2000 Pts - Orcs & Goblins Army ULAS-B

Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Cp Dp US Cost
Orc Great Shaman 1 4 3 3 4 5 3 2 1 8 5+ 4 2 1 310
General; Units within 12" may use General's Leadership; Magic Level 4; +4 dice to casting and +2 to dispel pool. Has 4 spells.; Big Waagh; Choppa; +1St on own or w/ shield on charge
  Horn of Ugrok Bound spell, Power 5; Until end of turn, friendly units +1 Ld, enemy units -1 Ld. Roll D6 after each use. On a 1, bearer suffers S5 hit (no armour save). [40]
  Power Stone +2 dice to cast a spell. Dice may exceed maximum allowed by level. One use only. [25]
  Warboss Um's Best Big Boss At 5+ ward save. [30]
  #1:Gaze of Gork 5+ to cast, Range 18"; Magic missile, D6 S2 hits, no armour saves. [0]
  #2:Brain Bursta 8+ to cast, Range 24"; Magic missile, 2D6 S4 hits. [0]
  #3:Gork'll Fix It 8+ to cast, Range 24"; Enemy unit counts rolls of 6s as 1s. [0]
  #4:Foot of Gork 9+ to cast; Enemy unit suffers D6 S6 hits. [0]
  #5:Hand of Gork 9+ to cast, Range 24"; One friendly unit moves 2D6" forward, counting as charging if touching an enemy unit (unit may flee from charge) [0]
  #6:Mork Wants Ya! 10+ to cast, Range 18"; Enemy model must pass In test or suffer D6 S10 hits. [0]
  #Big 1:Gaze of Mork 5+ to cast; Range 24"; Magic missile; Enemy unit suffers D6 S4 hits. [0]
  #Big 2:'Eadbutt 6+ to cast, Range 24"; LOS required; Single enemy model takes a S5 hit with no armour save. [0]
  #Big 3:Bash 'em Ladz 6+ to cast, Range 18", HtH; In next round of combat, one friendly unit strikes 1st and re-rolls any misses. [0]
  #Big 4:Fists of Gork 8+ to cast, Range 18";Each model in enemy unit suffers a WS 3 S4 Attack. [0]
  #Big 5:Gork's Warpath 10+ to cast; One enemy unit anywher on the table takes D6 St6 hits, and then roll D6:1 One of own units, 2-4 End spell, 5-6 Another enemy unit and throw again. [0]
  #Big 6:WAAAGH! 12+ to cast; All friendly units move 2D6" towards nearest enemy, counting as charging if they contact. [0]
Night Goblin Shaman 1 4 2 3 3 3 2 3 1 5 2 1 1 135
Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2 spells.; Little Waagh
  Dispel Scroll Dispels one spell. One use only. [25]
  Dispel Scroll Dispels one spell. One use only. [25]
  #1:Gaze of Gork 5+ to cast, Range 18"; Magic missile, D6 S2 hits, no armour saves. [0]
  #2:Brain Bursta 8+ to cast, Range 24"; Magic missile, 2D6 S4 hits. [0]
  #3:Gork'll Fix It 8+ to cast, Range 24"; Enemy unit counts rolls of 6s as 1s. [0]
  #4:Foot of Gork 9+ to cast; Enemy unit suffers D6 S6 hits. [0]
  #5:Hand of Gork 9+ to cast, Range 24"; One friendly unit moves 2D6" forward, counting as charging if touching an enemy unit (unit may flee from charge) [0]
  #6:Mork Wants Ya! 10+ to cast, Range 18"; Enemy model must pass In test or suffer D6 S10 hits. [0]
Goblin Shaman 1 4 2 3 3 3 2 2 1 6 2 1 1 135
Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2 spells.; Little Waagh
  Dispel Scroll Dispels one spell. One use only. [25]
  Nibbla's Itty Ring Bound spell, Power 3, 'Eadbutt. Roll a D6 after each use, suffers a S5 hit on a 1 (no armour saves). [20]
  #1:Gaze of Gork 5+ to cast, Range 18"; Magic missile, D6 S2 hits, no armour saves. [0]
  #2:Brain Bursta 8+ to cast, Range 24"; Magic missile, 2D6 S4 hits. [0]
  #3:Gork'll Fix It 8+ to cast, Range 24"; Enemy unit counts rolls of 6s as 1s. [0]
  #4:Foot of Gork 9+ to cast; Enemy unit suffers D6 S6 hits. [0]
  #5:Hand of Gork 9+ to cast, Range 24"; One friendly unit moves 2D6" forward, counting as charging if touching an enemy unit (unit may flee from charge) [0]
  #6:Mork Wants Ya! 10+ to cast, Range 18"; Enemy model must pass In test or suffer D6 S10 hits. [0]
Orc Big Boss 1 4 5 3 4 5 2 3 3 8 6+ 1 147
Light Armour; Battle Standard; Units w/in 12" may re-roll break tests
  Morks Spirit Totem Add rank bonus to amount of Dispel Dice, Orcs only [50]
Orc Boyz 24 4 3 3 3 4 1 2 1 7 5+ 1 180
