Model Rules
Orc and Goblin Tribes

Global

*Giant Attacks

*Giant Attacks

Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan.

Instead of attacking normally during the Combat phase or making a Pick Up And… attack, a Giant may choose to make a ‘Giant Attack’. To make a Giant Attack, nominate an enemy unit that the Giant is engaged in combat with to be the target of the attack and roll on the Giant Attacks table below to determine what the Giant does:

Giant Attacks Table
D6 Result
1 ’Eadbutt: The Giant singles out a lone enemy and ’eadbutts them. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
2 Belly Flop: The Giant crashes down bodily upon the enemy. Place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2.
3-4 Mighty Swing: The Giant swings its club through the enemy ranks. For this attack, the Giant is subject to the Random Attacks special rule and has an Attacks characteristic of D6+1, and the Giant’s club has a Strength characteristic of S+1 and an AP of -2.
5 Thump With Club: The Giant grasps its club two-handed and cracks its enemy on the head. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. For this attack, the Giant’s club has a Strength characteristic of S+4, an AP of -4 and the Multiple Wounds (D6) special rule.
6 Jump Up & Down: The Giant jumps around, kicking and flattening the enemy.
For this attack, the Giant does not use its club. Instead, the target unit suffers D6+1 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).

*Pick Up And

*Pick Up And…

Sometimes, Giants forget there is a battle raging around them and, when faced with rank upon rank of bite-sized snacks, will become distracted, reaching down and grabbing enemies by the handful. What happens to these unfortunate souls varies; some are thrust into a sack or under the Giant’s clothing for later, others are eaten on the spot and still others are tossed carelessly aside to bounce off the scenery. Whatever the case, such unfortunates are rarely seen again.

Instead of attacking normally during the Combat phase or making a Giant Attack, a Giant that is engaged in combat with one or more units whose troop type is ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Pick Up And…’ attack. To make a Pick Up And… attack, nominate an enemy unit of regular or heavy infantry that the Giant is engaged in combat with. The unit must immediately make an Initiative test:
• If this test is failed, a victim is picked up by the Giant. What happens next does not bear thinking about but, whatever it is, a single model belonging to the target unit is immediately removed from play as a casualty.
• If this test is passed, the warriors manage to duck and dodge away from the Giant’s grasping hands. No one is picked up and the attack has no effect.

Next, roll a D6:
• On a roll of 1-3, the Giant forgets what it is doing and makes no further attacks.
• On a roll of 4+, the Giant attempts to pick up another enemy. The target unit must make another Initiative test.

This continues until the Giant forgets what it is doing and stops making attacks, or until the target unit is destroyed.

Enemy models removed from play are considered to have been removed from the fighting rank of the enemy unit.

Assorted Squig-herding Implements

counts as hand weapon

Squig Herder

Big ’Un

The biggest, strongest and fightiest Orcs band together into mobs accurately, if unimaginatively, called Big ’Uns.

When engaged in combat, a model with this special rule has a +1 modifier to its Strength characteristic, and gains the Armour Bane (1) special rule.

Big Stabbas

Some Orcs craft huge spears for hunting great beasts. When hurled from the ranks of a charging mob, these oversized weapons can do tremendous damage.

A unit with Big Stabbas has the Impact Hits (D3) special rule.

Note that this special rule applies to the unit as a whole, not to the individual models within it.

Fanatic Ball & Chain

Any unit (friend or foe) that is moved through by a moving Fanatic, or that moves through a Fanatic, suffers D6 Strength 5 hits, each with an AP of -3.

Bully

Goblins are prone to flights of fancy and daydreaming. Not desirable character traits amongst the crew of a war machine, but nothing the presence of a glowering Orc can’t rectify!

An Orc Bully is a special type of character that can be taken as an upgrade to accompany a war machine. During deployment, position an Orc Bully with its war machine, as you would a character that has joined a unit. Once placed, an Orc Bully cannot leave its war machine. Unless this model is fleeing, friendly war machines that are within its Command range can use this model’s Leadership instead of their own.

Orc Bully

Quell Impetuosity

Where most Orcs and Goblins are impetuous, Black Orcs are disciplined warriors. This discipline is usually extended to those around them through threats and intimidation.

