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Warhammer Army Project/Orcs & Goblins
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==Lores== <tabs> <tab name="SPELLS OF DA BIG WAAAGH!"> ''Lore Attribute: Power of the Waaagh!:'' The shaman adds +1 to casting for every 10+man orc unit within 24" in close combat, -1 for every 10+man orc unit fleeing within 24". :*'''Gaze of Mork (Signature):(7/10).''' Direct Damage. All models under an 18/36" line in front of the shaman Eats an S4 hit. #'''Wrath of Gork: (7/10)''' an 18/36" Magic missile that inflicts D6 S5 hits for every friendly unit with an orc within 6" of the caster. #'''Fists of Gork: (8/16)''' Augment a unit within 24" to gain +1S until your next magic phase. Turns into all within 12" on overcast #''''Eadbutt!: (9/13)''' One enemy wizard within 12/24" eats an S4 hit with d3 wounds that ignore armor. #''''Ere We Go!: (11)''' Augment All orcs within 12" can re-roll hits until the next magic phase. #'''Waaagh!: (13)''' augment, all orcs units with 5+ models within 6" get to move 2D6" to the nearest enemy. #'''Foot of Gork: (15/18)''' The old fave. Have Gork smash one unit or augment it for a chance to see it either step on one of your guys or stomp on another. </tab> <tab name="SPELLS OF DA Savage WAAAGH!"> ''Lore Attribute: Power of the Waaagh!:'' The shaman adds +1 to casting for every 10+man orc unit within 24" in close combat, -1 for every 10+man orc unit fleeing within 24". :*'''Brutal Beast Spirits: (6/12)''' 24" Augment, that gives any orcs unit +1 to Hitting in melee and re-roll pursuit rolls. overcast makes it a 12" aura. Extra dop if stacked with Fists of Gork and 'Ere We Go! from DA BIG WAAAGH! #'''Bone Crusha: (5)''' 24" S5 Magic missiles that inflict more hits the closer you are, Dealing a brutal 2d6 hits when only 12" away despite having a low casting value. #'''Kunnin' Beast Spirits: (5/10)''' 24" augment, enemies must reroll missile and Close combat hit of 6. Overcast makes it a 12" aura. It can be nice to increase your boys' chances of survival but don't expect too much. #'''Breath of Mork: (7/10)''' 18" (36" on overcast) augment that lets an unengaged Savage orcs unit make an out-of-action normal fly move. #'''Squiggly Curse: (9/13)''' 12/36" Direct Damage, target any single model, on a roll of 2-3: take 1 wound, on 4-5: D3 wounds, 6: D6 wounds; all ignore armour saves. If you slay something, get +D3 on all future casts this turn. #'''Gork's War Cry: (11)''' 18" Direct Damage, the unit takes D6 S5 hits, ignores armour saves, and until your next Magic phase, suffers halved movement and ASL. #'''The Evil Sun: (14)''' Magic Vortex. Will reck shit with S5 hits as it roves around (you and/or the enemy is in dice gods' hands). </tab> <tab name="SPELLS OF DA LITTLE WAAAGH!"> ''Lore Attribute: Sneaky Stealin':'' After resolving a successful spell, roll a d6. On a 5 or 6, steal a dispel die from the enemy's dispel pool and add it to your power pool. :*'''Sneaky Stabbin' (Signature): (6/12)''' 24" Augment, any Goblins unit gains Piercing (1) in close combat and re-rolls all hit and wound rolls this round if they attack a flank or rear. Overcast makes it a 12" aura. It's a given that the Goblines on their wolf/spider/Squig mount will flank. Goblins have problems with armour and landing damage, so this makes them extra dangerous. #'''Brain Bursta: (6/9)''' CV6+. One model (picked out like a sniper) gets an S5 hit. Goood!!! #'''Mork Save Uz!: (7/14)''' 24" Augment, Unit may re-roll failed armour, and ward save. Overcast makes it a 12" aura. Goblins have