InvisionFree - Free Forum Hosting
Fully Featured & Customizable Free Forums

Learn More · Sign-up for Free
Welcome to Da Warpath. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Name:   Password:

Newz: Current Competitions: Warmachine Conversion Competition and Bloodbowl Tournament.

Pages: (3) [1] 2 3  ( Go to first unread post )

 Undead Orcs, Suggested Rules, Stats, Background etc
Goofycabal
Posted: Apr 13 2006, 11:19 AM


Offical Welcome Admin, and Master of Chug an' Lug
Group Icon

Group: Admin
Posts: 6,745
Member No.: 65
Joined: 25-January 04



Not to pull the air from the sails of those of you pushing for any of the other suggested ideas, but I'd like to share with you all some of the basic ideas I have so far:

Background:
QUOTE
Although Undead, the Hordes of Undead Orcs are very rarely rasied and commanded by a Necromancer or Vampire. The Shamen of various Greenskin tribes have, however, learnt some rudimentary Necromancy skills. Coupled with Waaagh energy, they have inadvertantly stumbled on a method of letting the Boyz keep on fighting, even after death.

The Waaagh energy generated by the Orcs and Goblins in these such tribes has become so infused within their very bones, that The Great Green simply keeps their dead bodies animated. By being linked to the Great Green through the tribal shamen this animation lasts forever, or untill the link is lost (through the death of the shaman, or the destruction of the Greenskin's earthly remains).

Most of these tribes do not consist of purely Undead Orcs, rather an odd blend of the two. "Old Dorg ain't been 'imself lately, but 'e can still crump 'em good". Most Greenskins within these tribes consider this unliving state to be a Blessing from Gork (or possibly Mork) to continue fighting and krumping until nothing of the Greenskin remains. To this end, a lot of these Greenskins throw themselves into combat with little regard for their own saftey, as they are sure they'll be up and fighting again tommorow if they die today.

If not kept in check, these Undead Hordes can soon swell, with the death of each Orc, there's always a living Orc there to take his place. Now, with the death of each Orc there's a living Orc AND an Undead one to join the ranks. Imperial Witch Hunters are regularly sent out to track down Undead Orc hordes and kill the shamen, but the number of such tribes is so unknown that this is not an easy task.


Very basic stuff there, mostly just quick ideas that are open for much expansion tongue.gif

Plus some army ideas themselves:

Only Characters available are Common Orc and Common Goblin Warbosses, Big Bosses, Great Shamen and Shamen. Each of these is as taken from the Orc and Goblin army book, and each one can be further upgraded to being Undead.

Undead Orc/Goblin Shamen have a mixed Necromancy/Little Waagh spell list which includes Invokation of Nehek (which should be renamed something Orcy tongue.gif) and the Undead Orc/Goblin units are affected differently to normal Skeleton/Zombie Units (eg Zombie Goblins are raised at +D6+4 per Power Level). Zombie/Skeleton Orcs/Goblins all have different stats and can further have additional rules (Orcs currently have Choppas tongue.gif)

Trolls are restricted Common and Were-Trolls. (Were-Trolls are normal Trolls with Frenzy and Undead)

Just some food for thought smile.gif
Top
Goofycabal
Posted: Apr 14 2006, 06:11 AM


Offical Welcome Admin, and Master of Chug an' Lug
Group Icon

Group: Admin
Posts: 6,745
Member No.: 65
Joined: 25-January 04



So, I've gotten so carried away with this over the last 24 hours, and have come up with 12 new unit types, special rules for each, as well as fleshed out the special rules for the army in general...

So far suggested units include: Zombie/Skeleton Orcs; Zombie/Skeleton Goblins; Big Wights; Orc Husks; Corpse Trolls; Zombie Wyvern; Deff Kult Orcs/Goblins; Ghoul-Orcs; Painless Boyz.

happy.gif
Top
emoe
Posted: Apr 14 2006, 06:14 AM


veteran snot :D
*

Group: Members
Posts: 1,414
Member No.: 1,934
Joined: 25-December 04



goofy this is unfir! dont start with doing things before the voting is over. and post your ideas just like the others in the "the next project" tread.

fels
Top
Zorg_orc_warboss
Posted: Apr 14 2006, 06:33 AM


Warlord of the White Fists Tribe!
Group Icon

Group: Veterans
Posts: 2,221
Member No.: 272
Joined: 5-March 04



Yeah Goofy I have to say its nice your enthusiastic but realy you need to slow down or just not post here for equalities sake.