Animosity.; Choppa; +1St on own or w/ shield on charge; Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
  Orc Boss 1 4 4 3 4 4 1 2 2 7 5+ 1 [15]
Orc Boyz 25 4 3 3 3 4 1 2 1 7 5+ 1 165
Animosity.; Choppa; +1St on own or w/ shield on charge; Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
Orc Arrer Boyz 10 4 3 3 3 4 1 2 1 7 6+ 1 65
Animosity.; Choppa; +1St on own or w/ shield on charge; Normal Bow; 24", S3; Light Armour; Musician; +1CR if tied; +1 Ld in rally attempts.
Orc Arrer Boyz 10 4 3 3 3 4 1 2 1 7 6+ 1 65
Animosity.; Choppa; +1St on own or w/ shield on charge; Normal Bow; 24", S3; Light Armour; Musician; +1CR if tied; +1 Ld in rally attempts.
Night Goblins 20 4 2 3 3 3 1 3 1 5 6+ 1 114
Animosity. Hate Dwarfs. Fear Elves.; Shield; +1Sv w/ handweapon in HtH; Musician; +1CR if tied; +1 Ld in rally attempts.
  Fanatic 2 2D6 5 3 1 D6 [50]
Unbreakable; Emergy when enemy in 8" (charges must complete charge, others may stop at 8"); Die on double 1 for Move or if hitting obstacle; D6 S5 hits, Armour Piercing; Any unit may move in base contact and take hits as normal to kill him; Friendly units can't shoot/cast on it; Destroyed if parent unit flees
Night Goblins 20 4 2 3 3 3 1 3 1 5 6+ 1 114
Animosity. Hate Dwarfs. Fear Elves.; Shield; +1Sv w/ handweapon in HtH; Musician; +1CR if tied; +1 Ld in rally attempts.
  Fanatic 2 2D6 5 3 1 D6 [50]
Unbreakable; Emergy when enemy in 8" (charges must complete charge, others may stop at 8"); Die on double 1 for Move or if hitting obstacle; D6 S5 hits, Armour Piercing; Any unit may move in base contact and take hits as normal to kill him; Friendly units can't shoot/cast on it; Destroyed if parent unit flees
Squig Hoppers 8 3D6 4 5 3 1 3 2 3 1 120
Immune to Psychology; Hate Dwarfs; Skirmish
Spear Chukka 2 7 3 3 70
48", S6 D3 Wo, No armour save, -1S/Rank; Single unit = Bolt Thrower & 3 Crew
  Crew 6 4 2 3 3 3 1 2 1 6 [0]
Spear Chukka 2 7 3 3 70
48", S6 D3 Wo, No armour save, -1S/Rank; Single unit = Bolt Thrower & 3 Crew
  Crew 6 4 2 3 3 3 1 2 1 6 [0]
Rock Lobber 1 7 3 3 70
3" Template, S4 hits w/ no armour save, D6 Wo (S8 under hole)
  Crew 3 4 2 3 3 3 1 2 1 6 [0]
Trolls 4 6 3 1 5 4 3 1 3 4 3 160
Fear, Regenerate, Stupid, Optional vomit attack: S5, always hits, no armour save
Doom Diver 1 7 3 3 80
S5, no armour save; May move D3" from spot hit
  Crew 3 4 2 3 3 3 1 2 1 6 [0]
Option Footnotes:
  Animosity 1. Get 'em:Shoots or charges another animosity taking unit (if no target - Squabbles). Work out all shooting and combat (no CR) immediately. 2-5. Squabble: No actions this turn (no move or shooting). 6. We'll Show 'em: Unit makes a full normal move (not march) towards nearest enemy unit. Unit can move again in movement phase (including charge) and shoot.
Total Army Cost: 2000 Pts.
Notes:
Snotlings don't cause Goblins to Panic, both don't Panic Orcs, all 3 don't Panic Trolls.
All Goblins fear Elves not outnumbered 2:1. Night Goblins hate Dwarves.
If any Orc unit of 20+ is in HtH you get +1, or if Fleeing -1 Power Dice.
Animosity: In turn, roll a D6 for every Orc and Goblin unit at start of your turn: 1 = Shoot or charge friendly unit if possible (Goblins don't charge Orcs); 2-5 = Nothing happens; 6 = Moves towards nearest enemy at normal rate, count as charging if touching
Waaagh: General must be alive and not fleeing. Declare before rolling for Animosity. General's unit and Black Orcs count as rolling 6 for Animosity. Orcs add rank bonus to Animosity test. Goblins also, but only +1 at best. On a roll of 1 a unit Squabbles and suffers D6 Wounds (no armour save).

Casting Pool: 10
Dispel Pool: 6
Models in Army: 154


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
Hero (<=4unit) 4 0 727 1273 36%
Core (>=3unit) 6 n/a 703 1297 35%
Special (<=4unit) 4 0 330 1670 16%
Rare (<=2unit) 2 0 240 1760 12%
Magic Item Summary 8 n/a 240 n/a 12%

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