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Fantasy Battles

The 9​ Age
th​

Orcs and Goblins


Army Rules
Version 0.11.0 Beta

Army Special Rules Lords


Armoury Heroes
Magical items Core
Quick Reference Sheet Special
Change Log Rare
Mounts

Fantasy Battles: The 9th Age is a community-made miniatures wargame.


All relevant rules, as well as feedback and suggestions, can be found/given here:
http://www.the-ninth-age.com/

Rules changes between versions are colour coded in green. See change log at end of document.
Army Special Rules
Greenhide Races
Different models in the army have a specific set of special rules depending on their race.

Common Orc Iron Orc Feral Orc


Unruly, Born to Fight Born to Fight, Weapon Masters, Unruly, Born to Fight, Frenzy, Ward
Immune to Psychology Save (6+)

Common Goblin Cave Goblin Forest Goblin


Insignificant, Unruly Insignificant, Unruly, Hatred (Army Insignificant, Unruly, Strider
book: Dwarven Holds) (Forests)

Unruly
Unruly units have -1 Leadership when rolling to restrain Pursuit Moves and Frenzy Tests. In addition, if they are in
horde formation, roll 3 dice for P​
anic tests​
and discard the highest dice.

Born to Fight
Model parts with this special rule have +1 Strength until they lose or draw a combat.

Waaargh!
Once per game, a model with this Special Rule that is the army’s General may declare a Waaargh! at the start of the
Turn. All models in the army belonging to any Greenhide Race gain the Devastating Charge and Swiftstride special rules
until the end of the ​
Player ​
Turn.

Venomous Fangs
Nominate one attack from the model with this special rule before rolling to hit. This attack has the Multiple Wounds
(Ordnance) special rule.

2
Shambolic (X, mode)
Units with this Special Rule follow the Random Movement (X) Special Rule. Shambolic units are Immune to Psychology
and cannot be joined by characters. If this unit rolls for its Random Movement and all the dice show the same result, it
takes D3 wounds with no saves allowed and then moves in a randomized direction.

Shambolic Random Movement has two optional modes, stated in brackets.

Running Amok!! Steady


Units with Shambolic (Running Amok!!) always move in Units with Shambolic (Steady) may re-roll their random
a randomized direction during their random movement. movement distance roll, but must accept the second one.

Boing!
Boing! units may move through friendly units during their move. If a Boing! unit would end its movement inside a
friendly unit without also being in contact with an enemy unit, backtrack along its path until it is in a legal position (at
least 1’’ away from any units).
Boing! units do not count as "touching" terrain (e.g. for the purposes for Dangerous Terrain tests) unless they begin or
end their move on it, but they are still blocked by Impassable Terrain.

Ricochet (X)
Ricochet models ignore the 1" unit spacing rule during their Random Movement. If a Ricochet model touches another
unit (friend or foe), it continues moving in the same direction until it is 1'' clear of the other unit. If this would cause it to
contact a third unit (or fourth, etc), the Ricochet model keeps moving in the same direction through units until it can be
placed (it must be at least 1'' away from other units or impassible terrain to be placed). If it cannot be placed through
this process it is removed as a casualty.

Any units passed through by a Ricochet model that is within the movement distance rolled are hit. The units that are hit
suffer X hits, where X is given in brackets. All units in same Close Combat that are hit are treated as a single unit for hit
purposes. Owning player distribute hits as evenly as possible between units, then follow normal rules for distributing
hits to models within each unit.
This is increased by an additional D6 hits if the Ricochet model was removed as a casualty because it couldn't be placed
anywhere.

Other units cannot charge Ricochet models, but may charge, flee, pursue or move through them. Units that do so take X
hits plus an additional D6 hits, and the Ricochet model is removed as a casualty.

All hits inflicted by Ricochet models are at the unmodified strength of the model and are Armour Piercing (1).

Accident Prone
When Accident Prone models contact any terrain feature except Open Terrain or Hills, contact the board edge, or stop
1'' away from Impassable Terrain, they must take a Dangerous Terrain test, which is failed on a roll of ‘1’ or ‘2’. If two
Accident Prone units touch each other, they are both removed as casualties.

3
Armoury
Power ‘Shrooms
Generate D3+1 Power ‘Shrooms at the end of deployment. When declaring usage of Power Dice you may use a single
mushroom to add D3 to the casting result. If this dice rolls a natural ‘1’, the Wizard takes a Strength 3 hit with Armour
Piercing (6).

Mammoth Stabber
Units with at least one Full Rank have Impact Hits (D3) with Strength 5 and Multiple Wounds (Ordnance; Large
Targets).

Magical items
Magical Weapons Enchanted Items
Axe of the Aporcalypse ​
(65 pts ​
/ 50 pts​
) - Orcs only Lucky Boar’s Leg ​ (40 pts)
Type: Hand weapon. Wielder has +D3 Strength and +D3 Orc ​
General​ mounted on War Boar or Boar Chariot only.
Attacks. Boar Riders (not Brutal Boar riders ) count as a core
choice and The ​Wearer and his unit have +1 Movement
Backstabbing Dirks ​ (15 pts) - ​
Models on foot only that can't be combined with other Magical Items granting
Type: Additional Hand Weapon. Attacks made with this positive modifications to movement or Swiftstride.
weapon have Armour Piercing (1). If the wielder is
Waaargh! Paint ​ (30 pts) - Feral Orc only
attacking an enemy unit in their flank or rear, attacks
Models with the “Greenhide Race: Feral Orc” in the
made with this weapon gain +2 Strength. wearer's unit have Frenzy, which they cannot lose, and
gain Swiftstride for the purpose of Pursue and Overrun.

