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1000 NG4 Shooters

Shaman Composition: roll a D6 when spell is cast. Add to casting result, but does not count towards Irresistible Force. On a 1-3, the Shaman suffers a wound with no saves allowed. Unless cast with Irreistible Force, spell fails.

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0% found this document useful (0 votes)
84 views3 pages

1000 NG4 Shooters

Shaman Composition: roll a D6 when spell is cast. Add to casting result, but does not count towards Irresistible Force. On a 1-3, the Shaman suffers a wound with no saves allowed. Unless cast with Irreistible Force, spell fails.

Uploaded by

rogueSRA
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We take content rights seriously. If you suspect this is your content, claim it here.
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1000 Pts - Orcs & Goblins - 1000 NG4 Shooters

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Great Shaman (1 , 230 pts)


Night Goblin Great 1
In
4
2
3
3 4
3
3
1
6
5+
4
Shaman Composition: Lord
Magic Mushrooms: Roll D6 when spell is cast. Add to casting result, but does not count
towards Irresistible Force. If a 1 is rolled, roll a further D6. on a 1-3, the Shaman suffers a
wound with no saves allowed and, unless cast with Irresistible Force, spell fails.;
General;
Level 4 Upgrade; Sneaky Stealin'; Hand Weapon; Fear Elves; Hatred (Dwarves)
Sneaky Stealin' 1 When a Spell of da Little Waaagh! has been successfully cast roll a D6. On a 5-6
you may take one of your opponent's dispel dice (if any left) and add it to your
power pool.
0. Sneaky Stabbin' 1 Augment.
6+ Cast . 12" Range, target gets Armour Piercing, in addition unit may re-roll ToHit and To-Wound rolls if attacking in Flank or Rear
1. Vindictive Glare 1 Magic Missile .
5+ Cast . 24" Range, 2D6 S3 hits
10+ Cast . Can increase to 3D6 S3 hits
2. Gift of the Spider-god
1 Augment.
8+ Cast . 12" Range, target unit gains Poisoned Attacks, if unit has already,
increases so wounds on 5+
3. Itchy Nuisance 1 Hex.
8+ Cast . 24" Range, Target reduces Mv and In by D6, to minimum of 1, troops
with Random Movement reduce by D3, to minimum of 1D6, and In by D6
4. Gork'll Fix It 1 Hex.
8+ Cast . 24" Range, Target must re-roll To Hit, To Wound and armour save rolls
of 6
5. Night Shroud 1 Augment.
9+ Cast . Targets Shaman and his unit, counts as being in soft cover, if charged
enemy takes Dangerous Terrain test
15+ Cast . Can give 12" Range, effecting all units in range
6. Curse of da Bad Moon
1 Vortex.
15+ Cast . Small round template, nominate direction and move 4D6", subsequently
moving 3D6" in random direction. All models touched must pass characteristic
test or takes a wound with no armour save allowed. Roll before moving template:
(1-2) Strength, (3-4) Toughness, (5-6) Initiative
25+ Cast . Can upgrade to large round template and choose characteristic
Dispel Scroll 1 One use: Automatically dispels an enemy spell.
Talisman of Endurance 1 5+ Ward Save.

Name

Type

Mv

WS BS St To Wo In

At

230

[0]

[0]

[0]

[0]

[0]

[0]

[0]

[0]

[25]
[30]

Ld Sv WSv Mgc Cost

Boyz Mob (16 , 147 pts)


Orc Boyz 15
In
4
3
3
3 4
1
Composition: Core
Animosity; Choppas; Size Matters - Orcs; Musician
Light Armour; Shield
Orc Boss 1
In
4
4
3
4 4
1
Choppas; Hand Weapon; Light Armour; Shield

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]

Ld Sv WSv Mgc Cost

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

Ld Sv WSv Mgc Cost

Spider Rider Mob (5 , 80 pts)


Forest Goblin Spider 5
Ca
4
2
3
3 3
1
2
1
6 5+
80
Riders Composition: Core
Animosity; Forest Strider; Obstacle Strider;
Creeping Assault: Do not have to dismount to assault building. May not garrison.
Wall-crawler Treat ungarrisoned buildings as open terrain. May not finish move on or in
building.; Musician ; Hand Weapon; Short Bow; Spear; Shield; Fast Cavalry; Fear Elves;
Volley Fire
Giant Spider 5
WB
7
3
3 3
1
4
1
2
[0]
Forest Strider; Obstacle Strider; Poisoned Attacks; Swiftstride

Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.

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

Name

Type

Mv

WS BS St To Wo In

At

Night Goblin Mob (21 , 63 pts)


Night Goblins 21
In
4
2
3
3 3
1
3
1
Composition: Core
Animosity; Hand Weapon; Shield; Fear Elves; Hatred (Dwarves)

Name
Mangler Squig (1 , 65 pts)
Mangler Squig

Name

Type

Mv

WS BS St To Wo In

6+ 6+*

Ld Sv WSv Mgc Cost

Type

Mv

WS BS St To Wo In

Type

Mv

At

Ld Sv WSv Mgc Cost


80

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

Ld Sv WSv Mgc Cost

Shooty Things (4 , 35 pts)


Goblin Spear Chukka

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

Ld Sv WSv Mgc Cost

Goblin Crew

Name

At

[0]

Ld Sv WSv Mgc Cost

Squig Hoppers (10 , 60 pts)


Night Goblin Squig 5
Ca
4
2
3
3 3
1
3
1
3 6+
Hoppers Composition: Special
Random Movement (3D6)
Extra Boingy : Gains Impact Hits (1) if you roll three 6s.
Obnoxious: Characters cannot join unit.; Hand Weapon; Hatred (Dwarves); Immune to
Psychology; Skirmishers
Squig 5
Ca
3D6
4
5 3
1
3
2
5
Chariots (1 , 50 pts)
Goblin Wolf Chariot

[0]

Ld Sv WSv Mgc Cost

Shooty Things (4 , 85 pts)


Goblin Rock Lobber

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

Shooty Things (4 , 80 pts)


Goblin Doom Diver 1
WM
7
3
Catapult Composition: Rare
See Orc & Goblin rulebook p48 for Doom Diver rules
12-60", S5, Ignores Armour Saves
Goblin Crew 3
4
2
3
3 3
1
Hand Weapon; Fear Elves

Name

At

Ld Sv WSv Mgc Cost

35

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

[0]

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Shooty Things (4 , 35 pts)


Goblin Spear Chukka

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.

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

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