Orcs

logo Once Orcs ruled the whole of the Old World as well as the lands far to the east and south. The various tribes fought, conquered and absorbed each other in one huge glorious battle that lasted for countless centuries. ‘Countless‘ because Orcs were and remain in a state of uncompromising savagery having mastered neither writing nor counting beyond three. This happily blood-thirsty state of affairs lasted until the human tribes united together with the Dwarfs to drive the Orcs from the lands west of the Worlds Edge Mountains. Subsequently, Orc tribes are mostly to be found in the Bad Lands to the south of the Old World and the Dark Lands to the east. There the great business of fighting amongst themselves continues to this day.

Orcs are the largest and most ferocious of the greenskinned races and they dominate the smaller Goblins and Snotlings almost completely. Despite this many independent Goblin tribes continue to live deep in the forests and mountains of the Old World as well as in the Worlds Edge Mountains and beyond. These smaller greenskins are far better adapted to life below ground and in the dense forests because they are smarter and more nimble-fingered than Orcs. This is why Orc tribes always include Goblin slaves to make armour and weapons, and do such practical stuff as Orcs either can‘t be bothered with or just don‘t understand. The smallest of these creatures are called Snotlings, tiny sub-goblins that live amongst and alongside their larger relatives. They are occasionally pressed to simple tasks but for the most part they are regarded as pests, treated like pets, or enthusiastically eaten - for all greenskins are cannibals though they prefer human flesh when they can get it.

The Orc way of life is war. Every Orc measures his worth by the number of enemies he has slain - and also the number of friends, for Orcs fight each other all the time. By fighting they establish which of them is best and this is reflected in their curious metabolism. The more dominant an Orc becomes the bigger he grows so it is always easy to see which Orcs are in charge and who is boss - just look for the big guy.

All Orcs want to be biggest and best, and the surest way to achieve this is to follow the biggest Orc and share in his success. Because the top chieftains are continuously fighting off rivals their reign does not usually last for very long. Nor is there any shortage of strong, young Orcs waiting to take a fallen chieftain‘s place. Thus Orc society is a genuine meritocracy where the best always rise to the top and stay there only so long as they can fight off the opposition.

There are an untold number of Orc tribes in the world and most are itinerant, surviving by a process of raiding and despoliation. If one chieftain proves very successful in this respect other chieftains will quickly throw in their lot with this up and coming warlord. A successful warlord‘s forces will therefore grow and will continue to grow until there are so many Orcs in one place they will either self-destruct in a mighty inter-tribal war or go on the warpath and invade one of the human lands to the west. A great invasion of this kind is known as a Waaagh. The great number of Orcs that make up the Waaagh generates a kind of unstoppable enthusiasm that sends the greenskins into a spree of killing and looting that only ends once the leader of the Waaagh has been slain. Because Orcs understand little or nothing of concepts such as retreat, consolidation, or holding territory, it is inevitable that a Waaagh will run out of steam eventually; the only question is how much destruction can it cause first.

orcs

Orcs army selector

Troop Type Attacks Hits Armour Command Unit size Points per unit Min/max Special

Orc Warriors

Infantry

4

3

6+

-

3

60

2/-

-

Black Orcs

Infantry

4

4

5+

-

3

110

-/1

-

Goblins

Infantry

2/1

3

-

-

3

30

2/-

*1

Trolls

Infantry

5

3

5+

-

3

110

-/3

*2

Ogres

Infantry

4

4

5+

-

3

105

-/1

*3

Boar Riders

Cavalry

4

3

5+

-

3

110

-/-

-

Wolf Riders

Cavalry

2/1

3

6+

-

3

60

-/-

*4

Wolf Chariots

Chariot

3

3

6+

-

3

80

-/3

-

Giant

Monster

8

8

5+

-

1

135

-/1

*5

Rock Lobber

Artillery

1/3

3

-

-

1

75

-/1

*6

 

Orc General

General

+2

-

-

8

1

95

1

-

Orc Hero

Hero

+1

-

-

8

1

80

-/2

-

Orc Shaman

Wizard

+0

-

-

7

1

45

-/1

-

Goblin Hero

Hero

+1

-

-

7

1

45

-/2

-

Goblin Shaman

Wizard

+0

-

-

6

1

30

-/1

-

Wyvern

Monstrous Mount

+2

-

-

-

-

+80

-/1

*7

Chariot

Chariot Mount

+1

-

-

-

-

+10

-/1

*8

Special rules

1. Goblins

A Goblin unit is allowed to shoot as if it had bows but its range is reduced to 15cm.

2. Trolls

When trying to issue an order to a unit of Trolls or to a brigade that contains a unit of Trolls, any Command penalty applied for distance between the character and the Troll unit is always doubled. So at 20cm no penalty applies, at 40cm -2, at 60cm -4, and so on. Trolls can regenerate wounds - in each round of combat after whole stands have been removed Trolls automatically regenerate one outstanding hit. If no hits are left over after removing whole stands then regeneration has no effect. Regenerated hits still count towards the combat result for the round.

3. Ogres

If an Ogre unit can use its initiative to charge an enemy unit of humans at the start of the Command phase then it must do so. This happens automatically and their commander can do nothing about it. ‘Humans‘ encompasses all ‘men‘ including Chaos Warriors and Marauders, but not Dwarfs, Elves etc.