Magical Armour
Plates of Tuktek ​(35 pts) Magical Standards
Type: Heavy Armour. Wearer gains +1 Toughness and Mikinok’s Totem ​ (75 pts)
the Impact Hits(D3) special rule. Grants Magical Resistance (D6), determined by rolling D6
each time that Magical Resistance is used. Magical items
Crown of the Cavern King ​ (40 pts) - Cave Goblin only in base contact with the bearer have no effects and revert
Magical Armour. Type: None (5+ Armour Save). Wearer to a mundane version of the item. The ability to revert
may only join units of Cave Goblins. Wearer's unit​ gains magical items into mundane version will always work
Vanguard​ and may move after Rallying, although it may regardless of similar effects affecting this banner.
not march nor shoot in the same turn. Wearer’s
Inspiring Presence​or Hold Your Ground​ range is Mother’s Gift ​
(25 pts)
increased by 6". All Forest Goblins in the bearer’s unit have Poisoned
Attacks.
Talismans
Pan of Protection Pinchin’ ​ (25 pts) - Goblins only Ironhide Icon ​
(25 pts )
The bearer, when wounded, may use the Armour Save, This banner grants Ward Save (5+) against shooting
Ward Save, Regeneration Save, or Magic Resistance of attacks.
the model that has inflicted the wound.

4
Army List
LORDS
Orc Warlord ​
130 pts
single model
M WS BS S T W I A Ld

Common Orc 4 6 3 5 5 3 4 4 9
Iron Orc 4 7 3 5 5 3 4 4 9
Feral Orc 4 6 3 5 5 3 4 4 9 Infantry 25x25mm base
Special Rule: Options: pts
Waaargh! May take Magical Items up to 100
May take any of the following:
Additional Hand Weapon 5
Shield 10
Great Weapon 15
Lance 15

Must take one of the following Greenhide Races


Common Orc​
(free) Iron Orc​
(20 pts) Feral Orc ​
(20 pts)
Armour: Armour:
Light Armour Heavy Armour

Options: pts Options: pts Options: pts


Heavy Armour 10 Plate Armour 20 A mount (one choice only)
A mount (one choice only) A mount (one choice only) War Boar 20
War Boar 20 War Boar 20 Wyvern 120
Orc Boar Chariot 35 Orc Boar Chariot 35
Wyvern 120 Wyvern 120

Orc Big Shaman ​


180​
pts
single model
M WS BS S T W I A Ld

4 3 3 4 5 3 2 1 8 Infantry 25x25mm base


Magic: Options: pts
Level 3 Wizard ​ Master​.​
Generate spells from May take Magical Items up to 100
Path of the Big Green Gods, Path of Wilderness May become a Level 4 wizard 35

Must take one of the following Greenhide Races


Common Orc​
(free) Feral Orc ​
(5 pts)
Options: pts Options: pts
A mount (one choice only) A mount (one choice only)
War Boar 20 War Boar 20
Orc Boar Chariot 35 Wyvern 120
Wyvern 120

5
Goblin King ​
60 pts
single model
M WS BS S T W I A Ld

Common Goblin 4 5 3 4 4 3 4 4 8

Cave Goblin 4 5 3 4 4 3 5 4 8
Forest Goblin 4 5 3 4 4 3 4 4 8 Infantry 20x20mm base
Armour: Options: pts
Light Armour May take Magical Items up to 100
May take any of the following:
Special Rule: a Shield 5
Green Tide: ​
A Goblin King and all Goblins of the Heavy Armour 15
same Greenhide Race in it's unit gain the Fight In May take a weapon (one choice only)
Extra Ranks Special Rule. Additional Hand Weapon 5
Great Weapon 15
Lance 15

Must take one of the following Greenhide Races


Common Goblin​
(free) Cave Goblin​
(5 pts) Forest Goblin​
(free)
Options: pts Options: pts Options: pts
A mount (one choice only): A mount: Poisoned Attacks 10
Wolf 15 Cave Gnasher 20 A mount (one choice only):
Goblin Wolf Chariot 25 Scuttler Spider 20
Huntsmen Spider 20
Gargantula 210

Goblin Big Shaman ​


175​
pts
single model
M WS BS S T W I A Ld

Common Goblin 4 2 3 3 4 3 2 1 7
Cave Goblin 4 2 3 3 4 3 3 1 6
Forest Goblin 4 2 3 3 4 3 2 1 7 Infantry 20x20mm base
Magic: Options: pts
Level 3 Wizard ​ Master​.​
Generate spells from May take Magical Items up to 100
Path of the Little Green Gods, Path of Shadow May become a Level 4 wizard 35

Must take one of the following Greenhide Races


Common Goblin​
(free) Cave Goblin​
(free) Forest Goblin​
(free)
Options: pts Options: pts Options: pts
A mount (one choice only): Power ‘Shrooms 20 A mount (one choice only):
Wolf 15 Scuttler Spider 20
Goblin Wolf Chariot 20 Gargantula 210

