View Full Version: Undead Units

Da Warpath > Undead Gitz > Undead Units

Pages: [1] 2

Title: Undead Units


Mork-and/or-Gork - April 30, 2006 12:14 PM (GMT)
I was thinking, why wouldn't the orcs take other races corpses and turn them into zombies. I think we should be able to take zombies as special or rare choices in our undead orcs list...

just my (2c)

And by the way, zombies are weaker then our regular troops so people probably won't care if we do do this.

slayer69 - May 1, 2006 05:25 PM (GMT)
Well...if you were to take parts from every army you'd make the ultimate army. The simple reason that Zombies are "unbreakable" and cause fear makes them fairly powerful. Combined with orcish units this would disrupt the "balance" of the game. (2c)

Mork-and/or-Gork - May 1, 2006 10:03 PM (GMT)
Good point, but in the vampire counts book it says that they take corpses from every race. On the internet it says it takes form humans because they are the easiest to harvest, and in every battle, no matter who they're against, they get stronger after each battle from new corpses....

Plus look at the cursed company's assortment of models.

Goofycabal - May 2, 2006 11:40 AM (GMT)
Remember, we're designing an Orc and Goblin Undead army, not a Vampire Counts army... Unless the poll comes out as being a Vampire Counts related army ^_^

Either way, I wouldn't think that raising dead 'umies would be a very Orcy thing to do... If I were an Orc, I'd much rather raise my dead Greenskin comrades ;)

Zorg_orc_warboss - May 2, 2006 11:47 AM (GMT)
QUOTE (Goofycabal @ May 2 2006, 09:40 PM)
Remember, we're designing an Orc and Goblin Undead army, not a Vampire Counts army... Unless the poll comes out as being a Vampire Counts related army ^_^

Either way, I wouldn't think that raising dead 'umies would be a very Orcy thing to do... If I were an Orc, I'd much rather raise my dead Greenskin comrades ;)

I think an orc would actualy raise a human over an orc, an orc would likely start fighting with him. :P


However the way we are portraying it its sort of a half waagh half undead mix which dosn't fit with other races.

Mork-and/or-Gork - May 12, 2006 12:47 PM (GMT)
Alraight, okay....

Borzag - May 12, 2006 12:59 PM (GMT)
Well I can see them raising 'umies... up to a point. Possibly as a punching bag, or so they don't have to go far to find a snack :D

Besides, I'm pretty sure the premise of the Dead Greenie army is that they're raised by redirected WAAAGH energy, which doesn't affect the humies. I can see them raising "technically not green" green things however; maybe some Dead Trolls or a FrankenGiant or something :D Hell, a pack of WereWolfboyz or Dire Wolfboyz or something :D

Cheers!

Borzag

Chris - June 11, 2006 11:58 AM (GMT)
What about this?


Orc Warriors

CODE

M WS BS S T W I A LD PTS
4 3  3  3 4 1 2 1 7   5


Weapons: Choppa.

Armour: Light Armour

Options:

-May have one of the following upgrades for +1 point per model: Additional choppa, spears and/or shields.

-May be upgraded to Undead for +3 points, then they have the Undead special rule.

-May have musician for +5 points.

-May have standard bearer for +10 points.

-May have Orc Reaper(+1 S and +1 A, champion) for +12 points.

Special Rule:

Animosity

See orcs and goblins rulebook.

"Ey Dats my Arm!":

If you choose the undead upgrade then this replaces animosity:

At each turn before the movement phase roll a D6 for this unit, if you get an "1-2" then they unit cant move this turn.



Chris

Borzag - June 11, 2006 12:26 PM (GMT)
Thought the basic outline had a rule for animosity? Either way, still good :)

Anyway, here's one I've been thinking of for a while (and apologies for the "Vamp Orcs" angle I'm taking...)