Whilst within 6" of a unit with this special rule, friendly units may choose to ignore the Impetuous special rule.

Spidersilk Lobber

R S AP Special Rules
Spidersilk lobber 12-48" 2 (4) - (-1) Bombardment, Cumbersome

Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule and a 5" blast template. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).

Spiked Ball & Chains

Night Goblins attempt to control Mangler Squigs by means of long, heavy lengths of spiked chain fitted with heavy iron balls. This seldom works, but it does make them more dangerous.

Impact Hits caused by this model have an Armour Piercing characteristic of -3.

Colossal Fang-filled Gob

R S AP Special Rules
Colossal fang-filled gob Combat S -2 Killing Blow

Da Boyz

Black Orcs will only follow the biggest and strongest leaders, which in their opinion means another Black Orc. Black Orc Bosses think the same, and will surround themselves with their own elite mob of hand-picked Black Orc boyz.

Your army must include one Black Orc Boss for every Black Orc Mob it includes, and vice versa. In other words:
• For each Black Orc Mob your army includes, it must also include one Black Orc War Boss or Big Boss.
• For each Black Orc War Boss or Big Boss your army includes, it must also include one Black Orc Mob.

Death Of A Fanatic

A Fanatic model cannot be charged, targeted or attacked in any way.
However, the life of a Fanatic is no less dangerous for this. Should a Fanatic find itself lying fully or partially underneath a template (one placed over a nearby unit, for example, or that has scattered), it risks being hit as normal. Additionally, if any natural double is rolled for its movement, or if a Fanatic moves into any difficult, dangerous or impassable terrain, or any type of linear obstacle, it comes to a sudden and terminal stop, and is immediately removed from play as a casualty. Finally, if a concealing unit is destroyed or flees the battlefield before its Fanatics have been released, they are removed as casualties.

Lore Of Gork

Surrounded by Boyz, Orc Shamans tap into the superstitious beliefs of their mates to conjure spells that are, much like the wildly gesticulating and gibbering Shamans themselves, flamboyant and rowdy, but brutal in their effects.

Lore Of Mork

Goblin Shamans delight in casting cunning curses upon their enemies. These petty charms are intended to disrupt and confuse the foe, leaving them vulnerable to sneaky attacks.

Doom Diver

Thanks to their large wings and aerodynamic headgear, a Doom Diver can steer their erratic flight with remarkable accuracy. Sadly, this ability to control their flight is unlikely to soften their landing.

When shooting a Doom Diver catapult, follow the Bombardment special rule as usual.
Once step 2, Scatter, is complete, you may roll a D3 and move the 3" blast template by that many inches in any direction, representing the Doom Diver wildly flapping its arms to guide its erratic flight.

Should you choose to fire a Doom Diver catapult indirectly, the skill of the crew has no bearing on the accuracy of the shot. If a ‘Hit!’ is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the Scatter as usual, then move the template a number of inches equal to the roll of the Artillery dice minus D3 (to a minimum of zero), representing the efforts of the Doom Diver to steer its flight.

Fanatic

Fanatic Movement

During the Compulsory Moves sub-phase of the turn in which it was released, a Fanatic moves 2D6" in a direction chosen by its controlling player. During each and every other Compulsory Moves sub-phase, a Fanatic Moves 2D6" in a random direction. If a Fanatic’s movement brings it into contact with a unit (friend or foe), it moves through that unit. Continue to move it in the same direction until it can be placed on the battlefield with its base not touching the bases of any other models.

Note that, unlike other models, Fanatics ignore the 1" rule.

Fear Of Elves

Goblins don’t like Elves. They smell of soap, they walk funny and they’re too tall.

Elves of any type cause Fear in models with this special rule.

Furious Charge*

Giant's club

Massive Gob

R S AP Special Rules
Massive Gob Combat S -1 Armour Bane (1), Killing Bl

Huge Gob

R S AP Special Rules
Huge gob Combat S -1 Armour Bane (1)

Ignore Panic

Black Orcs don’t expect much in the way of bravery or discipline from their dim-witted kin, so are rarely perturbed by the sight of them legging it.

This unit does not have to make a Panic test when a friendly unit that does not also have this special rule is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly unit that does not have this special rule..

