1000 NG4 Shooters
1000 NG4 Shooters
Name
Type
Mv
WS BS St To Wo In
At
Name
Type
Mv
WS BS St To Wo In
At
230
[0]
[0]
[0]
[0]
[0]
[0]
[0]
[0]
[25]
[30]
Name
Arrer Boyz Mob (10 , 70 pts)
Orc Arrer Boyz
Name
Type
Mv
5+ 6+*
; Standard Bearer
2
WS BS St To Wo In
At
147
; Hand Weapon;
5+ 6+*
[7]
10
In
4
3
3
3 4
1
2
1
7 6+
70
Composition: Core
Animosity; Choppas; Size Matters - Orcs; Hand Weapon; Bow; Light Armour; Volley Fire
Type
Mv
WS BS St To Wo In
At
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
Name
Type
Mv
WS BS St To Wo In
At
Name
Mangler Squig (1 , 65 pts)
Mangler Squig
Name
Type
Mv
WS BS St To Wo In
6+ 6+*
Type
Mv
WS BS St To Wo In
Type
Mv
At
WS BS St To Wo In
At
1
WM
7
3
Composition: Rare
See rulebook p114 for Stone Thrower rules
12-60", S3(9), Multiple Wounds (D6); Stone Thrower
Goblin Crew 3
4
2
3
3 3
1
2
Hand Weapon; Fear Elves
Type
Mv
WS BS St To Wo In
85
At
Name
Type
Mv
1
Ch
Composition: Special
Chariot; Scythed Wheels
WS BS St To Wo In
5
3
4
2
3
3 3
1
2
Hand Weapon; Short Bow; Spear; Fear Elves; Volley Fire
Giant Wolf 2
WB
9
3
3 3
1
3
Swiftstride
Type
Mv
WS BS St To Wo In
[0]
5+
50
[0]
[0]
At
1
WM
7
3
Composition: Special
See rulebook p111 for Bolt Thrower rules
48", S6, 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
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
60
Goblin Crew
Name
At
[0]
[0]
Name
63
1
Uq
3D6
6 4
3
3
*
3
65
Composition: Rare
Random Movement (3D6)
Ker-splat: If move brings them into contact with unit, move through placing 1" beyond unit.
Inflicts 2D6 S6 Armour Piercing hits.
Gone Crazy : Once a Ker-splat attack is made, they move in a random direction in the
Compulsory Move phase.
Force of Total Destruction : Cannot be charged. Any unit moving into contact takes 2D6 S6
hits, and a further D6 S6 hits. Mangler Squig removed, and unit can continue move. Count as
in soft cover when targeted with shooting attacks.
Completely Out of Control : Removed when they contact another Mangler Squig, roll triple
for movement, or a unit moves into contact.
Watch Out!: Take Dangerous Terrain test when moving over Forests, Marshland, Obstacles or
Mystical Monuments. If movement would take them into contact with a Building, Impassable
Terrain or off table, take Dangerous Terrain test and stop 1" short.;
Immune to Psychology
Name
At
35
[0]
Name
Type
Mv
WS BS St To Wo In
At
1
WM
7
3
Composition: Special
See rulebook p111 for Bolt Thrower rules
48", S6, 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
35
[0]
Total Cost:
1000
Option Footnotes
Bow
Hand Weapon
Light Armour
Musician
Shield
Short Bow
Spear
Standard Bearer
Animosity
Choppas
Immune to Psychology
Size Matters - Orcs
Swiftstride
Volley Fire
Options
24" Range, Strength 3, Volley Fire.
6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.
6+ armour save.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift
Reform.
+1 armour save bonus.
18" Range, Strength 3, Volley Fire.
Fight in Extra Rank (does not apply if charging), +1 Strength when mounted and charging.
+1 to Combat Resolution, Standard can be captured if unit Flees.
Special
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 S3 hits (2D6 if Horde) on nearest eligible unit, which must test for Animosity and
within 12", the victim does D6 S3 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.
Automatically passes Fear, Terror or Panic tests. May not Flee! if charged.
Do not take Panic tests caused by Snotlings, Squigs, or Goblins.
When charging / fleeing, units made entirely of models with Swiftstride roll 3D6 and discard the lowest
instead of 2D6 for distance.
Half the models in third and subsequent ranks (rounding up) may shoot. A unit cannot Volley Fire if it
moved this turn or as a Stand & Shoot reaction.
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.