Krazy Ghoolz
Stats: As per Orc stats (see O&G Book)
Points: Not sure yet to be honest, but I'm thinking 10 per, with the Ghool Boss (Boss stats) at an additional +10
Equipment: 2 Ghool Choppas (counts as 2 hand weapons with Poisoned Attacks)

Special Rules:

Alive: yep, they're alive. They can't be upgraded/demoted to Undead, and follow all the normal Psych rules.
Animosity: See O&G book
Frenzy: The Krazy Ghoolz are the more feral offshoots of the Savage Orcs. They suffer from Frenzy, with the exception of the pursuit rolls (see later). And yes, they can lose it...
Skirmishers: See BRB. Hey, they're Ghoolz...
Fear: They're Ghouls (regardless of how it's spelt). See the BRB.
Cast Out: These guys are shunned by Gork (or possibly Mork) and their society. So they don't wear any sort of armour, and don't get Warpaint. In addition, they test on their own Ld for all things.
Existential Uncertainty: These Orcs are Ghouls. They like to eat the flesh of the dead. However, they're also Savage Orcs. They like to chase things down and hit them. This can cause a problem when it comes to the battlefield...
Whenever they win a combat and are given the chance to pursue, roll a D6. On a 4+, they pursue as normal. However, on a 3 or less they stay in place (to have a meal).
Note that the controlling player has absolutely no control over this roll, even if they've lost frenzy (or still have it for that matter). They cannot elect to stay put or pursue by default; the dice are the deciding factor here.

I'm not 100% on the cost, but I like the idea... thoughts?

Cheers!

Borzag

The Great Unclean One - June 11, 2006 01:07 PM (GMT)
Well, we definately need Zombie Snotlings, which are basically braindead Snotlings who don't die through combat res, though don't cause fear because they're so small. Still count as a swarm.

Zombie Boar Chariots? Ethereal Pump Wagon?

We DEFINATELY HAVE TO HAVE a Doom Diver incarnate - all the dead Doom Diver Goblins are back to fire again! :ph43r:

Zombie Wyvern perhaps, but we need a new set of rules for it.

Ethereal Squigs as skirmishers, poisoned attacks, fear causing. I assume that an ethereal Giant is going a bit too far...

Also, maybe a Skull Lobber (which forces panic tests if it causes a wound) and a Spear Chukka that fires bones? Hmmm?

emoe - June 22, 2006 03:22 PM (GMT)
i wanna have a gohst-snotling car :) woudlnt it be cool to have a snotling wagon painted blueish to look it like a ghost?

fels

Warlord Ghazak Gazhkull - June 25, 2006 12:04 PM (GMT)
QUOTE (Borzag @ Jun 11 2006, 12:26 PM)
Thought the basic outline had a rule for animosity? Either way, still good :)

Anyway, here's one I've been thinking of for a while (and apologies for the "Vamp Orcs" angle I'm taking...)

Krazy Ghoolz
Stats: As per Orc stats (see O&G Book)
Points: Not sure yet to be honest, but I'm thinking 10 per, with the Ghool Boss (Boss stats) at an additional +10
Equipment: 2 Ghool Choppas (counts as 2 hand weapons with Poisoned Attacks)

Special Rules:

Alive: yep, they're alive. They can't be upgraded/demoted to Undead, and follow all the normal Psych rules.
Animosity: See O&G book
Frenzy: The Krazy Ghoolz are the more feral offshoots of the Savage Orcs. They suffer from Frenzy, with the exception of the pursuit rolls (see later). And yes, they can lose it...
Skirmishers: See BRB. Hey, they're Ghoolz...
Fear: They're Ghouls (regardless of how it's spelt). See the BRB.
Cast Out: These guys are shunned by Gork (or possibly Mork) and their society. So they don't wear any sort of armour, and don't get Warpaint. In addition, they test on their own Ld for all things.
Existential Uncertainty: These Orcs are Ghouls. They like to eat the flesh of the dead. However, they're also Savage Orcs. They like to chase things down and hit them. This can cause a problem when it comes to the battlefield...
Whenever they win a combat and are given the chance to pursue, roll a D6. On a 4+, they pursue as normal. However, on a 3 or less they stay in place (to have a meal).
Note that the controlling player has absolutely no control over this roll, even if they've lost frenzy (or still have it for that matter). They cannot elect to stay put or pursue by default; the dice are the deciding factor here.

I'm not 100% on the cost, but I like the idea... thoughts?