6
HEROES
Orc Chief ​
55 pts
single model
M WS BS S T W I A Ld

Common Orc 4 5 3 4 5 2 3 3 8
Iron Orc 4 6 3 4 5 2 3 3 8
Feral Orc 4 5 3 4 5 2 3 3 8 Infantry 25x25mm base
Special Rule: Options: pts
Waaargh! May become the Battle Standard Bearer 25
May take Magical Items up to 50
May take any of the following:
Shield 5
Great Weapon 10
Lance 10
Additional Hand Weapon 5
Must take one of the following Greenhide Races
Common Orc​
(free) Iron Orc​
(10 pts) Feral Orc ​
(10 pts)
Armour: Armour:
Light Armour Heavy Armour

Options: pts Options: pts Options: pts


Heavy Armour 5 Plate Armour 15 A mount (one choice only)
A mount (one choice only) A mount (one choice only) War Boar 15
War Boar 15 War Boar 15 Wyvern 150
Orc Boar Chariot 70 Wyvern 150
Wyvern 150

Orc Shaman 65​


pts
single model
M WS BS S T W I A Ld

4 3 3 3 4 2 2 1 7 Infantry 25x25mm base


Magic: Options: pts
Level 1 Wizard ​ Apprentice​ .​
Generate spells from May take Magical Items up to 50
Path of the Big Green Gods, Path of Wilderness May become a Level 2 wizard 25

Must take one of the following Greenhide Races


Common Orc​
(free) Feral Orc ​
(5 pts)
Options: pts Options: pts
A mount (one choice only) A mount (one choice only)
War Boar 15 War Boar 15
Orc Boar Chariot 50

7
Goblin Chief ​
40 pts
single model
M WS BS S T W I A Ld

Common Goblin 4 4 3 4 4 2 3 3 7
Cave Goblin 4 4 3 4 4 2 4 3 6
Forest Goblin 4 4 3 4 4 2 3 3 7 Infantry 20x20mm base
Armour: Options: pts
Light Armour May become the Battle Standard Bearer 25
May take Magical Items up to 50
May take Shield free
May take a weapon (one choice only)
Additional Hand Weapon 3
Light Lance 3
Great Weapon 6
Lance 6

Must take one of the following Greenhide Races


Common Goblin​
(free) Cave Goblin​
(free) Forest Goblin​
(free)
Options: pts Options: pts Options: pts
Heavy Armour 10 A mount: Poisoned Attacks 5
A mount (one choice only): Cave Gnasher 20 A mount (one choice only):
Wolf 15 Scuttler Spider 15
Goblin Wolf Chariot 40 Huntsm​ e​n Spider 15

Goblin Shaman ​
65​
pts
single model
M WS BS S T W I A Ld

Common Goblin 4 2 3 3 3 2 2 1 6
Cave Goblin 4 2 3 3 3 2 3 1 5
Forest Goblin 4 2 3 3 3 2 2 1 6 Infantry 20x20mm base
Magic: Options: pts
Level 1 Wizard ​ Apprentice​.​Generate spells from May take Magical Items up to 50
Path of the Little Green Gods, Path of Shadow May become a Level 2 wizard 25

Must take one of the following Greenhide Races


Common Goblin​
(free) Cave Goblin​
(free) Forest Goblin​
(free)
Options: pts Options: pts Options: pts
A mount (one choice only): Power ‘Shrooms 20 A mount (one choice only):
Wolf 15 Scuttler Spider 25
Goblin Wolf Chariot 25

8
CORE
Orcs ​
50 pts
10 ​
models, may add up to ​
40 ​
models 6 pts/model
M WS BS S T W I A Ld

4 3 3 3 4 1 2 1 7 Infantry 25x25mm base


Options: pts
May take
Shields 1 / model
Additional Hand Weapons 1 / model
Spears​ and Shields 1 / model
Bows 1 / model
May upgrade one model to each of the following:
Champion 10
Musician 10
Standard Bearer 10
- may become the Veteran Standard Bearer
Must take one of the following Greenhide Races
Common Orc​
(free) Feral Orc ​
(2 pts / model)
Armour:
Light Armour

Options: pts Options: pts


May exchange all their equipment for May take Mammoth Stabber 15 / unit
Crossbows and Heavy Armour 4 / model

Orc ‘Eadbashers ​
60 pts (One of a Kind)
10 ​
models, may add up to ​
30 ​
models 8 pts/model
M WS BS S T W I A Ld

4 4 3 4 4 1 2 1 7 Infantry 25x25mm base


Options: pts
May upgrade one model to each of the following:
Champion 10
Musician 10
Standard Bearer 10
- may become the Veteran Standard Bearer
Must take one of the following Greenhide Races
Common Orc​
(free) Feral Orc ​
(2 pts / model)
Armour: Options: pts
Light Armour May take Mammoth Stabber 15 / unit
May take: May take: (one choice only)
Additional Hand Weapons 1 / model Additional Hand Weapons 1 / model
Spears​ and Shields 1 / model Spears​ and Shields 2 / model
Shields 1 / model Shields 1 / model