low armour, but rerollable 5+/6++ on the common goblin is good chaff. Works better on bigger things like Black Orcs. #'''Gork'll Fix It!: (8/11)''' One enemy unit must re-roll all hit, wound, and save rolls of 6 in shooting and combat, thereby negating a majority of special effects and riders. #'''Hand of Gork: (9/18)''' One unit moves 3d6" (6d6 if augmented). Use for the sake of rapid deployment for your troops. #'''Nikkit! Nikkit!: (11/14)''' 12" Direct Damage. A single character takes D6 S4 hits, ignores Armour saves, Then takes one magic Item they have. Wizards can keep it if they have the slots. #'''Mork Wants Ya!: (13/16)''' 12" direct Damage, A single enemy character must pass an initiative test or suffer D6 S10 hits. </tab> <tab name="SPELLS OF DA BAD MOON"> ''Lore Attribute: Sneaky Stealin':'' After resolving a successful spell, roll a d6. On a 5 or 6, steal a dispel die from the enemy's dispel pool and add it to your power pool. :*'''Vindictive Glare: (6/9)''' One enemy takes 2d6 S3 hits (3d6 if augmented). #'''Squig Lure: (5/10)''' Augment. One Squig unit within 24" or all of them within 24" on overcast gains Random Move (2D6) plus Frenzy until your next magic phase. #'''Itchy Nuisance: (8)''' One enemy unit takes -1d6 to movement and Initiative, with random movement halving the result. #'''The Great Green Spite: (9)''' 24" Direct Damage. Pick any goblin unit within 12", the enemy units take more S4 hits based on how big your unit is. #'''Night Shroud: (9/18)''' All units within 6" (12" if overcast) are now in -1 to hit by missiles, and any attempts to charge go through dangerous terrain. #'''Call Da Moon: (10)''' 18" Direct Damage. It is a stone thrower but centers on the caster if Misfire. #'''Curse of Da Bad Moon: (15/25)''' A big swirly vortex that forces victims to test a randomized stat or die. Augmenting makes the blast bigger and lets you choose the test. </tab> <tab name="SPELLS OF DA SPIDER GOD"> ''Lore Attribute: Sneaky Stealin':'' After resolving a successful spell, roll a d6. On a 5 or 6, steal a dispel die from the enemy's dispel pool and add it to your power pool. :*'''Venomous Spiderlings: (5/8)''' 24" Direct Damage. Target takes 3D6 S1 Poison hits. Strong anti-chaff as without Poison immunity, they wound on 5s. #'''Deadly Webbing: (5/8)''' turn a terrain feature Dangerous for non-flyers, and un-march-able except for Forest goblins. Only Incnveentce Striders but makes foot troops double think about moving over a small hill or moving into cover. #'''Chitinous Armour: (6/12)''' CV6+. give an any Goblin unit within 24" Natural armour(6+), becomes 12" aura on overcast. Gives back Light amour to your Shirtless boyz, Let them die a little less, but you have other spells. Better when used on normal-shirted Mongolian-styled goblins. #'''Scuttling Terrors: (8/11)''' A Goblin unit may make an out-of-phase move. More moves for chaff and Flanking. #'''Sneeaky Distraction: (8/12)''' all enemies, not Immunity (Psychology) within 12", suffer - 1 hit for missiles and CC. Better protection for goblins (or all green skins), but Wizzard needs to get close. #'''Curse of Da Spider God (9/12)''' Hex one Enemy to reroll all successful hits rolls and armour Saves. Designed to screw with those supper warriors with their 3+ saves or are buffed. #'''Gift of the Spider-God: (12/24)''' One any goblins unit gains Regeneration(6+) and Poisoned Attacks or make it auto-wound on a 6 to hit. It's best suited to a spider-heavy army. Becomes 12" aura on overcast. </tab> </tabs>
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