Cheers!

Borzag

Well I find that 10pts would be good for this sort of unit, then they will not called cheesy and will people not whine about the fact that you use an unnofficial army.

Keep those nice ideas coming.

Greetz
G

Borzag - June 25, 2006 12:31 PM (GMT)
to be brutally honest, I just took the cost of Ghouls & added 2pts each. Ghouls are basically Orcs with -1 Ld, -1 T, poison, skirmish & small bases. I figured that adding the extra stats would be worth more than 2pts, which would be countered by Existential Uncertainty, Cast Out & Animosity. In hindsight, it might be a good idea to increase the cost slightly, although I'm happy with 10 as they're basically skirmishing cannon fodder right now. If they can get into a position to flank it's fine, but given the poison & frenzy it's not certain that they'll do so.

Oh and speaking of Cast Out: no characters in Krazy Ghool units. I forgot to add that in. Eep :P

Cunninglybrutal - June 25, 2006 01:34 PM (GMT)
So...should I start a Krazy Ghoolz sketch :D?

Cheers!

The Gobelin King - June 27, 2006 04:21 PM (GMT)
hey if you want to make an undead list they have to be unbreakable: the're dead

Borzag - June 28, 2006 07:18 AM (GMT)
Most things, yeah. But to be honest that really only applies to TK. At the moment, we're basically running off of Goofycabal's original theme of having mixed units in the army (so some are alive Greenies, some are Dead Greenies). There's precedent for this; the VC army has 2 living units (3 if you include DoW).

Besides, if we include Unbreakable they have to be Dead (ie have the dead rules for when they lose combat). And the Krazy Ghoolz (I presume you're referring to them?) are actually just Orc Ghouls (which are one of the 2 living units in the VC book), so all is good :)

Anyway, this isn't the Borzag & CunninglyBrutal & Chris show now is it? Anyone else have good units to add? :D

Cheers!

Borzag

Chris - July 12, 2006 01:12 PM (GMT)
What about this?



Zombie Goblins


The zombie goblins are basicly the cannon fodder of the undead orcs(not much difference from normal goblins actually), and dont even have a brain cell as sharing(thats also not that much different from a normal goblin). The nekromanzers prefer to raise them above skeletal orcs sometime because it is less risky and they are easier to summon. Also mostly a zombie looks more terrifying to an archer than sceletons because of the flesh and skin who still dangles or is on the zombie. not to mention that the scream "BRAAAINSSS!" all the time. Since orcs and goblins do not have graveyards its harder for orc and goblin nekromanzers to find the remains of orcs and goblins soemtimes they search old battle fields but usually they just look around in the camp, the latter is usually the best way.



Zombie Goblins

QUOTE

M WS BS S T W I A LD PTS
4   1    0  3 3  1 0 1 2    2

Unit Size: 20-50


Weapons: Assortment of rusty weapons, clubs, arms, etc. Counts as hand weapon.

Options:

-May have Musician for +4 pts.

-May have standard bearer for +10 pts.

Speacial Rules:

-Dey are already dead.

Follows the rules as undead from the vampire counts army book.

-Dey dont 'ave brains, dey to slow.

A unit of zombie goblins never strike first, even when they charge. If engaged with another zombie roll a D6 and the one with the highest attacks first. Thsi rule supercedes other rules like greatswords except the Braindead rule of the vampire counts.


-Dey luuk scarier!

When a enemy ranged unit should shoot and a umnit of zombie goblins is within range and another unit is also, the enemy must roll a D6, if he rolls a 1-3 he must shoot at the unit of zombie goblins, if he get 4-6 he may decide as usual.


Chris

emoe - July 15, 2006 11:27 PM (GMT)
cool chris :) i like it!!

keep up the good work :)

fls

Borzag - July 16, 2006 01:08 AM (GMT)
Gotta admit I like that one as well :D and only proves that even in death Gobbos are at the bottom of the pile :P nice work mate!

slayer69 - July 17, 2006 07:54 AM (GMT)
QUOTE (Chris @ Jun 11 2006, 11:58 AM)


-May be upgraded to Undead for +3 points, then they have the Undead special rule.