9
Goblins ​
60 pts
20 ​
models, may add up to ​
40 ​
models 3 pts/model
M WS BS S T W I A Ld

Common Goblin 4 2 3 3 3 1 2 1 6
Cave Goblin 4 2 3 3 3 1 3 1 5
Forest Goblin 4 2 3 3 3 1 2 1 6 Infantry 20x20mm base
Options: pts
May take weapons (one choice only)
Spears & Shields 1 / model
Short Bows free
Shields 1 / model
May upgrade one model to each of the following:
Champion 10
Musician 10
Standard Bearer 10
- may become the Veteran Standard Bearer

Must take one of the following Greenhide Races


Common Goblin​
(free) Cave Goblin​
(free) Forest Goblin​
(free)
Armour: Weapon:
Light Armour Throwing Weapon

Options: pts Options: pts Options: pts


Take up to 3 Shady Gits 15 / git Take Nets 45 / unit Upgrade the unit to
Exchange all weapons for Take up to 3 Mad Gits 30 / git Skirmishers* 1 / model
Shields and short bows 1 / model *only if 20 or less models

Nets: ​
At the start of a round of combat, choose one unit in base contact
with the unit carrying nets. Roll a D6. On 2+ the target unit suffers -1
Strength (to a minimum of 1) for the remainder of the player turn. On
the roll of 1, the unit with Nets suffers the penalty instead. Units can be
affected by Nets only once per phase.

10
Shady Git
(This model is a part of Goblins unit)
M WS BS S T W I A Ld

4 4 3 3 3 1 6 2 6 Infantry 20x20mm base


Greenhide Race:
Common Goblin

Weapon:
Additional Hand Weapon

Armour:
Light Armour
Special Rules​
:
Lightning Reflexes (only for their first round of combat in the game) Lethal Strike, Multiple Wounds (D3, Infantry
and Cavalry)

Mad Git
(This model is a part of a Goblin unit)
M WS BS S T W I A Ld

2d6 - - 5 3 1 3 1 5 Infantry 25mm round base


Greenhide Race:
Cave Goblin

Special Rules​
:
Shambolic (2d6, Running Amok!!), Accident Prone, Ricochet (1d6), ​
Hard Target

Surprise!: ​Mad Gits are not deployed, but must be concealed inside their Cave Goblin unit. They are unit upgrades and
as such they are ignored when calculating victory points (their points are already included in the Goblin unit concealing
them). When Mad Gits are removed as casualties they do not cause Panic tests. They still move, act and are influenced
by special rules independently like normal units and do not count towards model count of units concealing them.

Mad Gits are used in two ways:


- Any number may be used as separate Stand and Shoot reactions. Normal Stand & Shoot reactions may also be taken.
- All must be used at the start of Shooting Phase if the unit is not in close combat and is within 8" of an enemy unit.
Resolve one model at a time. Place the Mad Git in base contact with the concealing unit (note that in this one case, the
Mad Git contacts a unit without inflicting hits on it) and choose a direction. Move the Mad Git 2D6'' in this direction. Mad
Git follows his own rules for movement in subsequent turns.

11
Goblin Raiders ​
60 pts
5​
models, may add up to ​
15 ​
models 8 pts/model
M WS BS S T W I A Ld

Goblin Rider 4 2 3 3 3 1 2 1 6
Wolf 9 3 - 3 3 1 3 1 3
Scuttler Spider 7 3 - 3 3 1 4 1 - Cavalry 25x50mm base
Special Rules​
: Options: pts
Fast Cavalry May take any of the following
Shields 1 / model
Light Lances 1 / model
Short Bows 1 / model
May upgrade one model to each of the following:
Champion 10
Musician 10
Standard Bearer 10

Must take one of the following Greenhide races (only the rider gets the special rule)
Common Goblin​
(free) Forest Goblin ​
(free)
Mount: Mount:
Wolf Scuttler Spider

Armour​
: Armour​
:
Mount’s Protection (6+), Light Armour Mount’s Protection (6+)

Special Rules​
:
Scouts, Strider, Poisoned Attacks (Scuttler Spider only)

Orc Boar Riders ​


75 pts
5​
models, may add up to ​
10 ​
models 15 pts/model
M WS BS S T W I A Ld

Rider 4 3 3 3 4 1 2 1 7
War Boar 7 3 - 3 3 1 3 1 3 Cavalry 25x50mm base
Weapon: Options: pts
Light Lance May take Shield 3 / model
May upgrade one model to each of the following:
Special Rules​
: Champion 10
Thunderous Charge (War Boar only) Musician 10
Standard Bearer 10

Must take one of the following Greenhide races (only the rider gets the special rule)
Common Orc​
(free) Feral Orc ​
(1 pts / model)
Armour: Armour:
Mount’s Protection (5+), Light Armour Mount’s Protection (5+)

Options: pts Options: pts


May take Lances 4 / model May take Additional Hand Weapons 2 / model

12
SPECIAL
Grotlings ​
40 pts
2​
models, may add up to ​
4​
models 10 pts/model
M WS BS S T W I A Ld

4 2 3 2 2 5 2 5 4 Swarm 40x40mm base


Weapon:
Throwing Weapons

Special Rules​
:
Insignificant, Scout

Iron Orcs ​
120 pts
10 ​
models, may add up to ​
25 ​
models 12 pts/model
M WS BS S T W I A Ld

