SAVAGE ORC WARBAND
Based on ‘Da Mob’ Warband by Mark Havener. Additional inspiration from the Forest Goblin warband by the iCircle Lustria Team
Special Rules
Old Ways- Savage Orcs are rooted fully in their savage ways, and ancient superstitions. They will not use any Blackpowder weapons, nor any type of crossbow. Likewise, they will not use any armor except the types of armor they have listed on their Equipment list (the exception being any Magical Artifact armor, which is allowed.)
Animosity.
Orcs and Goblins enjoy nothing more than a good scrap, unfortunately they’re not always very discerning about who they scrap with! To represent this, at the start of the Orc player’s turn, roll a D6 for each Henchman who is either an Orc or a Goblin. A roll of 1 means that the warrior has taken offense to something one of his mates has done or said. Do not roll for models that are engaged in hand-to-hand combat (they’re already scrappin’!). Likewise, do not test for any frenzied model that is within charge range of an opponent. To find out just how offended the model is, roll another D6 and consult the following chart to see what happens:
D6 Result
1 “I ’Erd Dat!†The warrior decides that the nearest friendly Orc or Goblin Henchman has insulted his lineage or personal hygiene and must pay the price! If there is a friendly Orc or Goblin Henchman or Hired Sword within charge reach (if there are multiple targets within reach, choose the one nearest to the mad model), the offended warrior will immediately charge and fight a round of hand-to-hand combat against the source of his ire. At the end of this round of combat, the models will immediately move 1" apart and no longer count as being in close combat (unless one of them fails another Animosity test and rolls this result again). If there are no friendly Orc or Goblin Henchmen or Hired Swords within charge reach, and the warrior is armed with a missile weapon, he immediately takes a shot at the nearest friendly Orc or Goblin Henchman or Hired Sword. If none of the above applies, or if the nearest friendly model is an Orc Hero, the warrior behaves as if a 2-5 had been rolled on this chart. In any case, the warrior in question may take no other action this turn, though he may defend himself if attacked in hand-to-hand combat.
2-5 “Wud Yoo Say?†The warrior is fairly certain he heard an offensive sound from the nearest friendly Orc or Goblin, but he’s not quite sure. He spends the turn hurling insults at his mate. He may do nothing else this turn, though he may defend himself if attacked in hand-to-hand combat.
6. “I’ll Show Yer!†The warrior imagines that his mates are laughing about him behind his back and calling him silly names. To show them up he decides that he’ll be the first one to the scrap! This model must move as quickly as possible towards the nearest enemy model, charging into combat if possible. If there are no enemy models within sight, the Orc or Forest Goblin may make a normal move immediately. This move is in addition to his regular move in the Movement phase, so he may therefore move twice in a single turn if you wish. If the extra move takes the Orc or Forest Goblin within charge reach of an enemy model, the warrior must charge into close combat during his regular movement.
Distasteful Company. Many Hired Swords refuse to work for Orcs, as they know that Orcs are just as likely to eat them as fight alongside them (ESPECIALLY Savage Orcs). Orcs may only hire the following Hired Swords: Pit Fighters, Ogre Bodyguards or Warlocks. They may also hire any Orc, Goblin, or Hobgoblin Hired Swords.
Choice of warriors
An Orc warband must include a minimum of three models. You have 500 gold crowns which you can use to recruit and equip your warband. The maximum number of warriors in the warband is 20.
Chieftain: Each Orc warband must have one Chieftain: no more, no less!
Shaman: Your warband may include up to one Shaman.
‘Ead’unters: Your warband may include up to two ‘Ead’unters.
Savage Boyz: Your warband may include any number of Savage Boyz.
Forest Goblins: Your warband may include any number of Forest Goblins, though it may not have more than two Goblins for each Orc in the warband (including Orc Heroes).
Crazed ‘Uns: Your warband may include up to five Crazed ‘Uns.
Troll: Your warband may include up to one Troll.
Starting experience
A Chieftain starts with 20 Experience.
A Shaman starts with 10 Experience.
‘Ead’unters start with 15 Experience.
All Henchmen start with 0 Experience.
Orc equipment lists
The following lists are used by Orc warbands to pick their equipment.
Orc equipment list
Hand-to-hand combat weapons
Dagger . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc
Club. . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Battle axe . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Morning star . . . . . . . . . . . . . . . . . . . . . . 15 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Double-handed weapon . . . . . . . . . . . . . 15 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Halberd . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Missile weapons
Throwing Axes. . . . . . . . . . . . . . . . . . . 15 gc
Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Longbow . . . . . . . . . . . . . . . . . . . . . . . . 15 gc
Armour*
Light armour . . . . . . . . . . . . . . . . . . . . . 20 gc
Bone armour . . . . . . . . . . . . . . . . . . . . . 25 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Tattoos. . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc
Miscellaneous
Warpaint. . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc
Goblin equipment list
Hand-to-hand combat weapons
Dagger . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc
Club . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Missile weapons
Short bow . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Blowpipe. . . . . . . . . . . . . . . . . . . . . . . . 15 gc
Armour
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Tattoos. . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc
SKILLS
CHIEFTAIN Combat, Shooting, Strength, Speed, Special
SHAMAN Strength, Special
‘EAD’UNTERS Combat, Strength, Speed, Special
HEROES
1 Orc Chieftain
80 gold crowns to hire
M WS BS S T W I A Ld
4 4 4 4 4 1 3 1 8
Weapons/Armour: An Orc Chieftain may be equipped with weapons and armour chosen from the Orc equipment list.