Way too cheap. Must cost between 4-5 points. The rule is absolutely powerful. Furthermore if it does replace animosity (I think it shouldn't...hehe undead Orcs that fight amongst one another) then it is another bonus!

Just as a comparison a Gobbo costs 2 points...a Skeleton 8! They both have about the same stat-line.

And another thing we must do: Undead Orcs cannot have LD7! No way. They'd never crumble once the general has died...or only very slowly!

Mork-and/or-Gork - July 17, 2006 10:08 PM (GMT)
How About a Flying Boar Boyz unit? They would lose the Thick-skinned rule do to the fact that they are ghosts, and don't get their own attack. BUT the unit is a unit of scouts and can fly. Can't be joined by characters. May suit Wolf Riders better but I think it wou;ld be cool.

The Lone Snotling - July 25, 2006 12:55 AM (GMT)
why don't you use some kind of hobgoblins maybe as heros or units

hobgoblin vampire hero, very voncarstien lokking guys

unit of hobgoblin vampires like sneaky gits

hobgoblin or goblin banshee or ethereal host units would be cool green ghost

slimer lives

whay do you guys think

Mork-and/or-Gork - July 26, 2006 09:03 PM (GMT)
I've been informed a few times that we aren't taking the "vampire" ANYTHING route. But I like the idea of vampire gobbos. Night goblins already have the cool vamp cloaks!

Burzum - August 24, 2006 12:50 PM (GMT)
We've got to have 'dust goblins'.

Rules for these were posted in a white dwarf, basically undead gobbos with animosity and blowpipes! :P

I've converted 10 of 'em so I can post some pics later(I'm in school ATM...)

spikethebrave - August 29, 2006 10:28 PM (GMT)
ok ive been working on an army like this for a long time now and after seeing this thread ive desided to include some of my idea's

no sceletal orcs or goblins
squig bansees
gobbo zombies
wereorcs (combo of orcs and boars)
no chariots
snotling pump wagon version of the VC coach

i know its a small list of units but i didnt write anything down so its off my head but im thinking of more and i will poste them later on

Draconian - September 2, 2006 04:58 PM (GMT)
Maybe 'Were' could be something like a High elf honour or Wood Elf kindred type item that you could add to Characters? e.g.
Orc Big Boss could be upgraded to were-boar for 30pts: S6, Tusker Charge, M 7
Goblin Big boss could be upgraded to Were-Wolf for 20pts: M9, +1 I, +1 A

Chris - September 2, 2006 05:57 PM (GMT)
What about a night goblin were-squig?

Chris

ORKY ARD BOYZ - September 3, 2006 07:32 AM (GMT)
hi guys! :P I just want to add something

were- boar, character gains tuskercharge and +1 m roll a die, on a 4+ it becomes a full moon and character becomes M7 and +1 T, also ignore wound on a 6+, each turn roll dice to see if it becomes a full moon.

magic item - the shiny tusk
nominate a unit, for the rest of the turn it gains tusker charge, becomes m7. automatically turns into a full moon.

Ugluk - September 13, 2006 08:09 PM (GMT)
Wat about instead of giant bats from vampire counts you have units of flying doom divers?

Cunninglybrutal - September 14, 2006 03:08 AM (GMT)
I was thinking about bat-squigs...could be fun.

Cheers!

Borzag - September 14, 2006 09:42 AM (GMT)
CB & Ugluk, have you guys been reading my mind? :D I'm making those for my VC dead greeny army already :D The squigbatz might be a problem though (just finding the wings is a pain) but the felldiverz are easy enough...

Cheers!

Borzag

Chris - September 14, 2006 09:52 AM (GMT)
What about this?


Special:

0-1 Bat-Squigs
QUOTE

M WS BS S T W I A LD PTS
1  4    0   4 3 1  3 2  5  25

Unit Size: 3-10


Weapons: Claws, Sharp Teef...

Special Rules:


-Undead

-Flying Unit

-Pointy Partz First

When sharging add +1 S to the Bat Squigs.

-Unruly

They may be dead, but they are still squigs...