4 5 3 4 4 1 2 1 8 Infantry 25x25mm base


Greenhide Race: Options: pts
Iron Orcs May take Plate Armour 2 / model
May upgrade one model to each of the following:
Weapon: Champion 10
Additional Hand Weapon, Great Weapon Musician 10
Standard Bearer 10
Armour​
:
Heavy Armour,​
Shields - May take a Magical Standard up to 50

13
Mounted ‘Eadbashers ​
90 pts
5​
models, may add up to ​
10 ​
models 18 pts/model
M WS BS S T W I A Ld

‘Eadbasher Rider 4 4 3 4 4 1 2 1 7
War Boar 7 3 - 3 3 1 3 1 3 Cavalry 25x50mm base
Weapon: Options: pts
Light Lance May take Shield 3 / model
May upgrade one model to each of the following:
Special Rules​
: Champion 10
Thunderous Charge (War Boar only) Musician 10
Standard Bearer 10
- may take a Magical Standard up to 25

Must take one of the following Greenhide races (only the rider gets the special rule)
Common Orc​
(free) Feral Orc ​
(1 pts / model)
Armour: Armour:
Mount’s Protection (5+), Light Armour Mount’s Protection (5+)

Options: pts Options: pts


May take Heavy Armour 2 / model May take Additional Hand Weapons 2 / model
May take Lances 4 / model

Orc Boar Chariot ​


85 pts
single model
M WS BS S T W I A Ld

Chariot - - - 5 5 4 - - -
‘Eadbasher Riders (2) - 4 3 4 - - 2 1 7
War Boars (2) 7 3 - 3 - - 3 1 3 Chariot 50x100mm base
Weapon: Options: pts
Lance May take Heavy Armour 10

Armour​
:
Mount’s Protection (5+), Light Armour

Special Rules​
:
Born to Fight (Rider only), Thunderous Charge
(War Boar only), Scythes

14
Goblin Wolf Chariot ​
55 pts
1​
model, may add up to ​
3​
models 55 pts/model
M WS BS S T W I A Ld

Chariot - - - 5 4 3 - - -
Rider (3) - 2 3 3 - - 2 1 6
Wolf (2) 9 3 - 3 - - 3 1 3 Chariot 50x100mm base
Weapon:
Light Lances, Short Bow

Armour:
Mount’s Protection (6+),​

Light Armour

Special Rules​
:
Free Reform, Insignificant, Scythes

Skewerer ​
45 pts
single model
M WS BS S T W I A Ld

Machine - - - - 7 3 - - -
Crew (3) 4 2 3 3 3 - 2 1 6 War Machine 60mm round base
Weapon:
Ballista
This is a ​
Bolt Thrower Artillery Weapon​ with
Range 48”, Strength 6, Multiple Wounds (D3),
Armour Piercing (6)

Special Rules​
:
Insignificant

15
Gnasher Dashers ​
55 pts
5​
model, may add up to ​
5​
models 10 pts/model
M WS BS S T W I A Ld

Gnasher Dasher 3d6 4 - 5 3 1 4 2 5


Rider - 2 3 3 3 1 3 1 5 Cavalry 20x20mm base
Greenhide Race:
Cave Goblin ​
(Riders only)

Armour:
Mount’s Protection (6+),​

Light Armour

Special Rules​
:
Shambolic(3d6, Steady), Boing!, Skirmishers,

Rows of Teeth​ : Gnashers make supporting attacks


instead of their Cave Goblin riders

Gnasher Herd ​
70​
pts
10​
model, may add up to ​
​ 40​

models 7 pts/model
M WS BS S T W I A Ld

5 4 - 5 3 1 4 2 5 War Beast 20x20mm base


Special Rules​
:
Cannot be joined by characters, Immune to Psychology, Insignificant

They’re Everywhere!: ​ When a Gnasher Herd breaks from combat, the unit is immediately removed as a casualty and
all units within 6’’ take a Strength 5 hit for every 3 Gnashers in the Gnasher Herd.

16
Trolls ​
42 pts
1​
model, may add up to ​
8​

models 42 pts/model
M WS BS S T W I A Ld

6 3 2 5 4 3 2 3 4 Monstrous Infantry 40x40mm base

Must take one of the following Troll Types

Common Trolls ​
(free) Cave Trolls ​ (8 pts / model) Bridge Trolls​ (8 pts / model)
Only units of 9 or less models Only units of 9 or less models

Special Rules​
: Armour​
: Special Rules​
:
Regeneration (4+), Stupidity, Troll Innate Defence (4+) Regeneration (4+), Stupidity, Troll
Belch Belch, Distracting, Strider (Water)
Special Rules​
:
Regeneration (4+), Stupidity, Troll
Belch, Magic Resistance (3),

Troll Belch: ​
Instead of making its usual attacks the model may choose to make a single attack, which hits automatically
and has Strength 5 and Armour Piercing (6).

Scrap Wagon ​
45 pts
single model
M WS BS S T W I A Ld

Scrap Wagon 3d6 - - 4 4 4 - - -


Grotlings (1) - 2 3 2 - - 2 5 4 Chariot 50x100mm base
Weapon: Options:
Throwing Weapons May take any number of upgrades:

Armour:
Mount’s Protection (6+) Smasher ​(15 pts)
Scrap Wagon has +1 Strength.
Special Rules​
:
Shambolic (3d6), Impact Hits (2D6), Insignificant, Pointed Sticks ​(10 pts)
Impact Hits have Armour Piercing (2).
Unstable
Pursuit Mode ​ (10 pts)
Unit replaces Shambolic (3d6) with Shambolic (3d6, steady)
and gains Boing! .

