| 628 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 | - | 23 | 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 | - | 16 | 75 |
| Bow; Axe (x1); Spear (x1); Helmet | |||||||||||||
| Grimgrin (BigUn) | 1 | 4" | 4 | 3 | 3 | 4 | 1 | 3 | 1/2 | 7 | - | 16 | 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 | - | 12 | 53 |
| Free Dagger; +1 armour save, or save of 6+ if the model has none.; Bow; 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] | |||||||||||
| 4. Fooled Ya! | No enemy may charge the Shaman during their next turn. If the shaman is in hand-to-hand combat, he may be moved away.; Difficulty (x6) | [0] | |||||||||||
| Clubbas (Boyz) | 2 | 4" | 3 | 3 | 3 | 4 | 1 | 2 | 1/2 | 7 | - | 1 | 80 |
| Free Dagger; +1 armour save, or save of 6+ if the model has none.; Club (x1) | |||||||||||||
| 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); 1 exp | |||||||||||||
| 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); 1 exp | |||||||||||||
| 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); 1 exp | |||||||||||||
| Dose Squigz (Squig) | 3 | 2D6 | 4 | - | 4 | 3 | 1 | 4 | 1 | 5 | - | 45 | |
| 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. | |||||||||||||
| Dem Squigz (Squig) | 2 | 2D6 | 4 | - | 4 | 3 | 1 | 4 | 1 | 5 | - | 30 | |
| 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. | |||||||||||||
| Ugskab (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) | |||||||||||||
| Option Footnotes: |
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| 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: 628 GC. |
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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: 170 Number of models: 18 |
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Validation Results: 'Ugskab (Warlk)' is a wizard, and must select at least one spell. Too many units of 'Dem Squigz (Squig)' in roster (max 1). |
| Troop Type | Count | Unused | Gold Crowns | Unused | Percent |
| Heroes (>=1model <=6model) | 4 | 2 | 311 | 317 | 49% |
| Henchmen (N/A) | 13 | n/a | 287 | 341 | 45% |
| HiredSwd (N/A) | 1 | n/a | 30 | 598 | 4% |
| Dramatis (N/A) | 0 | n/a | 0 | 628 | 0% |
| Warriors (>=3model <=20model) | 17 | 3 | 0 | 628 | 0% |
| Special Things Summary | 2 | n/a | 0 | n/a | 0% |
| Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc. |