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Thread: Orcs & Goblins Rumour Roundup

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    Wild West Exodus - Backer Darnok's Avatar
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    Orcs & Goblins Rumour Roundup

    Last update: 02/16 2011

    Please note: the spider on the top on page xiii of the BRB is not the Aragnarok Spider, but a conversion based on a 3-up of the current spider rider mount.

    The current state of rumours:

    The new O&G book is confirmed for March 2011, see the GW Incoming! article.

    Pre-orders will be up at February the 9th. With releases at the 5th of March.

    According to Harry, "in 8th edition, and starting with Orcs and Goblins we can expect a whole different kind of army book. Obviously many of the same sections will be there but expect something a bit different." The army book is rumoured to be hardcover, and to be a good bit bigger than the current one.

    We get 3 new plastic sets and 3 new blisters:

    Plastic:
    • Savage Orc Boyz
    • Savage Orc Boar Boys
    • the Aracharok Spider


    Blister:
    • Wurrzag on foot
    • Savage Orc Great shaman on boar - He is repudetedly standing on the boar and the boar is a metal version of the new boars with slightly bigger horns and some savage orc adornements (feather/bone)
    • a third blister of (yet) unknown content

    Quote Originally Posted by BramGaunt View Post
    I don't know if it was said already, but I got the term "Goblin Slitta" (free translation here, name comes from 'to slit something open') for a new kind of Character, supposedly it is some kind of assassin-like green little maniac.

    The Giant Spider is supposed to be able to topple a Screaming Bell without problems, regarding the size.

    Things we do not get:
    • Orcs do NOT get devestating charge (hastings).
    • Hobgoblins.
    • common forrest goblins (on foot).
    • Orc Idols and some huge cave beast (though we might hope Warhammer Forge may come up with something nice, eh? But nothing is in the pipelines just yet according to people that talked to them at Games Day UK)
    • Plastic Sguigs
    • Black Orc Boar Boys
    • Skirmishing giant spider riders
    • new common Goblins on foot and wolf
    • new Boyz on foot


    For a future wave release, there might be new common goblins and wolf riders in the pipeline.

    We keep all current special characters(that includes Grom in his chariot!) and get Wurzzag and two goblin special characters; both heroes, one of which is a forest goblin on a giant spider (aka cavalry base spider) for a total of 15 lord choices and 11 hero choices!

    We get a new model, the Arachnarok spider. It can be taken as a mount for a common goblin great shaman, or it can be a rare choice. As a rare choice it will have options for some warmachine thing or other special rule in that regard.

    Common goblins will get some sort of a unit upgrade. Hastings hinted at something that has two handweapons but is not an assasin.

    (Common) Goblin characters will be able to ride Giant and Gigantic spiders, so an all spider army should be viable (by Hastings).

    Also we may be getting another new unit besides the Arachnarok, though it is unclear what it is at the moment.

    In contrast to the GW article - were Ork Boyz are said to be not replaced - it seems that these three products are discontinued for the moment:

    Orc & Goblins Army Book
    Orc Warriors Regiment
    Orc & Goblins Batalion

    This makes sense for the book and the batalion; the Boyz could get a new box art.

    Courtesy to a little bird, we got:

    Quote Originally Posted by Darnok View Post
    Just something a little bird told me:

    Animosity is going to get a bit more complex. Units are supposed to infight and/or shoot/attack others. But the potential benefits are bigger as well.
    In general, the point costs are supposed to be lower.
    The Arachnork spider is going to be huge (just think of a beast being able to spit on the WHF buildings - from above!). The profile is based around the number 7... its biggest problem seems to be the goblin crew.
    Choppas give a strenght-bonus in the first round of a combat (wether charge or not). Every Ork weapon is a choppa now - spears, magical weapons... a BO would attack with +3S in the first round of combat, as an example.
    The number of magic items is going to be drastically reduced.
    Feral Orks on boars... think S5... potentially 4A... dangerous on the charge...
    Black Orks might get another attack on top of what hey have, and seem to be more dangerous than before.
    Most interesting: there are a few new units without models. When those will be released... no idea.
    Quote Originally Posted by Blutkind
    Arachnorak:
    Bigger as the Screaming Bell
    Can be a mount for a shaman
    Can be a mount for a bolt thrower or a net launcher (this one reduces stats).
    Rare Choice

    Goblin Slittaz:
    Upgrade for normal Goblin units, but they are not hiding.
    WS 4
    A 3, Armourpiercing, ASF
    Looking like Ninjas

