Orc Warband Fnargh's Ard Ladz

Unit Name ## M WS BS S T W I A Ld Save Exp Cost
Fnargh (Boss) 1 4" 4 4 4/5 4 1 3 1/2 8 - 34 135
Leader: Any model within 6" of the Boss may use his leadership instead of their own.; Crossbow; Spear (x1); Sword (x1); Helmet
  'Ard 'Ead If the warrior is Stunned, roll a dice - on a 3+ (2+ if a Helmet is also worn) he is Knocked Down instead. [0]
  Mighty Blow +1S in close combat, excluding pistols (included on profile). [0]
  Nimble The model may move and fire 'Move or fire' weapons. Cannot be combined with Quick Shot. [0]
Grimgrin (BigUn) 1 4" 4/5 3 3 4 1 4 2/4 7 - 25 65
Axe (x1); Spear (x1); Helmet
  Pit Fighter The warrior has +1WS and +1A when fighting in a building or ruin. [0]
Zarfang (Shamn) 1 4" 3 3 3 4 1 3 2/3 9 - 17 43
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Club (x1)
  5. Clubba The club gives the shaman +2S and +1A; apart from that, it counts as a normal club. It disappears once the Shaman suffers a wound.; Difficulty (x7) [0]
Grak (BigUn) 1 4" 5 3 3 4 2: OO 3 1/2 7 - 21 63
Club (x1); Spear (x1); Helmet; Needs club modelled onto sword hand.
Sticka (Boyz) 2 4" 3 3 3 4 1 3 1/2 7 - 2 78
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Spear (x1)
Arrers (Boyz) 2 4" 3 4 3 4 1 3 1/2 7 - 6 100
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Bow; Club (x1)
Arrer (Boyz) 1 4" 3 4 3 4 1 3 1/2 7 - 7 52
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Bow; Club (x1); Needs attached club on belt.
Wranglas (Gobln) 3 4" 2 3 3 3 1 3 1/2 5 - 75
When working out whether Rout tests need to be made, Goblins only count as 1/2 a model each if they've been taken out; Useless Gits: Goblins never gain experience.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Prodder (x1)
Cave Squigs 5 2D6 4 - 4 3 1 4 1 5 - 70
Squigs move 2D6" per turn - if they move into contact with an enemy, they count as charging; Squigs may never otherwise run or charge; When working out whether Rout tests need to be made, Squigs only count as 1/2 a model each if they've been taken out; Animals: Never gain experience; Minders: If no Goblins are within 6" of a Squig at the start of it's movement phase, it goes wild - it moves in random directions, and attacks anything it contacts. It reverts to the Orc players control at the end of the game.
Gitz (Gobln) 3 4" 2 3 3 3 1 3 1 5 - 45
When working out whether Rout tests need to be made, Goblins only count as 1/2 a model each if they've been taken out; Useless Gits: Goblins never gain experience.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Short Bow
Stash 1 - - - - - - - - - - 7
Gold (x2)
  Armour & Shield 1 - - - - - - - - - - [0]
  Ranged 1 - - - - - - - - - - [5]
Short Bow (x1)
  Hand to hand 1 - - - - - - - - - - [0]
Option Footnotes:
  Axe -1 armour save.
  Bow 1 Attack, 24" R, S3.
  Club Concussion: Injury rolls of 2-4 cause the victim to be 'Stunned'.
  Crossbow 1 Attack, 30" R, S4. Move or fire.
  Dagger +1 armour save, or save of 6+ if the model has none.
  Helmet If the model is 'Stunned', roll a dice - on a 4+ it is 'Knocked Down' instead.
  Prodder Always strikes first in the first round of combat, even if charged. A Prodder keeps all squigs within 12" from going wild, as opposed to 6" normally.
  Short Bow 1 Attack, 16" R, S3.
  Spear Always strikes first in the first round of combat, even if charged. +1 Strength on cavalry charge.
  Subject to Animosity At the start of each turn, roll a D6 for every Orc or Goblin henchman not in hand-to-hand combat; On a '1', roll on the following chart; 1) If there's a friendly Orc or Goblin Henchman or Hired Sword within charge range, the henchman will charge it (the nearest one, but Goblins never charge Orcs); After this round, the models are moved 1 inch apart and go back to normal; If there isn't anyone in range, count this as a roll of 2-5 instead unless the model has a missile weapon; if he does, he takes a shot at the nearest Orc or Goblin Henchman or Hired Sword; 2-5) The model may do nothing else this turn, but may defend himself in hand to hand combat; 6) The model must move as fast as possible toward the nearest enemy in LOS (charging if possible); If no enemies are in sight, the model may make an free move immediately; if this takes him into charge range of an enemy, he must charge it.
  Sword Parry: When your opponent rolls to hit, roll a D6. If you beat his highest 'to hit' score, one attack against you is negated.
Total Warband Cost: 733 GC.
Notes:
If the warband includes Goblins, Madcap Mushrooms are common to it.
Heroes get new advances at 2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83 and 90 experience.
Henchmen and Hired Swords get new advances at 2, 5, 9 and 14 experience.
Heroes make Insanity Rolls at 1, 8, 15, 22, 28, 34, 40, 45, 50, 55, 59, 63, 67, 71, 74, 77, 80, 83, 85, 87, and 89 Insanity Points. Character must retire at 90 Insanity Points. Roll 4D6 and consult the chart in Town Cryer 8. This is done immediately.
Gain as follows: +1 for failing a fear or terror test, casting a Chaos or Necromantic spell, receiving a critical wound, getting poisoned or taking drugs. Cultists, Dregs, Magisters, and Necromancers gain 1/2 IP's.

Warband Rating: 220
Number of models: 20


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Gold Crowns Unused Percent
Heroes (>=1model <=6model) 4 2 313 n/a 42%
Henchmen (N/A) 16 n/a 420 n/a 57%
HiredSwd (N/A) 0 n/a 0 n/a 0%
Dramatis (N/A) 0 n/a 0 n/a 0%
Warriors (>=3model <=20model) 20 0 0 n/a 0%
Special Things Summary 5 n/a 0 n/a 0%

Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.
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