SPECIAL RULES
Leader: Any warrior within 6" of the Orc Chieftain may use his Leadership characteristic when taking Leadership tests.
0-1 Orc Shaman
40 gold crowns to hire
Orc Shamans are outcasts from Orc society. They are gifted by the Orc gods Gork and Mork with powers they can neither understand nor completely control. Many join roaming Orc warbands where they are no longer shunned for their abilities, but respected for them.
Profile M WS BS S T W I A Ld
4 3 3 3 4 1 3 1 7
Weapons/Armour: An Orc Shaman may be armed with weapons chosen from the Orc equipment list. An Orc Shaman may never wear armour.
SPECIAL RULES
Wizard: An Orc Shaman is a wizard and uses Waaagh! Magic. See Waaagh! Magic page15 for his spell list. Alternatively, instead of starting out or learning a ‘Waagh! Magic’ spell, he may learn/start off with the ‘Boilin’ Blood’ spell (see the Skills section.)
0-2 Orc ‘Ead’unters
40 gold crowns to hire
Profile M WS BS S T W I A Ld
4 4 3 3 4 1 3 1 7
Weapons/Armour: ‘Ead’unters may be equipped with weapons and armour chosen from the Orc equipment list.
SPECIAL RULES
Waagh!: ‘Ead’unters start with the Orc Skill, ‘Waagh’ skill. The warrior may add +D3" to his charge range. If the ‘Ead’unter is frenzied or crazed, measure to see if the opponent is within normal mandatory charge range. If the model is within 3†from the ‘Ead’unter’s maximum charge range, roll the 1D3â€, to see if the ‘Ead’unter is required to charge any model within the 1D3†extra inches. If the range is not enough, the ‘Ead’unter adds that same range bonus (1-3â€) to any optional charges the ‘Ead’unter may attempt this turn.
HENCHMEN
Savage Boyz
25 gold crowns to hire
Savage Boyz are savage and tough. They fear nothing that they can get their bare hands on, though they are even more ignorant and superstitious than most other beings in the Warhammer world. They form the core of any Orc warband.
Profile M WS BS S T W I A Ld
4 3 3 3 4 1 2 1 7
Weapons/Armour: Boyz may be equipped with weapons and armour chosen from the Orc equipment list.
SPECIAL RULES
Animosity: Savage Boyz are subject to the rules for Animosity (see Special Rules for details).
0-5 Crazed ‘Uns
35 gold crowns to hire
flavor!
Profile M WS BS S T W I A Ld
4 4 3 3 4 1 2 1 7
Weapons/Armour: Boyz may be equipped with hand to hand weapons and armour chosen from the Orc equipment list. They may not use Missile Weapons.
SPECIAL RULES
Animosity: Crazed ‘Uns are subject to the rules for Animosity (see Special Rules for details).
Crazed: Crazed ‘Uns must charge if there are any enemy models within charge range. While within charge range, the Crazed ‘Uns are immune to all Psychology (including Animosity and Fear). Likewise, while in combat, the Crazed ‘Uns are immune to Psychology. Unlike Frenzy, this effect is permanent and is not canceled by being knocked down or stunned. The exception to the ‘Immune to Psychology’ rule is that any Crazed ‘Uns that become Frenzied are treated as being ‘Frenzied’, and temporarily lose the ability 'crazed'., If the 'frenzy' effect disappears, (ex. the Orc becomes knocked down or stunned), he returns to being ‘Crazed’ as before.
Charge: Crazed ‘Uns’s receive +1 Attack for the first round of combat whenever they charge. They do not get this bonus attack if they are frenzied (they got ENOUGH bonus attacks as is!)
Forest Goblins
15 gold crowns to hire
Goblins are often used as cannon fodder (as well as a food source in lean times!) by their larger Orc cousins. They are usually not as well equipped as Savage Boyz, having to make do with whatever the Orcs do not want or cannot use.
Profile M WS BS S T W I A Ld
4 2 3 3 3 1 3 1 5
Weapons/Armour: Goblins may be armed with weapons and armour chosen from Goblin equipment list.
SPECIAL RULES
Natives. Used to poking through the underbrush, Forest Goblins suffer no movement penalties from moving through jungle or forest terrain.
Animosity: Forest Goblins are subject to the rules for Animosity (see Special Rules for details). Note: A Forest Goblin who fails his Animosity test and rolls a 1 for the result will never charge an Orc Henchman, though he will still use any missile weapons to attack as normal. Goblins are far too afraid of Orcs to challenge them individually.