    Wurzzag on foot is coming definitely.
    Savage Orcs Boars 5 in one box
    Savage Orcs 10 in one box, but so much parts, that you can say you have 11.
    Quote Originally Posted by BramGaunt View Post
    General Orc boys could get a point more expensive, with a possible improvement in stats.
    Goblins could get a little cheaper.
    Choppa's indeed apply to any weapon.
    Trolls move from rare to special, while rivertrolls and stonetrolsl remain rare.
    Savage Orcs get a very fun option I will reveal when the pics of the miniatures are shown, though they speak for themselves... =)
    Oh, and there apperantly IS a kind of Squig fanatic. I still don't buy this one.
    Quote Originally Posted by Birdy
    1. The Araknarok can carry a rock lobber, a shaman or an icon that makes all orcs within 12 inches Stubborn
    2. It's the biggest FB monster kit they've ever made. It's bigger than the Stegadon or the Screaming Bell
    3. There's an option with the Savage Orcs to carry a stone axe so big that it takes two models to do so: that's why someone mentioned there are 11 Savage Orcs in the box...sort of. It's another figure that's specifically to help with the big axe.
    4. The battalion box wasn't mentioned in the meeting he went to: he said he thinks it might come in a sort of "third wave" of releases, a couple of months after the others.
    5. The rulebook's definately hardback. I can't remember if he said 112 pages or 120
    6. Boys box sets are going down to 15 models, for roughly the same price.
    7. Savage orc boar boys will be the same (money) price as the regular ones.
    8. He didn't know how much savage orcs would cost (still talking about money, not points) but he said they'd be priced to sell in large numbers. The example he gave was Greatswords: you don't have to field any in an Empire army, and if you do you tend to field 10 or 20. So GW don't sell many of them, so they're relatively expensive to make because they need to recoup the cost of the mould. Empire State Troops sell by the bucketload, so they cost less for 10. He reckons savage orcs will be the same price as State Troops.
    9. By being careful (i.e. using one as a shaman mount), it's possible to field 3 aranarok spiders in one army (??? weird. I guess they must be a lot of points?)
    10. The pre-orders will be up next week.
    You have things to add, but want to stay anonymous? I am just a PM away.
    Last edited by Darnok; 16-02-2011 at 05:00.
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    Quote Originally Posted by Wintermute View Post
    I have a soft spot for Firefly

  2. #2
    Wild West Exodus - Backer Darnok's Avatar
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    Re: Orcs & Goblins Rumour Roundup

    For a nice summary:

    Quote Originally Posted by BramGaunt View Post
    Bram Gaunts OnG summary

    Disclaimer: I will repeat some things that already were said. I will only talk about -new- things. I will not talk about pointcosts. I have a raging headache, so there will be more mispelling than usual.

    General Rules

    Animosity: Each Unit with the Animosity special rule with at least 5 moldels wit hthat rule rolls 1d6 at beginning of their players turn. 2+ nothing happens, and the unit may act normally.

    You do not toll for animosity as long as you man a building.

    On a roll of 1, roll a D6 again, and consult the following chart to see what happens.

    1: The unit deals D6 S3 autohits to the nearest friendly unit with: at least 5 models that have the animosity rule, within 12 inches. The 'hit' unit afterwards deals D6 S3 hits to the quarreling unit. If there's no valid 'target', treat this result as a 2-5
    Hordes caus 2D6 hits.
    This never causes panic.
    Both units may not perform any other action in this turn. The 'victim' does not have to roll for animosity this turn - they are to busy fighting back.

    2-5: The unit has to declare an attack at the nearest valid enemy unit. If there is no target, the greenskins start to attack each other. Nothing happens, but the unit may not move, attack, shoot or cast spells for the following turn.

    6. "Who's da best? Yes, dat's us. Let's get 'em!" The unit is aligned towards the nearest enemy unit and performs a regular move action towards that unit (it may not march, and stops 1 inch before enemy units. ). Afterwards, the unit may act normal. If there is no visible opponent the unit moves straight forward.
    EG: A unit of Goblin Wolf Riders rolls a 1, followed by a 6, for animosity. You measure the distance to all enemy units, and find that a unit of Highelf Reavers, standing 20" away in their flank, is the nearest unit. The goblins are now turned on spot (as they would be if they were to persue an enemy) and are moved 9 inches towards the reavers afterwards. They may declare a charge, move, march or fire their weapons at will.