Each turn roll a Leadership test with the generals LD value, if the general is dead roll by the bat-squigs value, if failed the bat squig unit must fly 2D6" in a random direction(roll the shatter dice). If the bat-squigs come in contact with any unit(friend or foe) it counts as charging.



What do you think?

Chris

Cunninglybrutal - September 14, 2006 12:17 PM (GMT)
Me likes, me likes.

As for the wings...well, they are squigs, so their wings don´t need to be too developed. You can model them with some GS, or order some furies or WH40k tyranid gargoyles. However, I think that some GS made tiny wings on the top of a squig could be priceless.

Indeed, they´d make you wonder HOW can they actually fly with such tiny wings..perhaps the answer are the natural gas that they expel from their innards, lol. Which makes them nothing but toothed balloons!

Man, why I have to think THAT MUCH, lol.

Cheers!

Ugluk - September 14, 2006 03:15 PM (GMT)
How about this for undead golblins with wings

Undead Goblin Death gliders

m ws bs s t w a i ld
1 3 3 3 4 2 2(d6) 3 3

Special rules:

Undead, Flying and swooping attack

Swooping attack

Instead of attacking normaly the player may opt to use a swooping attack.
Each glider gets d6 attacks that are worked out the same way as shooting so the enemy may not attack back but may flee if enough models are killed but the death gliders may not chase them.
However if when rolling for attacks you roll a 1 you must roll on the chart:

D6

1-2 The glider swerves narrowly missing the ground and may not attack this turn.

3-4 The glider misses the target and hits the floor. The diver suffers D6 strength 4 hits

5-6 The wings holding the rotting goblin in the air crumble and the diver is instantly removed from the board.

Gutta - October 13, 2006 12:58 PM (GMT)
How about this:
QUOTE
Frankensnot- 12 Points (again, not sure on points)

Frankensnots are extremely rare creations, that only come about when a Goblin Necroshaman decides to create life, in the form of a Frankensnot. Frankensnots are made from living snotlings and the corpse of a goblin. The snotlings are the life, as normally the Necroshaman has not the power at that point to raise the dead. The goblin corpse however is the strength and brains of the creation. Normally you can not see the goblin, and just see a mass of snotling suspended in air, charging towards you lines, with perhaps some goblin toes and a nose sticking out between them.  However, changes are regularly made to the Frankensnot, and they are always much stronger than would be expected, seeing as they have raw magic inside them.

M-3
WS- 2
BS- 1
S-4
T-4
W-2
I- 1
A-2
Ld- 7

Unit Size- 1-10
Wargear- Handweapon, Light Armour (in the form of snotlings) and Snotlings (see below).
SPECIAL RULES
Snotlings- Occassionally a snotling will come loose, this means that the Frankensnots may throw a single snotling each. The range is 6" and the strength is 2.
Unpredictable- At the beginning of each turn, the player rolls a D6. On a 1 or 2, the unit is stupid, 3-4 nothing, and a 5-6 they are frenzied.

Chris - October 13, 2006 02:39 PM (GMT)
Seems good, what about making the unit be "connected" to the nekroshaman(or whatever the name is) and they can always use his ld, and when he dies they will crumble?

Chris

Gutta - October 13, 2006 02:44 PM (GMT)
I invented the name Necroshaman ;) Yeah, we could do that, I'm just not great on the rules and went simple so that other could build.

purazon - October 28, 2006 11:10 AM (GMT)
well, I hope this is the right place.

How about this:

Burried'uns
one unit of zombie goblins (or any other of the 'normal' core units, in this example I'll speak of zombie goblins) can be upgraded to 'burried'uns' for 4 (or 5) points
'Burried'uns' have been under the ground so long that they have partially become part of the soil. They relentlessly crawl their way through the ground to surprise their prey.

unit size: 10-20
Stats
see basic stats and weapons for the core troops (in this example zombie goblins)

skirmishers
scouts
ground crawlers: due to their movement 'partially in the ground' they cannot march (but of course they can make a full charge move). However they will treat all terrain and obstacles, besides impassible terrain, as open ground.
'burried ones' follow the normal rules for LOS (they are not completely under the ground) They count as being in soft cover.