Smells Like Green Spirit ​ (10 pts)


Unit gains Distracting and ​
Hard Target​
.

17
Giant​
140 pts
single model
M WS BS S T W I A Ld

6 3 - 6 5 6 3 * 10 Monster 50x75mm base


Weapon: Options: pts
Giant Attacks (see below) May take Ward Save (6+) 10

Special Rules​
:
Immune to Psychology, Stubborn

Giant Attacks:​When a giant attacks in Close Combat, pick a target in base contact to attack and roll on the chart
below. Giants have two types of attack patterns depending on the Troop Type of the target.

Against Infantry, War Beast, Swarm, War Machine Against Monstrous Beast, Monstrous Infantry,
and Cavalry targets: Monstrous Cavalry, Chariot, Monster and Ridden
Monster targets:
1:​
Bellow
2:​
Jump 1:​
Bellow
3:​
Grab 2-3:​
Thump
4-6:​
Swing 4-6:​
Smash

Bellow:​ Neither the giant nor the chosen unit can make any Close Combat attacks this phase. Attacks already done
(including those simultaneous with this attack) are not affected. The Giant's side automatically wins the combat by
2. If two (or more) opposing Giants “Bellow”, the combat is a draw.

Jump:​ The chosen unit suffers D6 hits with the Giant's Strength, carried out as if it were a Grinding Attack. The
Giant must take a Dangerous Terrain test.

Grab:​Select a single model in base contact with the Giant. This model must take a Strength and Weapon Skill test.
For each failed test, the model suffers a hit with the Giant's Strength and Multiple Wounds (D3).

Swing:​
The Giant makes 2D6 attacks on the chosen unit.

Thump:​ Select a model from the chosen unit in base contact with the Giant. This model takes a Initiative test. If the
test is failed, the model suffers 2D6 wounds with Armour Piercing (6).

Smash:​ Select a model from the chosen unit in base contact with the Giant. This model suffers 1 wound with
Armour Piercing (6). If the model has not yet attacked it cannot attack in this round. If the model has already
attacked, it cannot attack in the next player turn.

- Notes-
Giant Attacks counts as Close Combat attack and are affected by all rules normally affecting Close Combat attacks.
After rolling on this chart, the Giant may still Stomp as normal.

18
RARE
Gnasher Wrecking Team ​
70​
pts
single model
M WS BS S T W I A Ld

3d6 - - 6 4 3 3 2 3 Monstrous Beast 60mm round base


Special Rules​
:
Shambolic(3d6), Ricochet (2d6), Accident Prone, ​
Hard Target

Look At ‘Em Go!: ​


After touching the unit for the first time in the game Gnashers substitute their Shambolic (3d6)
with Shambolic (3d6, Running Amok!!) special sule​ .

Gargantula ​
210 pts
single model
M WS BS S T W I A Ld

Gargantula 7 4 - 5 6 8 4 8 -
Forest Goblin (8) - 2 3 3 - - 2 1 6 Ridden Monster 100x150mm base
Weapon: Options: pts
Light Lances (Goblins), Short Bows (Goblins) May take Web Launcher 30

Armour:
Web Launcher: ​ This is a ​
Catapult (3”) Artillery Weapon
Innate Defence (4+)
with Range 6”-36”, Strength 3. Targets hit suffer -D3 to their
Special Rules​
: Movement and Initiative characteristics until the start of your
Venomous Fangs, Immune to Psychology, next turn. Effects of several Web Launchers do not stack.
Insignificant, Poisoned Attack (Spider only),
Strider, Stubborn, Swiftstride

Great Green Idol ​


230​
pts
single model
M WS BS S T W I A Ld

6 2 - 6 6 7 2 3 10 Monster 100x100mm base


Armour: Options: pts
Innate Defence (2+) May become the Battle Standard Bearer
and gain Ward Save (5+) 60
Special Rules​
:
Immune to Psychology, Crush Attack, Impact Hits
(D3)

Smash ‘Em Flat:​


All friendly Units within 8“ have the Hatred special rule if the Great Green Idol is in combat.

We’ve Got The Green Light:​ All friendly Units within 8” can re-roll charge distance rolls if the Great Green Idol
declared a charge this turn.

19
Splatterer ​
90 pts
single model
M WS BS S T W I A Ld

Machine - - - - 7 3 - - -
Common Goblin (3) 4 2 3 3 3 - 2 1 6
(Common Orc) 4 3 3 3 4 - 2 1 7 War Machine 75mm round base
Weapon: Options: pts
Stone Thrower: May take Orc Overseer 15
This is a ​
Catapult (3”) Artillery Weapon ​with
Range 12-60”, Strength 3 [9], [Multiple Wounds
Orc Overseer: ​ The War Machine gains a Common Orc as an
(Ordnance)] additional Crew member, increasing its number of wounds by
1 and losing Insignificant.
Special Rules​
:
Insignificant This Warmachine may choose to lose one wound in order to
reroll a roll on the Misfire Table.