Not Orcs: Orcs don’t expect much from non-Orcs, and are therefore not unsettled if Goblins break or get cut down in battle. In fact, they expect as much from these weaklings! Therefore, when testing to see if an Orc Warband needs to take a Rout test, each Forest Goblin taken out of action only counts as half a model. Therefore, a band of 5 Orcs and 10 Goblins (15 models) would only have to take a test if 4 models fell (4 Orcs or 8 Goblins, or some combination thereof ).
Runts: Goblins may gain experience but if they happen to roll ‘That Lad’s got talent’ they are immediately killed by their Orc overlords for becoming too ‘mouthy’ (remove the Gobbo from the roster).
0-1 Troll
200 gold crowns to hire
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.
Profile M WS BS S T W I A Ld
6 3 1 5 4 3 1 3 4
Weapons/Armour: Trolls do not require weapons to fight but often carry a big club. In any event, Trolls can never be given weapons or armour.
SPECIAL RULES Fear: Trolls are frightening monsters which cause fear.
Stupidity: A Troll is subject to the rules for stupidity.
Regeneration: Trolls have a unique physiology that allow them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. Trolls never roll for Injury after a battle.
Dumb Monster: A Troll is far too stupid to ever learn any new skills. Trolls do not gain experience.
Always Hungry: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the warband. The warband must pay 15 gold crowns after every game in order to keep the Troll. If the warband lacks the gold to pay the upkeep, the Chieftain has the option of sacrificing two Forest Goblins to the Troll in lieu of buying food (Trolls eat nearly anything). If this fee is not paid (either in gold or in warband members) the Troll gets hungry and wanders off in search of food.
Vomit Attack: Instead of his normal attacks, a Troll can regurgitate its highly corrosive digestive juices on an unfortunate hand-to-hand combat opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves.
SPECIAL EQUIPMENT
Throwing Axes – See the ‘Athel Loren- New Equipment’ Section for more details.
Tattoos - See the ‘Athel Loren- New Equipment’ Section for more details.
Warpaint - See the ‘Athel Loren- New Equipment’ Section for more details.
Bone Armor – 25gc Common
Bone Armor is crudely made armor, using the bones of trolls, ogres, and various other mammoth creatures. It is more cumbersome than iron, but definitely provides ample protection.
An Orc wearing Bone Armor receives a 5+ armor save (as if wearing heavy armor), but receives a -1 Movement penalty. If may be used with a shield, but receives an additional -1 movement, for a total of -2 Movement. If mounted, the movement penalty is passed on to the mount. Bone Armor may not be used with Tattoos, but it may be used with Warpaint (this is an exception to the normal warpaint rules.)
Orc special skills
Orc Heroes may use the following Skill list instead of any of the standard Skill lists available to them.
’ard ead- The warrior has a thick skull even for an Orc. He has a special 3+ save on a D6 to avoid being stunned. If the save is made, treat a stunned result as knocked down instead. If the Orc also wears a helmet, this save is 2+ instead of 3+ (this takes the place of the normal helmet special rule).
waaagh!- Orcs are aggressive creatures and some are experts at bulldozing charges. The warrior may add +D3" to his charge range.
Crazed!- The Orc becomes a slobbering, destructive machine. He gains the ability ‘Crazed’ (see the henchmen ‘Crazed ‘Uns’ for more details.)
rock ’ard- The Orc has a thick, dark-green skin, possibly indicating Black Orc blood. Such is the toughness of the Orc that he may add +1 to any armour saves. Also, if wearing Bone Armor, he may ignore one of the inches of movement penalty (meaning he’s at normal speed with armor, -1 with a shield.)
’eadbasher Orcs- have massive physical strength and some of them even learn to aim their blows at the heads of their opponents, with obvious results. Any knocked down results which the Orc causes in hand-to-hand count as stunned results instead.
Bushwhacker- Whenever an Orc moves into a single tree terrain piece (that is not a structure/building, like a treehouse or fort), the Orc hero may attempt to knock it down. The Orc immediately halts in base contact with the terrain piece, and may not shoot or cast spells this turn. Take an immediate Strength test on 2D6, adding any bonuses for Hand-to-Hand weapons and skills: if passed, the tree terrain is removed from the table. Otherwise, the tree remains where is, and the Orc may attempt to remove it during his next turn. If the terrain piece has multiple trees on the same base, he must attempt to remove them all at the same time, subtracting -1 from his strength for every tree past the first.
Boilin’ Blood: (Savage Orc Spell- Shaman Only) Difficulty 5
The Savage Orc may choose any friendly Orc or Goblin model within 24†(may target himself). That model is now Frenzied. This bonus lasts until the end of the battle, or until the model is knocked down or stunned, whichever comes first. ‘Boiling Blood’ can only affect one model at a time. You may decide to cancel the spell at the start of your Recovery Phase, before rolling for Animosity tests. A successful or unsuccessful casting of the spell upon another model will automatically dispel any previous ‘Boilin’ Blood’ effect granted to a different model.