwers and other war machines with a template, treat each individual part of the chariot as a separate target.