    Choppas.
    A model with a Choppa increases it's strength characteristics by 1 for each first round of close combat. This does not apply to mounts of any kind. It applys to magical weapons aswell.

    Fear Elves:
    Any Elven Unit causes fear for a unit with this special rule.

    Size matters:
    Orks never have to pass a panic test caused by a unit that is only composed from goblins or creatures ridden by goblins (that goes for the arachnarok spider aswell)

    Big'unz
    You may have one unit total per army.

    Units

    Ork Warbosses (any kind)
    Profile the same. Orc Warbosses have light armour, black orc warbosses heavy armour as standard loadout.

    Waaagh! Special rule.
    Once per game, a Orc Warboss who is the army general of any kind (Savage or Black or Vanilla) may declare a Waaagh, after he declared a valid charge. For the rest of the turn all units of Boar Boys (any kind) or Orcs (any kind) that have at least 5 models gain +1 on their combat resolution. The Generals unit gains +D3 instead. (Yes, that rule is lame.)

    Surpress Animosity (Black Orc Characters) If a unit fails their animosity check, the Boss deals D6 S5 hits, that may not be allocated to the boss and never cause panic.


    Shaman - no change.

    I don't know if it was the case earlier, but great orc shaman may mound a wyvern now.

    Orcs:

    Arrar Boys Boss gains +1 BS instead of +1 A/WS

    Boar Boys:
    No changes in stats. Come with a hand weapon and light armour at moderate point costs. Big un upgrade and weapons upgrades are a little cheaper. Overall I personally still don't deem them worthy...

    Orc Chariot
    No changes. Keeps spears and the option on 3rd crew member.

    Black Orcs
    Points dropped (or point drop), gained ItP

    Savage ORcs
    Savage orcs gain the impact-spear. It'S a unit upgrade that can be taken once. The unit deals D3 S5 impact hits (which deal D3 wounds at large creatures) as long as it has at least 1 rank of 5 models behind the first.. You have to nominate 1 model that causes the hits at the beginning of close combat.

    Savage Boar Boys
    Savage Boar Boys gain +1 attack from fighting with 2 handweapons, but they suffer casulties for dangerous terrain on a roll of 1-2.

    Goblin Bosses (any kind) - no changes. They may NOT declare a Waaagh.

    Goblin Shaman
    Night Goblin Shaman now have magic shrooms (don't know what they are called) as a default loadout. they have to take one at east attempt to cast a spell. They add D6 on their casting attempt.
    This is not counted a power dice and therefor may not trigger irresistable force. If the goblin rolls a 1 for the shroom he loses a wound on a roll of 4+ and the cast is automatically considered a miscast (meaning it fails) as long as he doesn't roll irresistable force with the power dice.

    Goblins
    Upgrade costs at the same price as skaven clanrats.
    Nigh Goblins may get to pic either bows or spears for free instead.
    Sneaky Gitz (those new chars) are treated as characters and may not leave the unit. They are hidden just as skaven/DE assassins, nut have to be revealed at 1st round of cc. they may be targetted individually.
    Thay gain killing blow at first round of combat.
    They have a S of 3, 2 A, WS 2.

    Goblin Wolfriders
    remain light cavallery with 4+ AS.

    Goblin Chariots
    the same, same options.

    Rock Lobba - the same

    Spear Chukka:
    If you roll a 1 to hit you roll on the misfire chart of Stonethrowers from the rulebook.

    Doom Divers
    Fires like a Stonethrower, but still deals D6 S5 hits with no AS allowed.
    You may hit several units with the doom diver theoratically, as you use his base (the winged guy on the skimemr base) to determine who's hit.

    Spider-Riders
    May move across obstacles and Buildings without penaltys, but not end their movement atop of them (or in them)
    They can fight in buildings and keep all benefits from being mounted. Mount and rider count as 1 model.

    Arachnarok Spider
    Where to start?
    ItP, causes Terror, Large Target, Stubborn, Fast Movement, Wallclimber (may move over buildings like Spider Riders), Poisoned attacks (spider only)

    All attacs in CC are fought against the Spider. You cannot attack the goblin crew in any way. If it's mounted by a great shaman the shaman is hit by all ranged attacks on a roll of 5+

    It has a Crew of 8 goblins armed with bows and spears.