Also Personaly I prefer the idea of having the army mostly undead instead of normal orcs with some undead.

IE. An orc shaman/warboss finds a book on dark magic and finds themselves drawn to its power. They don't actualy read it but after opening it and looking at the pictures they get the jist/some magic helps them understand. Then they mix it with the old WAAAGH enegery they knew and are able to call old orc spirits from the dead.

Its pretty basic but do that instead of orcs and goblins+ some necromantic stuff.



But thats all irelevant, your sucking me in too. WAIT UNTIL THE POLL IS OVER! tongue.gif
Top
Red Skullz
Posted: Apr 14 2006, 06:39 AM


Officially a bad influence!
Group Icon

Group: Veterans
Posts: 2,025
Member No.: 857
Joined: 21-May 04



But since the Pirate project had such a strong focus on Orcs wouldn`t it be nice for this project to have a stronger focus on goblins? Only would be fair I think since it`s a fair few all gobbo players out there + a lot of people who doubt the quality of gobbos in a scrap.

Just my twocents.gif

talast,
Red

edit: oh..I just read you reply Zorg, but still this is my input on it all wink.gif

This post has been edited by Red Skullz on Apr 14 2006, 06:39 AM
Top
Goofycabal
Posted: Apr 14 2006, 06:52 AM


Offical Welcome Admin, and Master of Chug an' Lug
Group Icon

Group: Admin
Posts: 6,745
Member No.: 65
Joined: 25-January 04



Just some clarification:

1) This is *NOT* intended to sway the voting for the next project. I intend to work on this regardless of which option is chosen. I actually think there's a lot of potential in pretty much all the other suggested Variants too smile.gif

2) The way I've got the basic structure for the list means that it can be 100% Undead, Mostly Undead with some living support, 50/50 Living/Undead, Mostly Living with some Undead Support or 100% living.

3) It's totaly not based on Necromantic ideals at all smile.gif

4) For the sake of equality I'm going to lock this thread down, and move it to the Mod forum later on, and bring it back out when the voting's over wink.gif
Top
Goofycabal
Posted: Apr 14 2006, 08:46 AM


Offical Welcome Admin, and Master of Chug an' Lug
Group Icon

Group: Admin
Posts: 6,745
Member No.: 65
Joined: 25-January 04



Okay guys, I've just got this sitting here in the Mod Forum to keep it out of public view, so as not to influence the voting on the next army book production smile.gif

I might add things from time to time as I feel like updating... If you're going to vote in the "Next Project" poll, please don't read any further, as I don't want you to bias your decision smile.gif

And if you've got any suggestions, then feel free to add them here too tongue.gif
Top
Warlord Ghazak Gazhkull
Posted: Apr 14 2006, 01:07 PM


Motm july 2005, the goblin mad mod, WAAAGH!!
Group Icon

Group: Global Moderators
Posts: 14,160
Member No.: 1,643
Joined: 22-August 04



Well I like the idea of a undead orc horde it looks very cool to play with I think, altough modeling wise it will be harder then the pirates I think.

Greetz
G
Top
ACDM_orc
Posted: Apr 14 2006, 07:02 PM


The Ratty One
Group Icon

Group: Veterans
Posts: 2,544
Member No.: 694
Joined: 2-May 04



I think Animosity would be the same...but since these undead leigons of orcs are...well...erm dead. They should be made Immune to phsycology huh.gif

How would that work?

-ACDM
Top
GrimviewGrot
Posted: Apr 14 2006, 10:42 PM


The Canadian One
Group Icon

Group: Veterans
Posts: 3,071
Member No.: 175
Joined: 23-February 04



QUOTE (ACDM_orc @ Apr 14 2006, 12:02 PM)
I think Animosity would be the same...but since these undead leigons of orcs are...well...erm dead. They should be made Immune to phsycology huh.gif

How would that work?

-ACDM

Take the Undead rule out of the VC book. Also facilitates death if the Shaman dies.