Git Launcher ​
110 pts
single model
M WS BS S T W I A Ld

Machine - - - - 7 3 - - -
Common Goblin (3) 4 2 3 3 3 - 2 1 6
(Common Orc) 4 3 3 3 4 - 2 1 7 War Machine 75mm round base
Special Rules​
: Options: pts
Insignificant May take Orc Overseer 15

Orc Overseer: ​ Add one Common Orc as a Crew member.


Increases Wounds of the Machine to 4 and removes the
Insignificant special rule.

This Warmachine may choose to lose one wound in order to


reroll a roll on the Misfire Table.

Weapon:
Git Launcher: ​ This is a ​
Catapult (1”) Artillery Weapon ​
with the following profile:
Range 12-60”, Strength 5, Armour Piercing (6). Instead of hitting models under the Template, any unit under the
Template suffers D6 hits. After the scatter of the Template has been determined, you may roll D6 and move the
Template that amount of inches in any direction except moving on to units in close combat or onto friendly units.
This is the final position of the template.

20
MOUNTS
The Mounts section is for character mounts. Non-character mounts follow the rules given under their respective entries.

Wyvern
M WS BS S T W I A Ld

4 5 - 6 5 4 3 3 6 Monstrous Beast 50x50mm base


Special Rules​
:
Venomous Fangs, Fear, Fly (8), Large Target,
Poisoned Attacks

War Boar
M WS BS S T W I A Ld

7 3 - 3 3 1 3 1 3 War Beast 25x50mm base


Armour​
:
Mount’s Protection (5+)

Special Rules​
:
Thunderous Charge

Orc Boar Chariot ​


85 pts
M WS BS S T W I A Ld

Chariot - - - 5 5 4 - - -
Rider (1) - 4 3 4 - - 2 1 7
War Boar (2) 7 3 - 3 - - 3 1 3 Chariot 50x100mm base
Weapon:
Lance

Armour​
:
Mount’s Protection (5+), Light Armour

Special Rules​
:
Born to Fight (Rider only), Thunderous Charge
(War boar only), Scythes

21
Wolf
M WS BS S T W I A Ld

9 3 - 3 3 1 3 1 3 War Beast 25x50mm base


Armour:
Mount’s Protection (6+)

Special Rules​
:
Fast Cavalry

Goblin Wolf Chariot


M WS BS S T W I A Ld

Chariot - - - 5 4 3 - - -
Common Goblin (2) - 2 3 3 - - 2 1 6
Wolf (2) 9 3 - 3 - - 3 1 3 Chariot 50x100mm base
Weapon:
Light Lances, Short Bow

Armour:
Mount’s Protection (6+), Light Armour

Special Rules​
:
Insignificant, Scythes, Free Reform

Cave Gnasher
M WS BS S T W I A Ld

3d6 4 - 6 4 3 3 3 3 Monstrous Beast 40x40mm base


Armour:
Mount’s Protection (6+)

Special Rules​
:
Impact Hits (1), Shambolic(3d6, Steady), ​
Hard
Target​
, Boing!
Bouncers:​ Can join units of Gnasher Dashers and
Cave Gnashers.

22
Scuttler Spider
M WS BS S T W I A Ld

7 3 - 3 3 1 4 1 2 War Beast 25x50mm base


Armour​
:
Mount’s Protection (6+)

Special Rules​
:
Fast Cavalry, Poisoned Attacks, Scout, Strider

Huntsm​
e​
n Spider
M WS BS S T W I A Ld

7 3 - 4 4 3 4 3 7 Monstrous Beast 50x50mm base


Armour​
:
Mount’s Protection (5+)

Special Rules​
:
Poisoned Attacks, Strider

Gargantula
M WS BS S T W I A Ld

Spider 7 4 - 5 6 8 4 8 -
Forest Goblin (8) - 2 3 3 - - 2 1 6 Ridden Monster 100x150mm base
Weapon: Options: pts
Light Lances (Goblins), Short Bows (Goblins) If mounted by a Wizard,
may take Spider-Mother Shrine 40
Armour:
Innate Defence (4+)
Spider-Mother Shrine: ​ The Wizard mounted on the
Special Rules​
:
Gargantula gains Pathmaster ​ (Small Green Gods)​
. All friendly
Venomous Fangs, Immune to Psychology, models within 12” with the ability to Channel may add +2
Insignificant, Poisoned Attack (Spider only), instead of +1 to the Channel attempt.
Strider, Stubborn, Swiftstride