4. Wolf Riders

The Wolf Rider‘s range is restricted to 15cm. Wolf Riders have 360° vision - stands in this unit can draw line of sight from all edges for the purpose of evading and shooting, including shooting at charging enemies. Note that this unit still needs Line of Sight from it‘s front edge to charge an enemy.

5. Giants

Giants must always be given a separate order. They cannot be brigaded with other troops, although several Giants can be brigaded together if you so wish. If you attempt to give an order to a Giant and fail then you must take a test to see what it does. Ignore potential blunders - these are taken into account by the following rules. Roll a dice and consult the Giant Goes Wild chart. Where Giants are brigaded together roll for each separately.

Giants have a great many hits, 8 in fact, which are almost impossible to inflict during even a fairly lengthy combat engagement. Because Giants have so many hits we must consider the possibility of hurting the Giant and reducing its effectiveness in subsequent turns. Therefore, if a Giant has accumulated 5-7 hits by the end of the Shooting phase or Combat phase and is no longer engaged in combat it is deemed to have been badly hurt. Once a Giant is badly hurt all accumulated hits are discounted and its maximum Hits value and Attacks are halved for the rest of the battle (to 4 Hits and 4 Attacks).

A Giant causes terror in its enemies.

Giant Goes Wild Chart
D6 Oh no! What‘s he doing now!

1

The Giant will neither move nor fight this turn but simply stands rooted to the spot looking dopey.

2

Move the Giant directly towards the nearest table edge. If he moves into another unit he will charge it regardless of which side it is on. If victorious in combat the Giant will hold his ground.

3

The Giant throws an object at the closest visible unit (friend or foe) within 5xD6 cm, inflicting 3 Attacks. If the target is in combat, the attacks contribute to the combat result; otherwise, resolve them in the Shooting phase.

4

The Giant moves straight forward at full pace in the direction he is facing in. If he reaches an enemy unit he will charge. If he reaches a friendly unit he will walk straight through and out the other side if there is room and he has sufficient move. If he reaches a friendly unit and does not have sufficient move or enough room to walk all the way through then he halts on contact. A friendly unit that is walked through or contacted in this way instantly becomes confused as a result.

5

The Giant moves towards the nearest enemy unit that he can see as fast as he can. If he reaches the foe he will charge. If friends are in the way he will walk through them causing confusion as described above. If there is no visible enemy the Giant does nothing this Command phase.

6

The Giant gives a mighty bellow and rushes straight at the nearest enemy unit that he can see. Move the Giant at double his normal full pace move. If he reaches an enemy unit, he charges it and fights by jumping up and down on the foe, furiously doubling his Attacks value in the first round of combat. If there is no visible enemy the Giant does nothing this Command phase.

6. Rock Lobber

Rock Lobber is a Stone Thrower as described in the Rulebook.

7. Wyverns

Generals, Wizards and Heroes can ride Wyverns. A Wyvern can fly, increasing its rider‘s move from 60 to 100cm, and it adds +2 Attacks to those of its rider. A unit that includes a Wyvern rider causes terror in its enemies.

8. Chariots

A General, Wizard or Hero can ride a Chariot. A character in a chariot adds +1 to his Attacks.

hero

Orc spells

Foot of Gork

6+ to cast Range 50cm

A gigantic spectral green foot descends from the heavens with a mighty thunk, crushing the enemy to pulp and grinding their bones into the dirt.

This spell can be cast on any unengaged enemy unit within range regardless of whether the Shaman can see it or not. The spell cannot be cast on a unit engaged in combat.

The unit suffers six attacks worked out in the usual way. A unit cannot be driven back by the Foot of Gork because Gork‘s foot descends from above!.

Gotcha

5+ to cast Range 30cm

With a mighty heave a huge green fist erupts from the Shaman‘s gaping mouth and strikes all within its path.

Draw an imaginary line 30cm long from the Shaman‘s stand in any direction you wish. The line will pass through any intervening units but not beyond terrain that would normally stop a missile shot, e.g. over the crest of a hill, more than 2cm of woodland, and so forth.

Each unit under the line takes three shooting attacks worked out in the usual way. Note that this spell can easily affect several units and will affect all units that fall beneath the line (including your own). Unengaged units can be driven back by a Gotcha as with ordinary shooting (even including friends). Engaged units cannot be driven back by the Gotcha but carry over any hits scored into the first round of combat; any hits scored count as having been struck in the combat itself.

Gerroff!!!

5+ to cast Range 60cm

The voice of Gork booms out across the battlefield driving back his foes with a rancid gale force yell.

This spell can be cast on any unengaged enemy unit within range regardless of whether the Shaman can see it or not. The spell cannot be cast on a unit engaged in combat.

The enemy unit is driven back 1D6 x 5cm towards its own table edge. This is treated in the same way as a drive back from shooting, except that the direction is established by determining the shortest route to the table edge. A unit cannot be routed by a drive back from a Gerroff spell. If the unit leaves the table edge it must roll as described in the main Warmaster rules.

Waagh!

4+ to cast Range 30cm

The shaman summons the power of the mighty Waaagh! to invigorate the greenskins.

This spell can be cast on a friendly unit of Orc or Goblins engaged in combat; including Black Orcs, Wolf Riders, Boar Boyz and any type of Orc or Goblin troops but not Trolls, Ogres, Giants or other non-greenskins. The spell can be cast regardless of whether the Shaman can see the target or not.

The spell lasts for the duration of the following Combat phase. Every stand in the unit, including characters that have joined the unit, adds +1 to its Attacks value.

wolf riders