I like the idea, really... and, as a suggestion-

Carrion Snots- Undead Snotlings who eat anything and everything left on the battlefield once the living members of the tribe have cleared out.

and

Orghouls- Essentially, the Orghouls are Orcs who were starved for long periods of time by the Shamen, and then fed putrid, infested, and diseased corpse meat. Due to their state of starvation, the diseases were able to take hold in the bodies, but not kill the Orcs. The Orcs, having long since lost the strength to continue wearing their old armour, go into battle with, at best, a loincloth for clothing, and an even more stooped appearance than usual. Most often, these Orcs have strengthened their natural fingernails into claws by mimicking the eating habits of the Trolls (the next closest thing to them in intelligence in most tribes), using them to rip through the flesh and bone of their foes in battle. The Orghouls in battle are a truly terrible sight to behold, as those foes they kill are consumed immediately on the battlefield, and the Orghouls bathe in the blood of the newly dead.

Orghoul Rules, off the top of my head:
Feasters- Orghouls never pursue an enemy that breaks; they're too busy eating the newly dead!

Horrible Sight- Enemies that see the Orghouls are so disturbed by their actions and brutality in combat that they ALWAYS fear the Orghouls, even other Fear-causing creatures, unless they fall into one of the following categories: the enemy is Frenzied, the enemy is Immune to Psychology, the enemy causes Terror, the enemy suffers Stupidity, or the enemy is Undead. Note that this means that a unit of Trolls will not have to take a Fear test against Orghouls, but a unit of Ogres will.

Alive!- The Orghouls are alive, exactly as described in the Vampire Counts army book. If the Shamen dies, the Orghouls will not take casualties, and they do not lose casualties by the number beaten in combat; they take break tests. However, due to causing fear, they do not take Fear tests.

Fear- They cause Fear.
Top
ACDM_orc
Posted: Apr 15 2006, 02:25 AM


The Ratty One
Group Icon

Group: Veterans
Posts: 2,544
Member No.: 694
Joined: 2-May 04



This sounds really interesting. I'd really like to help out if this kicks off smile.gif

-ACDM
Top
Goofycabal
Posted: Apr 15 2006, 09:44 AM


Offical Welcome Admin, and Master of Chug an' Lug
Group Icon

Group: Admin
Posts: 6,745
Member No.: 65
Joined: 25-January 04



That's an interesting idea Grim smile.gif

I may as post *all* the ideas I came up with:

Starting off with the Units/Stats:

QUOTE
Troop  M WS BS S T W I  A  LD Rules

Lords
Orc Warboss  As usual. +Undead Upgrade. +Waaagh! Blades =+55 points. No Mounts.
Goblin Warboss  As usual. +Undead Upgrade. =+35 points No Mounts.
Orc Great Shaman As usual. +Undead Upgrade. =+35 points No Mounts.
Goblin Great Shaman As usual. +Undead Upgrade. =+35 points No Mounts.

Heroes
Orc Big Boss  As usual. +Undead Upgrade. =+Waaagh! Blades +55 points. No Mounts.
Goblin Big Boss  As usual. +Undead Upgrade. =+35 points No Mounts.
Orc Shaman  As usual. +Undead Upgrade. =+35 points No Mounts.
Goblin Shaman  As usual. +Undead Upgrade. =+35 points No Mounts.

Undead Troops
Core
Skeleton Orcs  4 2 2 3 3 1 1 1 3 Undead, Choppa
Boss  4 3 2 4 4 1 2 2 7 Undead, Choppa, Waaagh! Blades
Skeleton Goblins 4 2 2 2 3 1 1 1 3 Undead
Zombie Orcs  4 2 0 3 4 1 0 1 2 Undead, Choppa, Braindead
Boss  4 3 2 4 4 1 2 2 7 Undead, Choppa, Waaagh! Blades
Zombie Goblins  4 2 0 2 3 1 1 1 2 Undead, Braindead, Fairly    Weak (-1 point per Goblin)

Special
Big Wights  4 3 2 4 4 1 2 2 7 Undead, Choppa, Waaagh! Blades
War Machine Skeletons Skeleton Goblins rather than Goblins. No Orc Bullies
Orc Husks  4 4 3 4 4 1 2 2 8 Unliving (Fear, Crumble),    Animosity (unaffected by other Undead Friendlies), Choppa, Frenzy, Impetuous

Rare
Corpse-Trolls  Same Stats As Usual Troll, although not Stupid    Undead, -1 to hit in close              combat +15 Points
Zombie Wyvern  Same Stats as Normal Wyvern, BUT no tail Attack, 3 Attacks, and all of them are poisoned. Undead.




Living Troops
Lords
Orc Warboss  As usual.
Goblin Warboss  As usual.
Orc Great Shaman As usual.
Goblin Great Shaman As usual.

