599 GC - Orc Warband Uzog's Ladz

Unit Name ## M WS BS S T W I A Ld Save Exp Cost
Uzog (Boss) 1 4" 4 4 4 4 1 3 1/2 8 - 20 110
Leader: Any model within 6" of the Boss may use his leadership instead of their own.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Bow; Sword (x1); Helmet
Grak (BigUn) 1 4" 4 3 3 4 1 3 1/2 7 - 15 75
Bow; Axe (x1); Spear (x1); Helmet
Grimgrin (BigUn) 1 4" 4 3 3 4 1 3 1/2 7 - 15 73
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Bow; Club (x1); Spear (x1); Helmet
Zarfang (Shamn) 1 4" 3 3 3 4 1 3 1/2 7 - 10 43
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Club (x1)
  1. Led'z Go Any Orc or Goblin within 4" will strike first in hand-to-hand combat, regardless of other circumstances. The effects last until the caster has been knocked down, stunned or taken out of action.; Difficulty (x9) [0]
Dese Gobbos (Gobln) 2 4" 2 3 3 3 1 3 1/2 5 - 44
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; Dagger (x1)
Clubbas (Boyz) 2 4" 3 3 3 4 1 2 1/2 7 - 76
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Club (x1)
Dem Gobbos (Gobln) 2 4" 2 3 3 3 1 3 1/2 5 - 44
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; Dagger (x1)
Dose Gobbos (Gobln) 2 4" 2 3 3 3 1 3 1/2 5 - 44
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; Dagger (x1)
Squigz (Squig) 4 2D6 4 - 4 3 1 4 1 5 - 60
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.
Maggob (Warlk) 1 4" 2 2 3 3 1 4 1 8 - 30
15 GC upkeep cost. Warlocks start out with 2 spells. If they gain a new skill, they can choose to gain another spell instead.; Staff (x1)
  2. Flight of Zimmeran The wizard may immediately move anywhere within 12". If he moves into base contact with an enemy he counts as charging. If he charges a fleeing enemy, he scores 1 automatic hit, then his opponent flees again.; Difficulty (x7) [0]
  3. Dread of Aramar One model within 12" of the Wizard must pass a Ld test or flee 2D6" directly away. If he flees, he continues until he rallies at the start of a movement phase. This spell does not affect Undead or those immune to Fear.; Difficulty (x7) [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'.
  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.
  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.
  Staff Concussion: Injury rolls of 2-4 cause the victim to be 'Stunned'.
  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: 599 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: 156
Number of models: 17


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Gold Crowns Unused Percent
Heroes (>=1model <=6model) 4 2 301 298 50%
Henchmen (N/A) 12 n/a 268 331 44%
HiredSwd (N/A) 1 n/a 30 569 5%
Dramatis (N/A) 0 n/a 0 599 0%
Warriors (>=3model <=20model) 16 4 0 599 0%
Special Things Summary 3 n/a 0 n/a 0%

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