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===Expanded Magic Itmes=== ====Weapons==== *'''Basha's Blood Axe:''' 50pts. Common Orcs on foot only. This beefy axe grants permanent Frenzy, and the wielder gains +d6 attacks each round. It's also hella expensive, especially for a base Orc with armor concerns. *'''Warboss Ironclaw's Waaagh! Cleava:''' 60tps. Common Orcs only. This blade's another nasty one that auto-wounds and ignores armor. It's also only slightly less expensive than the weapon above. *'''Shaga's Screaming Sword:''' 50pts. This weapon grants +1 S/A for all enemy characters within 12", making this a bit dependent on the enemy build. *'''Basha's Big Axe of Bashin:''' 30pts. +1 attacks and Strength. *'''Fumpa's Club of Fumpin':''' 35pts. +1 Strength and gives Quell Animosity. *'''Hacka's Sword of Hackin':''' 25pts. This weapon always hits on a 2+, which is quite the boost. *'''Keeva's Cleaver of Cleavage:''' 30pts. All hits auto-wound, though saves are modified as normal. Incredibly handy. *'''Krumpa's Club of Crumpin':''' 25. Great weapon, Grants Ignores Armor. *'''Martog's Best Basha:''' 30pts. Grants +1 WS/S/I, making you as fast if not faster than the average humie while being extra killy. *'''Duffa's Club of Duffin':''' 25pts. Grants +3 attacks on the first round of combat. Good because it's usually the first round where you need to be at your killiest. *'''Porko's Pigstikka:''' 25pts. Mounted Orcs(any) only. This spear grants an extra attack per rank bonus of the enemy unit you charge. Absolutely a fun one. *'''Ulag's Ak'rit Axe:''' 25pts. The wielder can re-roll to hit. *'''Kurbog's Crumudgeonly Clobbera:''' 20pts. Any models the wielder wounds but didn't kill cannot make their next attack against the wielder. *'''Backstabber's Blade:''' 15pts. Goblins only. This weapon gives Poisoned Attacks (A good plus) on top of extra strength depending on whether they hit from the flank or the rear. *'''The Sneaky Skewerer:''' 30pts. Goblins(any) only. Grants +1 To Hit and KB. *'''Lucky's Dirk:''' 10pts. Goblins (any) only. This weapon gives +1 S for any magic items the opponent has, making this an anti-hero weapon. *'''Sword of Bork:''' 10pts. if unit fails animosity test, roll 2D6 and take lower result on table. *'''Owzat's Club of Smackin':''' 5pts. Any infantry character the wielder wounds but doesn't kill gets thrown d6" and suffer an S4 hit. Srews over buffer characters and stops them attacking if your manage to hit first. *'''Wollopa's One-Hit Wunda:''' A single-use kill weapon with +3S and Heroic Killing Blow. It's pretty darn risky with some...okay payoff. ====Armour==== *'''Ironskin Shield:''' 35pts. A shield with a 5++ Ward. *'''Arour of Protectyness:''' 25pts. Medium armour with Regeneration (5+). *'''Armour of Mork:''' 25pts. Medium armour with MR(2) *'''Drog's Dead 'ard armour:''' 25pts. Orcs only. Grants a 1+ armor save, which will require a Ward to compliment. *'''Nobbal's 'elmet:''' 20pts. Goblins only. This helmet grants a 6++ Ward Save. *'''Ugbrag's Lucky Shield:''' 20pts. Ignores the first wound suffered in the game. *'''Spiteful Shield:''' 10pts. This shield deals a S5 hit every time the enemy rolls a 1 to hit the bearer. ====Talismans==== *'''Warboss Umm's Best Big Boss'At:''' 25pts. grants a 4++ Ward but stops working the next turn after you fail a save. *'''Amulet of Protectyness:''' 25pts. This provides a ward save, but it only works on unsaved wounds, and the goal is the same as the roll to wound, making it quite effective against big beatsticks, but not so much by legions of arrows. *'''Sizzla's Shiny Baubles:''' 25pts. It doesn't quite count as dispelling, but it'll be useful for any army. Whenever the enemy casts a spell, you can roll a d6 and reflect the spell on a 4+. The spell is then thrown right back at the enemy, so you can force your enemy to dispel their own Black Sun. *'''Glowy Green Amulet:''' 10pts. A way riskier way of dispelling except not really. You roll the same number of die equal to the number used to cast, and as long as you roll no 1s, you negate the spell. However, any 1s outright kill the bearer. *'''Magical Warpaint:''' 15pts. Savage Orcs only. This lets your bearer re-roll Ward saves, which is an absolute necessity for these orcs. ====Arcane Items==== *'''Staff of Sneaky Stealin':''' 50pts. Goblins only. This lets you rob a die from the enemy's dispel pool during your magic phase, which is