Gutta - October 28, 2006 12:07 PM (GMT)
I quite like the idea, but wouldn't using the same rules as miners be a better idea?

Gutta - October 29, 2006 11:19 AM (GMT)
Summary of Work

Hope this is ok, but I thought it would be good to have a collection to see what we need to do.

QUOTE
Orc Warriors- Chris


CODE 

M WS BS S T W I A LD PTS
4 3  3  3 4 1 2 1 7   5




Weapons: Choppa.

Armour: Light Armour

Options:

-May have one of the following upgrades for +1 point per model: Additional choppa, spears and/or shields.

-May be upgraded to Undead for +3 points, then they have the Undead special rule.

-May have musician for +5 points.

-May have standard bearer for +10 points.

-May have Orc Reaper(+1 S and +1 A, champion) for +12 points.

Special Rule:

Animosity

See orcs and goblins rulebook.

"Ey Dats my Arm!":

If you choose the undead upgrade then this replaces animosity:

At each turn before the movement phase roll a D6 for this unit, if you get an "1-2" then they unit cant move this turn.





QUOTE
Krazy Ghoolz- Borzag
Stats: As per Orc stats (see O&G Book)
Points: Not sure yet to be honest, but I'm thinking 10 per, with the Ghool Boss (Boss stats) at an additional +10
Equipment: 2 Ghool Choppas (counts as 2 hand weapons with Poisoned Attacks)

Special Rules:

Alive: yep, they're alive. They can't be upgraded/demoted to Undead, and follow all the normal Psych rules.
Animosity: See O&G book
Frenzy: The Krazy Ghoolz are the more feral offshoots of the Savage Orcs. They suffer from Frenzy, with the exception of the pursuit rolls (see later). And yes, they can lose it...
Skirmishers: See BRB. Hey, they're Ghoolz...
Fear: They're Ghouls (regardless of how it's spelt). See the BRB.
Cast Out: These guys are shunned by Gork (or possibly Mork) and their society. So they don't wear any sort of armour, and don't get Warpaint. In addition, they test on their own Ld for all things.
Existential Uncertainty: These Orcs are Ghouls. They like to eat the flesh of the dead. However, they're also Savage Orcs. They like to chase things down and hit them. This can cause a problem when it comes to the battlefield...
Whenever they win a combat and are given the chance to pursue, roll a D6. On a 4+, they pursue as normal. However, on a 3 or less they stay in place (to have a meal).
Note that the controlling player has absolutely no control over this roll, even if they've lost frenzy (or still have it for that matter). They cannot elect to stay put or pursue by default; the dice are the deciding factor here.


QUOTE
Zombie Goblins- Chris


The zombie goblins are basicly the cannon fodder of the undead orcs(not much difference from normal goblins actually), and dont even have a brain cell as sharing(thats also not that much different from a normal goblin). The nekromanzers prefer to raise them above skeletal orcs sometime because it is less risky and they are easier to summon. Also mostly a zombie looks more terrifying to an archer than sceletons because of the flesh and skin who still dangles or is on the zombie. not to mention that the scream "BRAAAINSSS!" all the time. Since orcs and goblins do not have graveyards its harder for orc and goblin nekromanzers to find the remains of orcs and goblins soemtimes they search old battle fields but usually they just look around in the camp, the latter is usually the best way.



Zombie Goblins


QUOTE 

M WS BS S T W I A LD PTS
4   1    0  3 3  1 0 1 2    2



Unit Size: 20-50


Weapons: Assortment of rusty weapons, clubs, arms, etc. Counts as hand weapon.

Options:

-May have Musician for +4 pts.

-May have standard bearer for +10 pts.

Speacial Rules:

-Dey are already dead.

Follows the rules as undead from the vampire counts army book.

-Dey dont 'ave brains, dey to slow.

A unit of zombie goblins never strike first, even when they charge. If engaged with another zombie roll a D6 and the one with the highest attacks first. Thsi rule supercedes other rules like greatswords except the Braindead rule of the vampire counts.


-Dey luuk scarier!