    Poisoned blow: befor rolling to hit with the spider you have to pick one of it'S attacks and roll that seperate. This attack deals multiple wounds (D6)

    Netlobber is a Stone thrower with S 1(3), units hit suffer from always strikes last until the End of the spiders NEXT turn (3 rounds of cc totally). It may fire and move, but not march. Misfire means it just doesn't fire at all.

    Shrine: +2 to channel for all friendly mages within 12", shaman on top gains Master of Lores

    Fanatics: The same as before, only that they are counted as being in light cover.

    Squigs: No characters may join squig herds.

    Squig Rider
    Cavallery, skirmishers. If you roll a triple 6 for movement, each squig causes impact hit (1)
    Giant Cave Squig: A character mounted on a giant cave squig may join squig riders. Ig he does the unit may reroll their movement roll.

    Squig fanatics:
    S6, T4, W3.
    They move 3D6 inches until they come in contact wit a unit. From there on they act like fanatics. Counting to be in light cover.

    Work like fanatics, only that they deal 2D6 S6 armourpiercing attacks.


    Trolls: Same as before
    Stone Trolls: 5+ scaly save, MR (2)

    River Trolls: as befor.

    Snotlings: Special Coice.
    Boom shroom: Boom shrooms are a thrown wapon that hits automatically and ignores armour saves.

    snotling chariot
    several upgrades, like dealing stronger impact hits, first impact hits ignore armour saves, more movement, etc.

    Gorbad Ironclaw

    His wapon grant him ASF, ignores Armour saves and causes multiple wounds (d3)
    Works as General and BSB within 18 inches all the time
    you may field as many biguns as you want with gorbad
    as long as he lives all units within 18 inches from him get a bonus of his current wounds on their rolls on the animosity chart.

    Azhag
    Lvl 3 Wizard using lore of death
    all orcs within 18 inches of azhag have to reroll failed animosity checks

    Wurzhag
    Lvl 4 wizard
    Furry Squig: may store up to 1 power or dispel dice per (regarding who's turn it is) to be used in the next magic phase. (either as a power or dispel dice)
    Has MR (3) and may reroll miscast rolls.
    5+ wardsave through his warpaint
    His mask contains the spell "Destructive Glare", see magic section later on.

    Wurrzagh's Fury: Curse spell, 8+. all enemy casters within 12 " have to roll 1 d6. They are removed from play with no saves allowed on a roll of 6, including their mounts. For each killd wizard Wurrzhag gains 1 die in his furry squig, and the capacity for stored dice is increased by 1.

    Grom
    no change, but he may declare a Waaagh which affects all Goblin infantry or cavallery in adition to all orc units.

    Skarsnik
    Skarsniks weapon contains a bound spell, level 5: Deals D3 S6 hits with no armour saves allowed. Increased to D6 hits if he'S within 12 " to a night goblin horde.

    At the beginning of the game roll a D6 for each emeny unit. On a roll of 6 they are delayed and arrive in their owners 1st turn via reinforcements.

    Nightgoblin Units that rallied after chosing 'flee' may move after regrouping, as if they were light cavallery.

    Snagla Magotspitta
    Spider Cavallery character. (he's a hero choice, not an upgrade.)
    he has poisoned attacks and dals multiple wounds (D3) - he has a one time thrown weapon with the same rule.
    He has to join a unit of spider cavallery. They get hatred (Imperium).

    Gitilla the Hunta
    Wolfrider Character
    He and his unit of wolf riderz gain +1 BS and may reroll flee and persuit rolls.
    HE has a Sultiple shots (3) Bow

    Grimgore Ironhide
    Looses 2 Attacks and drops in points. Same weapon, same armour.
    He has a choppa (and therefor S8 in first round of combat...)
    He may declare a Waaagh!
    He has to join a unit of Black Orcs, and no other character may join that unit.
    The unit gains hatred (everyone, every last of 'em) and increases it's weapon skill by 1 (yes, that's for free)


    Magic

    I'm sorry, I don't know casting values.

    The small Waaagh!
    Sneaky thievery: After a small waaagh spell is succesfully cast (and not dispelled), roll a D6. You gain 1 powerdice on a roll of 5+, while your oponnent loses a dispel dice. if he has no more dispel dice, this has no effect.

    Base spell: Naughty Stabbing
    targetted unit within 12 inches gains armour piercing attacks. In adition they may reroll hits and wounds when they attack an enemy in the flank or rear.

    1st spell: Destructive Glare
    magic missile, 24". Deals 2D6 S3 hits, or if boosted, 3D6 S3 hits.