nice. *'''Idol of Mork:''' 30pts. Orcs(any) only. This grants you another die for the power pool for every orc unit with 10+ unit strength in combat within 24" of the bearer, but any fleeing orc units take away a die. This really hinges upon keeping the momentum. *'''Dangly Wotnotz:''' 25pts. A single-use item that adds +1 to a casting roll, thus letting you offset miscasting or trigger ultimate power. *'''Ditto's Double Doin' Doodahs:''' 25pts. This model lets the bearer cast one spell twice, which is incredibly handy. *'''Buzgob's Knobbly Staff:''' 20pts. This lets your bearer re-roll a casting once per turn (before rolling Ultimate power dice), though it can't do anything for miscasts, making it an okay security policy. *'''Staff of Baduum:''' 15pts. Adds +1 to casting rolls. Nice. but add +1 when they roll on mistcast table. *'''Waaagh! Paint:''' 15pts. Savage Orc only. This adds +2 to the casting roll if the bearer's in combat, making it fairly nice for self-buffs. ====Enchanted Items==== *'''Bigged's 'Ed Kickin' Boots:''' 30pts. Orcs (any) on foot only. The bearer gains Stomp. Fantastic on any Orc with his chopper. **As this item has not been updated, with 9ths RAW you can have the rider and mount make stomp attacks, so devastating with warboss on Maw-Crusher. *'''The Pipes of Doom:''' 35pts. Night Goblins only. During the shooting phase, this little trinket pretty much forces anything, not infantry or monstrous infantry within 12" to test for panic, which is a bit of a surprise trick. *'''Ironback Boar:''' 30pts. Common Orcs and Black Orcs only. Surprisingly, this gives you a new boar. This boar is now S4 and has Impact Hits (D3), making your boss a bit deadlier. *''''Eadbuttin' 'At:''' 25pts. Orcs only. This gives a bonus attack with ASF and Killing Blow in challenges. Sadly, this doesn't benefit from anything else, limiting its viability. *'''Effigy of Mork:''' 25pts. Savage Orcs only. All enemy attacks against the bearer in melee suffer -1 to hit, which is a pretty decent form of protection. *'''Tricksy Trinket:''' 25pts. Goblins only. Disables the normal ward saves of any models in base contact (no effect on Dodge, Regeneration and Parry), making you a menace in combat and the biggest threat ever to a daemons army. *'''Mad Cap Mushrooms:''' 20pts. Night Goblins only. Though this is single-use, it can be given to Fanatics' attached unit when you trigger this. Everyone now deals +d6 hits to anyone they come into base contact with, which is nice for the Fanatics and potentially so for the bearer. *'''Nibbla's 'Itty Ring:''' 20pts. Bound PL4 spell with 'Eadbutt, meaning this can be given to any army needing a good hitting spell. However, any time you successfully cast it, you have to roll a d6 - on a 1, the bearer hits themselves too. *'''Warbass Imbad's Iron Gnashas:''' 20pts. Common Orcs and Black Orcs only. Grants an extra attack with Killing Blow, which is weak as hell, especially since, like the 'Eadbuttin' 'At, this doesn't benefit from anything else. *'''Brimstone Bauble:''' 15pts. Goblins only. This makes him go kamikaze and deal d6 S6 hits to all units in base contact if the bearer dies. The plus side is that this can shift combat resolution. The bad side is that you have lost a valuable hero. *'''Guzzla's Battle Brew:''' 15pts. Roll a d6 at the start of the battle. The bearer either gets Stupidity, Hatred, or Hatred and Frenzy. *'''Maad's Map:''' 15pts. Model on foot only. At the start of the game, you roll a d6. The bearer gets either Scouts or Ambushers, depending on how you roll, which might be interesting but random. ====Magic Standards==== *'''Rowdy Grott's Big Red Raggedy Banner:''' 35pts. Common Goblins only. This is a pretty strong one, letting all units within 12" roll 3d6 for break tests and drop the worst die. *'''Gork's Waagh! Banner:''' 50pts. Orcs only. The bearer's unit adds +d6" to charge distances, but it's a gamble. If you still fail, the unit must still move and become a little better than target practice. *'''Guff's Flag:''' 25pts. Grants Immunity to Psychology. *'''Nogg's Banner of Butchery:''' 25pts. One use. Gives the bearer's unit to gain +1 attack (except mounts) for one combat phase. *'''The Bashin' Flag of Bork:''' 10pts. Pretty cheap, and it allows the unit to ignore the first bad Animosity check. *'''Evil sun Banner:''' 15pts. reroll failed animosity tests.
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