When a enemy ranged unit should shoot and a umnit of zombie goblins is within range and another unit is also, the enemy must roll a D6, if he rolls a 1-3 he must shoot at the unit of zombie goblins, if he get 4-6 he may decide as usual.




QUOTE
were- boar, character gains tuskercharge and +1 m roll a die, on a 4+ it becomes a full moon and character becomes M7 and +1 T, also ignore wound on a 6+, each turn roll dice to see if it becomes a full moon. .- ORKY ARD BOYZ


QUOTE
magic item - the shiny tusk
nominate a unit, for the rest of the turn it gains tusker charge, becomes m7. automatically turns into a full moon.- ORKY ARD BOYZ




QUOTE
Special:

0-1 Bat-Squigs- Chris

QUOTE 

M WS BS S T W I A LD PTS
1  4    0   4 3 1  3 2  5  25



Unit Size: 3-10


Weapons: Claws, Sharp Teef...

Special Rules:


-Undead

-Flying Unit

-Pointy Partz First

When sharging add +1 S to the Bat Squigs.

-Unruly

They may be dead, but they are still squigs...

Each turn roll a Leadership test with the generals LD value, if the general is dead roll by the bat-squigs value, if failed the bat squig unit must fly 2D6" in a random direction(roll the shatter dice). If the bat-squigs come in contact with any unit(friend or foe) it counts as charging.



QUOTE
Undead Goblin Death gliders- Ugluk

m ws bs s t w a i ld
1 3 3 3 4 2 2(d6) 3 3

Special rules:

Undead, Flying and swooping attack

Swooping attack

Instead of attacking normaly the player may opt to use a swooping attack.
Each glider gets d6 attacks that are worked out the same way as shooting so the enemy may not attack back but may flee if enough models are killed but the death gliders may not chase them.
However if when rolling for attacks you roll a 1 you must roll on the chart:

D6

1-2 The glider swerves narrowly missing the ground and may not attack this turn.

3-4 The glider misses the target and hits the floor. The diver suffers D6 strength 4 hits

5-6 The wings holding the rotting goblin in the air crumble and the diver is instantly removed from the board.



QUOTE
Frankensnot- 12 Points (again, not sure on points)- Gutta

Frankensnots are extremely rare creations, that only come about when a Goblin Necroshaman decides to create life, in the form of a Frankensnot. Frankensnots are made from living snotlings and the corpse of a goblin. The snotlings are the life, as normally the Necroshaman has not the power at that point to raise the dead. The goblin corpse however is the strength and brains of the creation. Normally you can not see the goblin, and just see a mass of snotling suspended in air, charging towards you lines, with perhaps some goblin toes and a nose sticking out between them.  However, changes are regularly made to the Frankensnot, and they are always much stronger than would be expected, seeing as they have raw magic inside them.

M-3
WS- 2
BS- 1
S-4
T-4
W-2
I- 1
A-2
Ld- 7

Unit Size- 1-10
Wargear- Handweapon, Light Armour (in the form of snotlings) and Snotlings (see below).
SPECIAL RULES
Snotlings- Occassionally a snotling will come loose, this means that the Frankensnots may throw a single snotling each. The range is 6" and the strength is 2.
Unpredictable- At the beginning of each turn, the player rolls a D6. On a 1 or 2, the unit is stupid, 3-4 nothing, and a 5-6 they are frenzied.


QUOTE
Burried'uns- Purazon
one unit of zombie goblins (or any other of the 'normal' core units, in this example I'll speak of zombie goblins) can be upgraded to 'burried'uns' for 4 (or 5) points
'Burried'uns' have been under the ground so long that they have partially become part of the soil. They relentlessly crawl their way through the ground to surprise their prey.

unit size: 10-20
Stats
see basic stats and weapons for the core troops (in this example zombie goblins)

skirmishers
scouts[b]
[b]ground crawlers: due to their movement 'partially in the ground' they cannot march (but of course they can make a full charge move). However they will treat all terrain and obstacles, besides impassible terrain, as open ground.
'burried ones' follow the normal rules for LOS (they are not completely under the ground) They count as being in soft cover.




* Hosted for free by InvisionFree