    2nd spell: Gift of the Spider God
    targetted friendly unit gets poisoned attacks, or the effect of exsisting poison is increased to 5+.

    3rd spell: Itching
    Targetted enemy unit reduces it's Movement and Initiative characteristics by D6 (minimum of 1). Units with the random movement rule reduce the dice rolled to determine their movement by D3 (and still suffer D6 penalty on their I score)

    4: Gork will fix it:
    Targeted enemy unit has to reroll all To hit, to wound and armour saves of 6.

    5: Nightshroud.
    casters unit is treated as being in light cover. All enemy units getting in b2b ontact with the affected unit have to take a test for dangerous terrain. May be expanded to all friendly units within 12".

    6: Bad Moon's Curse
    RiP, Magic Whirl. 3" template, moved 4D6 in a straight line away from the caster in a direction of his chosing. All models touched by the template have to pass a test on the following characteristic, or louse one wound with no AS allowed (roll a D6 to determine the characteristic):
    1-2: Initiative
    3-4: toughness
    5-6: strength.
    May be boosted to 5" template and characteristic of the wizard's chosing.


    Big Waagh!
    As long as there are more Orc units in CC than there are fleeing Orc units the strength characteristic of all spells from the big Waaagh is increased by 1.

    Base Spell: Mork (or Gork)'s gaze: Draw a 4D6" line away from the caster. Each model touched suffers a S4 hit. May be boosted to 6D6

    1st spell: Brainbursta: Pick one enemy model within LoS and 18". Targetted model gains 1 S5 hit. May boost range.

    2nd spell: Gorks Fists: Caster gains +3A, +3 S and 6+ ward save. RiP.

    3rd spell: Gorks hand:
    Pick one model from the frst rank of targetted friendly unit. Place it with alignement of your chosing within 3D6 inches of former location, and arrange the unit in same formation around it. May be boosted to 5D6.

    4th spell: Headbutt
    Targeted enemy caster within 4D6 inches suffers a S4 multiple wounds (D3) hit withou AS. Range may be boosted to 6D6.

    5th spell: Let's get going:
    Affacts all friendly orc units within "d& inches. They may reroll to hit rolls in Close combat.

    6th spell: Gorks Feet.
    Place the Gork's Feet template (yes, it's back.) within 36 inches of the shaman, and scatter it D6 inches. all touched models suffer a S6 hit that causes multiple wounds (D3)

    afterwards, roll a D6.
    1: Gork Slippes (or was shoved by Mork) and stomps upon one of your own units
    2-3: Gork Wanders off (spell ends)
    4+: stomp again (either a different unit, or the same one.)

    Haven't been through the items yet, and my head is killing me. Enjoy =)
    [Codex: Wastoids] [A Wastes Novel]
    Quote Originally Posted by Wintermute View Post
    I have a soft spot for Firefly

  3. #3
    Wild West Exodus - Backer Darnok's Avatar
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    Re: Orcs & Goblins Rumour Roundup

    Magic items:

    Quote Originally Posted by bakaryu View Post
    Hi there first time poster! I got to look at the book today so I can fill you in about the magic items:

    Battleaxe of the Last Waaagh! - (Weapon)
    +d6 to Strength and Attacks, half that bonus as penalty to weapon skill

    Basha's Axe of Stunty Bashin' - (Weapon)
    +1 Strength and Attack, double that bonus plus fear vs Dwarves

    Armour of Gork - (Armour)
    +d3 Toughness (roll first time you are hit in the turn and that bonus stays for the entire turn), also gives Impact Hits (d6)

    Lucky Shrunken Head - (Arcane Item)
    Ability I cannot remember, also increases Savage Orc Warpaint ward save from 6+ to 5+, increases Wurrzag's to 4+. Savage Orc shaman or great shaman only.

    Morks Spirit Totem - (Banner)
    Unit gains Magic Resistance d6 (rolled first time the unit is hit by a spell, lasts the whole turn). Also no enemy magic items in base contact with bearer will work.

    Spider Banner - (Banner)
    Goblin BSB only (specifically says night goblins cannot take it). Unit gains Poisoned Attacks.

    Bad Moon Banner - (Banner)
    Night Goblin BSB only. Unit gains stubborn and soft cover. Models that charge into base contact with unit must make dangerous terrain test.

