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
Boilin’ Blood: See Rules above.
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.
SPECIAL RULES
Boilin’ Blood: See Rules above.
Deadly Charge: Whenever 'Crazed Boyz' charge, they receive an additional attack for the first round of combat. If the Crazed Boy is frenzied, this extra attack is not doubled.
Crazed: If the Crazed Boy starts the turn within charge range of an opponent, he automatically charges. Ignore all Psychology tests that would prevent you from charging (ex. Fear.) If there are multiple models within charge range, he may choose which target to charge. Measure for the Crazed involuntary charge after rolling for ‘Boilin’ Blood’ results (meaning, a Crazed Un that rolls ‘Frenzied’ on his ‘Boilin’ Blood’ roll will charge because of the frenzied result first, and will get double attacks. Likewise, a Crazed model that rolls an Animosity result, causing him to charge his friend, will not charge an enemy in charge range, because he is too busy fighting a fellow warband member. ‘Crazed’ charge does not overpower a Boiling Blood roll.)
0-5 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.
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.
Boilin’ Blood: See Rules above.
Note: A Forest Goblin who rolls ‘Animosity’ on his Boilin’ Blood 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 a Savage 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 Feral Troll
200 gold crowns to hire
Trolls in the wild are dangerous creatures for sure, eating everything in sight at a leisurely pace. Once a troll has been taken in by an orc or goblin master, however, the pickings become lush, and the monster gets used to a diet of fresh meat, fed at constant rates. Whenever one of these spoiled trolls is let lose again into the wild, it takes many years for the troll’s massive hunger to subside. Till then, the only greenskins brave enough (or dumb enough) to take in one of these feral trolls are the Savage Orcs, who admire its frenzied state.
M WS BS S T W I A Ld
6 3 1 5 4 3 1 2 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.
Frenzy: Feral Trolls start the game Frenzied.
Dangerously Stupid:
Feral Trolls are very stupid; so stupid, in fact, that they test for Stupidity even while frenzied (an exception to the rule that a frenzied model is immune to psychology). During the movement phase, after declaring voluntary charges, but before moving involuntary charges, take a Leadership test of the Feral Troll (it may use the Ld of a Leader within range.) If passed, the Feral Troll moves as normal for the rest of the turn (and, if currently frenzied, may declare involuntary charges like a normal frenzied model.) If the test is failed, roll 1D6, and consult the chart below:
1-3 Drool - The Troll does nothing but drool this turn, and will not fight. If within Charge range of an enemy model, it will not and may not charge, even if it is frenzied.
4-5 Shamble – If the troll is not in combat, it will move half speed directly forward. If this brings them into contact with an Enemy, it counts as a charge. It will only attack with one attack this turn, which is not doubled if the troll is frenzied. It this would send it into an ally, it will likewise attack the model with a single attack. If the ally is not engaged with enemy models, he is forced to fight back. At the start of your next turn, move the troll and the ally 1" apart. The troll moves again as normal (assuming he passes his Stupidity test again!)
6 Run Amok - If the Troll is in combat, the Troll fights back as normal. If not in combat, it will travel 3D6 inches in a random direction. If this does not take it into another model, it will end its turn on the spot. If the random movement takes into contact with an opponent, it will attack as normal (count it as an involuntary charge) and, if currently frenzied, will have double attacks. If the random move takes it into contact with an ally, it will likewise attack the model, doubling attacks if frenzied. If the assaulted ally is not engaged with enemy models, he is forced to fight back. At the start of your next turn, move the troll and the ally 1" apart. The troll moves again as normal (assuming he passes his Stupidity test again!)
Regeneration: Trolls have unique physiologies 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.
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).
Raw-waaagh!- Orcs are aggressive creatures and some are experts at bulldozing charges. The warrior may add +D3" to his charge range. Also, if the Orc is wearing Bone Armor, he ignores all movement penalties for the bone armor while he is on foot (as opposed to mounted).
well ’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.
’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.
Blood-firsty- ‘Ead’Unters & Mad Boyz only. The hero now becomes Frenzied on a Boiling Blood roll of 5 or 6 instead of just 6. This skill may be taken twice per hero, granting the hero Frenzy on a Boiling Blood roll of 4, 5 or 6 instead of just 6. The skill cannot be taken more than twice.
Bushwhacker- Whenever your hero moves into a tree or forest terrain piece, you may have the Orc take a Strength test: if he passes, he may move through the piece without movement penalty. This skill represents the warrior pushing through vines and bending whole tree trunks, so he may move through solid forest-based terrain that would normally have to be circumvented (ex. a standing tree trunk.) If he is moving through such solid object, he must end his move free of the object.