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T&T 1000M PDF

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1000 Pts - Orcs & Goblins - T&T 1000M

Name
Warboss (1 , 210 pts)
Savage Orc Warboss

Type

WS BS S

Ld AS WSv Mgc Cost

1
In
4
6
3 5+* 5
3
4
4/5
9 5+ 4+
210
Wild Abandon: When mounted, may use two hand weapons, but Dangerous Terrain tests are
taken with -1.; General; Size Matters - Orcs; Waaagh!; Hand Weapon; Warpaint; Choppas;
Extra Attack; Frenzy; Immune to Psychology

Shrieking Blade

1 Wielder causes Fear.


Fear
Armour of Destiny 1 Heavy armour; 4+ ward save.

Name
Shaman (1 , 120 pts)
Savage Orc Shaman

Lucky Shrunken Head

Name
Savage Orc Boyz (25 , 295 pts)
Savage Orc Big'Uns

Name
Big Boss (2 , 129 pts)
Goblin Big Boss

Type

WS BS S

[10]
[50]

Ld AS WSv Mgc Cost

1
In
4
3
3 3+* 4
2
2
1/2
7
5+
1
120
Warpaint; Size Matters - Orcs; Level 1 Wizard; Hand Weapon; Choppas; Extra Attack; Frenzy;
Immune to Psychology
1 Increases Warpaint save of bearer and unit to 5+.

Type

WS BS S

[50]

Ld AS WSv Mgc Cost

25
In
4
4
3 4+* 4
1
2
1/3
7
6+
295
Animosity; Size Matters - Orcs; Musician ; Standard Bearer ; Hand Weapon; Additional
Hand Weapon; Warpaint; Choppas; Extra Attack; Extra Attack; Frenzy; Immune to Psychology

Type

WS BS S

Ld AS WSv Mgc Cost

1
MC
4
4
3 4+* 4
3
3
3
7 2+ 6+
129
Battle Standard Bearer ; Hand Weapon; Spear; Shield; Fear Elves: Elves cause Fear in this
unit.

Gigantic Spider

1
7
3
4
4
3
7
Forest Strider; Obstacle Strider; Cause Fear
Creeping Assault: Do not have to dismount to assault building. May not garrison.;
Attacks; Stomp; Swiftstride
Gambler's Armour 1 Heavy armour; 6+ ward save.
Luckstone 1 One use: Re-roll single armour save.

Name

Type

WS BS S

[0]

Poisoned
[20]
[5]

Ld AS WSv Mgc Cost

Trolls (6 , 210 pts)


Trolls

Name

6
MI
6
3
1
5 4
3
1
3
4
Vomit Attack Instead of normal attacks, causes one Strength 5 hit with no armour save;
Weapon; Fear; Immune to Psychology; Regeneration; Stomp; Stupidity

Type

WS BS S

Ld AS WSv Mgc Cost

Shooty Things (4 , 35 pts)


Goblin Spear Chukka

1
WM
7
3
See rulebook p111 for Bolt Thrower rules
48", Strength 6, Multiple Wounds (D3), Ignores Armour Saves.
Slipshod: If you roll a 1 To-Hit, roll on Stone Thrower Misfire table.
Goblin Crew 3
4
2
3
3 3
1
2
1
6
Hand Weapon; Fear Elves: Elves cause Fear in this unit.

35

[0]
Total Cost:

Option Footnotes
Equipment Special Rules
Extra Attack
Additional Hand Weapon
Battle Standard Bearer
General
Hand Weapon
Level 1 Wizard
Musician
Shield

+1 Attack.
Options
(Foot) Extra Attack, Requires Two Hands.
Hold your Ground! : If not fleeing, friendly models within 12" may re-roll failed Leadership tests.
Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.
6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.
Can channel Power and Dispel dice. Adds +1 to all attempts to cast and dispel. Knows 1 spell.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift
Reform.
+1 armour save bonus.

Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.

210
Hand

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999

Shield Script
Spear
Standard Bearer
Warpaint
Animosity

Choppas
Extra Attack
Fear
Frenzy

Immune to Psychology
Poisoned Attacks
Regeneration
Size Matters - Orcs
Stomp
Stupidity

Swiftstride
Waaagh!

(Foot) Fight in Extra Ranks.


(Mounted) +1 Strength on the charge.
+1 to Combat Resolution, Standard can be captured if unit Flees.
6+ ward save.
Special Rules
Units subject to Animosity must roll at Start of Turn sub-phase, with the following restrictions: (Contain less
than 5 models, In Close Combat, garrisoning a building, Fleeing or off battlefield) Roll D6: On a 1, roll on
chart:
(1) Get 'Em : Inflict D6 Strength 3 hits (2D6 if Horde) on nearest eligible unit, which must test for
Animosity and within 12", the victim does D6 Strength 3 hits back. Neither unit can charge or move in the
Movement phase, cast spells, nor shoot this turn. If the victim has not yet taken Animosity test, then it does
not do so this turn. If no eligible victim the unit will Squabble instead (See below).
(2-5) Squabble : Charge if possible, or do nothing.
(6) We'll Show 'Em : Pivot unit on the stop towards closest visible enemy, and make a full (non-march)
move in straight line toward it. If impossible for the unit to pivot to face closest enemy, it will pivot towards
it as far as it can, and will then move as far forward as it can while keeping the enemy within its forward
arc. After the move is complete unit must declare a charge in the Charge sub-phase against the closest enemy
unit, if it is possible to do so. If the unit cannot declare a charge then it may carry on with the rest if its turn
normally, as if it had not moved this turn.
+1 Strength in first round of each Close Combat.
+1 Attack.
Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed,
their Weapon Skill is reduced to 1 for that round of Combat.
Gives Berserk Rage, Extra Attack and Immune to Psychology. Frenzy models cannot parry. If a frenzied unit
loses a combat round, this rule is lost.
Berserk Rage : Must declare charge if able to unless a Leadership test is passed. Cannot choose to restrain
pursuit.
Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.
Wounds automatically on a To Hit roll of 6.
4+ Save. Wounds caused by flaming attacks stop regeneration for the remainder of the phase.
Do not take Panic tests caused by Snotlings, Squigs, or Goblins.
Deals 1 automatic hit at creature's Strength with the Always Strikes Last special rule. Applies only against
Infantry, War Beasts or Swarms in base contact.
If not engaged, at the start of every turn this unit must take a Leadership test. If failed, the unit immediately
stumbles D6" forwards and can't make any other action that turn, as well as channeling power or dispel dice
until a stupidity test is passed.
When charging / fleeing / pursuing, units made entirely of models with Swiftstride roll 3D6 and discard the
lowest instead of 2D6 for distance.
If a Warboss is your General, may call once per game. Must declare charge first, and before reaction. Every
unit of 5+ Orc Boyz, Savage Orc Boyz, Black Orcs, Boar Boyz and Savage Orc Boar Boyz (including
Big'Uns) adds +1 to combat resolution. The General and his unit add +D3.

Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.

Download it for FREE at http://www.wolflair.com!

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