Venom Surge

R S AP Special Rules
Venom surge Combat S -2 Multiple Wounds (D6), Poisoned Attacks, Strike First

Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.

Ker-splat

Mangler Squigs are careless beasts that bound merrily through life. Unfortunately, this can often lead to injury when they encounter terrain unwilling to get out of their way!

Mangler Squigs treat all difficult terrain as dangerous terrain.

Mob Rule

Surrounded by big mobs of battle-hungry Orcs, Shamans crackle with barely-controlled energy, causing their spells to burst forth with tremendous power.

If this character has joined a unit of Orcs with a Unit Strength of 10 or more, they may apply a +1 modifier to any Casting roll they make. Should they leave the unit for any reason, or should the unit’s Unit Strength fall below 10, this modifier is lost.

Note that, for the purposes of this rule, a unit of Orcs is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise

Release The Fanatics!

As the enemy draws near, mobs of Night Goblins unleash Fanatics in a whirlwind of destruction.

Fanatics are not placed on the battlefield at the start of the game. Instead, make a note of which Night Goblin units include Fanatics, and of how many they include. These units are referred to as ‘concealing’ units. A concealing unit may release one or more of its Fanatics during any Start of Turn sub-phase.

When a Fanatic is released, it travels through the air to land spinning several feet away from its concealing unit, before embarking upon its erratic journey across the battlefield.
To represent this, place the model so that its base is within 3" of its concealing unit and not touching the bases of any other models.

Skulking Menace

Hiding within Goblin ranks, out of sight of the enemy, Nasty Skulkers await their chance to strike.

Nasty Skulkers are not placed on the battlefield at the start of the game. Instead, make a note of which Goblin Mobs include Nasty Skulkers, and of how many they include. These units are referred to as ‘concealing’ units. At the start of its first round of combat, during Step 1.1 of the Choose Combat & Fight sub-phase, a concealing unit must reveal its Nasty Skulkers – they cannot be revealed at any other time. Position each revealed Nasty Skulker as you would a character that has joined the unit. Once placed, Nasty Skulkers cannot leave their concealing unit. If a concealing unit is destroyed or flees the battlefield before its Nasty Skulkers are revealed, they are removed as casualties.

Motley Crew*

Moving Through A Fanatic

Although dangerous, any unit may move through a Fanatic.
Should a unit ever end its move ‘on top’ of a Fanatic, move the Fanatic by the shortest route possible until it can be placed on the battlefield with its base not touching the bases of any models.

Nasty Skulker

Netters

In dark underground tunnels, Night Goblins throw nets to entangle their prey.

When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it may attempt to ‘entangle’ one enemy unit it is engaged with. Roll a D6. On a roll of 1, the unit has entangled itself. On a roll of 2+, the enemy unit is entangled. Until the end of the Combat phase, an entangled unit suffers a -1 modifier to its Strength characteristic (to a minimum of 1).

Note that this modifier is not cumulative.

Squigs Go Wild

A herd of Cave Squigs is held together by the weakest glue – the best efforts of a few Night Goblins.
Once that glue breaks and control of a herd is lost, the Cave Squigs will bounce towards freedom.


Should a Squig Herd ever Break and flee from combat, the Cave Squigs will go wild. If the Squig Herd contains five or more Cave Squigs, every unit (friend or foe) within 2D6" of it suffers D3 Strength 5 hits, each with an AP of -1. For every additional five Cave Squigs the Squig Herd contains, apply a +1 modifier to the D3. Once these hits have been resolved, treat the unit as having been completely destroyed in combat and remove it from play.

Third Orc crew member

Troll Vomit

R S AP Special Rules
Troll vomit Combat 3 -2 -

Notes: A Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.

Waaagh!

The invigorating power of a good war cry should never be underestimated, and Orcs have the best war cry of them all.

Once per game, during the Command sub-phase of their turn, this character may attempt to invoke the power of the Waaagh! by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character, their mount and any Orc unit they have joined may re-roll any rolls To Hit of a natural 1 and, when calculating its combat result, may claim an additional bonus of +1 combat result point.

Note that, for the purposes of this rule, an Orc unit is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise. Should an Orc unit be joined by a Goblin character, it is no longer considered to be an Orc unit. This special rule is not cumulative.