23
Quick Reference Sheet
L - Lords, H - Heroes, C - Core, S - Special, R - Rare, M - Mounts only

CHARACTERS M WS BS S T W I A Ld CAVALRY M WS BS S T W I A Ld
L Orc Warlord* 4 3 6 5 5 3 4 4 9 C Goblin Raider 4 2 3 3 3 1 2 1 7
Orc Big Shaman 4 3 3 4 5 3 2 1 8 - Wolf 9 3 - 3 3- 1 3 1 3
Goblin King** 4 5 3 4 4 3 4 4 8 - Scuttler Spider 7 3 - 3 3 1 4 1 2
Goblin Big 4 2 3 3 4 3 2 1 7 S Orc Boar Rider 4 3 3 3 4 1 2 1 7
Shaman​ ***
-​
Mounted ‘Eadbasher 4 4 3 4 4 1 2 1 7
H Orc Chief* 4 5 3 4 5 2 3 3 8
- War Boar 7 3 - 3 4 1 3 1 3
Orc Shaman 4 3 3 3 4 2 2 1 7
Gnasher Dasher 3d6 4 0 5 3 1 4 2 5
Goblin Chief*** 4 4 3 4 4 2 3 3 7
Goblin Shaman*** 4 2 3 3 3 2 2 1 6 CHARIOTS
S Orc Boar Chariot - - - 5 5 4 - - -
INFANTRY
- Rider (2)[1] - 4 3 4 - - 2 1 7
C Orc 4 3 3 3 4 1 2 1 7
- War Boar (2) 7 3 - 3 - - 3 1 -
Orc ‘Eadbasher 4 4 3 4 4 1 2 1 7
Goblin Wolf Chariot - - - 5 4 3 - - -
Goblin*** 4 2 3 3 3 3 2 1 6
- Goblin (3)[2] - 2 3 3 - - 2 1 6
- Mad Git 2d6 - - 5 3 1 3 1 5
- Wolf (2) 9 3 - 3 - - 3 1 -
- Shady Git 4 4 3 3 3 1 6 2 6
Scrap Wagon 3d6 - - 4 4 4 - - -
S Iron Orcs 4 5 3 4 4 1 2 1 8
- Grotling (5) - 2 3 2 - - 2 1 4
* units belonging to ​
Iron Orcs​
get +1 WS,
** units belonging to ​Cave Goblins​gets +1 I (2) - number of crew members when taken as a separate unit
*** units belonging to ​Cave Goblins​gets +1 I, -1 Ld [1] - number of crew members when taken as a mount
MONSTROUS INFANTRY
MONSTERS
S Troll 6 3 2 5 4 3 2 3 4
S Giant 6 3 - 6 5 6 3 * 10

WAR BEASTS R Great Green Idol 6 2 - 6 6 7 2 3 9

S Gnasher Herd 5 4 0 5 3 1 4 2 5
RIDDEN MONSTERS
M Wolf 9 3 - 3 3 1 3 1 3
R Gargantula 7 4 - 5 6 8 4 8 -
War Boar 7 3 - 3 - - 3 1 3
- Crew (8) - 2 3 3 - - 2 1 6
Scuttler Spider 7 3 - 3 3 1 4 1 2
WAR MACHINES
MONSTROUS BEASTS
S Skewerer - - - - 7 3 - - -
R Gnasher Wrecking Team 3d6 - - 6 4 3 3 2 3
- Crew (3) 4 2 3 3 3 - 2 1 6
M Wyvern 4 5 0 6 5 4 3 3 6
R Splatterer - - - - 7 3 - - -
Cave Gnasher 3d6 4 - 6 4 3 3 3 3
- Crew (3) 4 2 3 3 3 - 2 1 6
Huntsm​
e​
n Spider 7 3 - 4 4 3 4 3 7
Git Launcher - - - - 7 3 - - -

SWARMS - Crew (3) 4 2 3 3 3 - 2 1 6

S Grotling 4 2 2 2 3 5 2 5 4

SPECIAL SHOOTING WEAPON Range S Multiple Shots Multiple Wounds Armour Piercing
Skewerer Ballista Bolt Thrower 48 6 - D3 6
Splatterer Stone Thrower Catapult (3”) 12-60 3[9] - [Ordnance] -
Git Launcher Goblin Slingshot Catapult (1”) 12-60 5 D6 hits - 6
Gargantula Web Launcha Catapult (3”) 6-36 3 - - -

24
CHANGE LOG
v0.9.1
Waaargh
Orc Brutes shield cost, neader orc cost

v0.10.0
Names updated
Shambolic: can be joined by shambolic characters if are in Steady mode
Goblin Chief: Cave Gnasher points increase, HA points decrease, Scuttler Spider cost, Weapon changes
Goblins: Common Goblin Bow & Shield option, Forest Goblin skirmish unit size
Boar Chariot: HA option
Orc Chief: Iron Orc remove boar chariot, Common orc Boar Chariot cost increase
Wrath Axe of the Final Horde cost and rules change
Orc ‘Eadbashersshield and additional hand weapon available at same time
Spirit Tattoos changed to Waaargh! Paint
Removed Net stacking
Scrap Wagon crew stats and upgrade costs
Iron Orc unit size
Troll unit size
core units magic banners, boss banner removed
Goblin King: Cave Goblin Leadership and cost, Common Goblin Chariot cost
Crown of the Cavern King redesign
Grotling unit size
Boars Change Born to Fight to Thunderous Charge
Cave Gnasher Impact Hits change
Great Green Idol Smash ‘Em Flat change

v0.10.1
Orc ‘Eadbashers shield cost
Goblins Spear&Shield cost
Crown of the Cavern King cost
Shambolic units joining removed. Added join rule to Cave Gnasher

v0.11.0
Wizards update - costs and costs of upgrades
Axe of the Aporcalypse
Backstabbing Dirks
Gnasher Herd
Orc Overseer
Trolls
Gargantula - Spider-Mother Shrine
Great Green Idol
Ricochet(X) Special Rule wording
Mad Gits Surprise! special rule
Gnasher Wrecking Team price
Orc Boar Riders moved to Core
New Unit entry in Special - Orc Mounted ‘Eadbashers
Mundane weapon cost streamlined with other armybooks
Renamed Magic Items, Weapons, Armour and Standards to Magical
Renamed Blurry to Hard Target

25

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