    Skull Wand of Kaloth - (Enchanted Item)
    At beginning of combat phase pick a model in base to base with user, Ld test or die no saves of any kind allowed. User also causes terror.
    [Codex: Wastoids] [A Wastes Novel]
    Quote Originally Posted by Wintermute View Post
    I have a soft spot for Firefly

  4. #4
    Wild West Exodus - Backer Darnok's Avatar
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    Re: Orcs & Goblins Rumour Roundup

    And some magic:

    Quote Originally Posted by b4z View Post
    Again... If any of you are interested...

    Spells of Da Big Waaagh! [Page 72]

    Lore Attribute - Power of Da Waaagh = Spells with a strength value/strength bonus are increased by +1, if there are more friendly Orc units in combat than there are fleeing.

    Signature Spell. Gaze of Mork
    Cast 7+
    Boosted 10+
    Direct Damage
    Range 4D6"/8D6" Causes S4 hits

    1. Brain Bursta
    Cast 6+
    Boosted 9+
    Direct Damage
    Range 18"/36" S5 hit on Character, AS allowed

    2. Fists of Gork
    Cast 8+
    Augment +3A/+3S and 6+ Ward save for shaman. Yes, it is increased to +4S with the Lore Attribute.

    3. The Hand of Gork
    Cast 9+
    Boosted 14+
    Augment
    Range 24" [3D6/5D6] Teleport/Movement spell

    4. 'Eadbutt
    Cast 9+
    Boosted 12+
    Direct Damage
    Range 4D6"/8D6" Deals a S4 hit, which ignores AS and causes D3 wounds on a single character.

    5. 'Ere We Go!
    Cast 11+
    Augment
    Range 2D6" All units in 2D6" reroll failed hits until next turn (IIRC, not sure how long).

    6. Foot of Gork
    Cast 15+
    Boosted 18+
    Direct Damage [Template]
    Range 36" As already mentioned, S6 and causes D3 wounds. Boosted is like Warpath, but can stomp the sam unit multiple times.


    Spells of Da Little Waaagh! [Page 73]

    Lore Attribute - Sneaky Stealin' = After a spell is successfully cast. Roll a D6. 1-4 Nothing, 5-6 Steal One Dispel Dice from Opponent and use as your own Power Dice.

    Signature Spell. Sneaky Stabbin'
    Cast 6+
    Augment
    Range 12" As already known, unit gains AP, and rerolls failed to hit and to wound rolls if it fights in thhe flank or rear of an enemy.

    1. Vindictive Glare
    Cast 5+
    Boosted 10+
    Magic Missile
    Range 24" Causes 2D6 (boosted 3D6) S3 hits. Also as bound spell in Wurrzag's mask.

    2. Gift of the Spider-god
    Cast 8+
    Augment
    Range 12" Unit gains poisoned attacks, if it already has poison, it gets poison on 5+.

    3. Itchy Nuisance
    Cast 8+
    Hex
    Range 24" Very nice spell, reduces movement and ini of target unit by D6 to a minimum of 1. Random movement is reduced by D3 dice (and still -D6 Ini)

    4. Gork'll Fix It
    Cast 8+
    Hex
    Range 24" Unit rerolls rolls of 6 (not sure which, think they were to hit, to wound and armour saves, but no guarantee)

    5. Night Shroud
    Cast 9+
    Boosted 15+
    Augment
    Range Own Unit/All Units Within 12" Unit counts as in light cover and enemy needs to pass dangerous terrain check if he attacks. Not entirely sure on this one, coffee doesn't work yet. Boosted version works as bubble for all near units.

    6. Curse of da Bad Moon
    Cast 15+
    Boosted 25+
    Magical Vortex, Small/Large Template, Remains in Play
    Range 4D6" The funny Vortex, causes tests on random characteristics. 1-2: Ini test, 3-4 S test, 5-6 T test. Boosted version uses 5" Template and you CHOOSE the test! It causes one wound, no "instagib". (Personal Note: Imo, Dwellers/Purple Sun and co should've been like this.)
    [Codex: Wastoids] [A Wastes Novel]
    Quote Originally Posted by Wintermute View Post
    I have a soft spot for Firefly

  5. #5
    Wild West Exodus - Backer Darnok's Avatar
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    Re: Orcs & Goblins Rumour Roundup

    New Battallion

    The battallion, as it can be found here, is to be released on the 5th of March.

    Contents:
    • 15 Orcs
    • 20 Goblins
    • 10 Spider Riders
    • 5 Orc Boar Boys
    [Codex: Wastoids] [A Wastes Novel]
    Quote Originally Posted by Wintermute View Post
    I have a soft spot for Firefly

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