Heroes
Orc Big Boss  As usual.
Goblin Big Boss  As usual.
Orc Shaman  As usual.
Goblin Shaman  As usual.

Core
Orc Boyz  As usual. No Big Unz Upgrade.
Goblin Boyz  As usual.
Snotlings  As usual.
Wolf Riders  As usual.
Deff Kult Orcs/Gobbos 0-1 Choice. Common Orc/Gobbo stats. Immune to Panic, Re-roll failed Break Tests, Do not suffer from    the Animosity penalty from being near Undead friends. Skull Masks: Cause Fear on the Turn they      charge. Upgrade to Common Orc/Goblin unit at +4 points each

Special
Spear Chukkas  As usual. Can be upgraded to Undead Crew.
Rock Lobbas  As usual. Can be upgraded to Undead Crew. Maybe not included at all...? Tribe is constantly on the    move, so Chariot loaded weapons = best...?
Orc Boar Boyz  As usual. No Big Unz Upgrade.
Wolf Chariots  As usual.
Boar Chariots  As usual.
Ghoul-Orcs  4 3 0 3 4 1 2 2 6 Choppa, Unruly, Massive Teef

Rare
Giants  As usual.
Trolls  As usual. Common, or Corpse-Trolls.
Da Painless Boyz Black Orcs with 2w      Choppas, 5+ Ward Save, 0-1              choice, Ignore Greenskin              Panic, Heavy armour
Top
Goofycabal
Posted: Apr 15 2006, 09:48 AM


Offical Welcome Admin, and Master of Chug an' Lug
Group Icon

Group: Admin
Posts: 6,745
Member No.: 65
Joined: 25-January 04



Now, Special Rules:

(Looks like the Quote System is going to screw up my tabulation... so just follow the numbers and rules across to mathc with their intended place... wink.gif)

QUOTE
* Undead:

All Units noted as being Undead follow all the rules on page 25 of the Vampire Counts army book, with the following differences:
-General: The rules for Wizards do not apply, and the General of the Undead Orcs does not command total power over the Undead forces within this list. Instead, one Greenskin Shaman is nominated as "Da Green Link". This Shaman holds the link between the world of the Dead, the World of the Living, and the Great Green (where Orcs draw a lot of their Magic from). This Shaman keeps the Undead troops from collapsing into dust. Nominate which Shaman is "Da Green Link" before the battle starts, and announce this to your opponent. If "Da Green Link" is slain, then the rules for Crumbling as outlined under "General" on page 25 of the Vampire Counts army book will apply. Therefore, a minimum of 1 Shaman must be included in the army, though he does not need to be the army General. Where possible, the "Da Green Link" must be the most powerful Shaman in the army (for example if the army includes a Level3 Great Shaman and a Level2 Shaman, then the Great Shaman will be "Da Green Link". Additionally, Orcs are considered to be more powerful than Goblins, so in an army with a Level2 Orc Shaman, and a Level2 Goblin Shaman, the Orc Shaman will be "Da Green Link". If the is no clear Shaman who is most powerful (for example you have 2 Level2 Goblin Shamen) then yo may choose which Shaman is "Da Green Link".

-Break Tests: The usual rules for Berak Tests as outlined on page 25 of the Vampire Counts army book apply, with this one slight change: Units of Undead Orcs of 20 or more, or Undead Goblins of 30 or more suffer 1 less wound from Combat Resolution than normal. This is in addition to being within 12" of the Battle Standard.

-Marching: Units noted as being Undead can ONLY march if the General of the army is also Undead. If the General of the army is Living, then Undead units may never march.

-Not Greenskins: For the purposes of spells and other special rules that apply to Greenskins (for example Hand of Gork, or Dwarven "Hate Greenskins"), Undead Orcs and Undead Goblins DO NOT count as Greenskins.

-Animosity: Although immune to Animosity themselves, any Undead unit near a Living friendly unit that has to take Animosty tests (such as a unit of Orc Boyz) causes friction for the Living troops. While it's great that Dorg is back crumpin' the enemy, it's still a little unsettling. Therefore Living units within 6" of an Undead unit will fail its Animosity test on a roll of a 1 OR a 2.

* Undead Characters:

All Undead Characters are forbidden from becoming part of a unit of Living troops. For example, an Undead Orc Warboss cannot join a unit of Living Orc Boyz. Although the Boyz still respect their Undying leader, they'd rather be lead by someone who didn't stink so bad. Conversely, Living Characters are also forbidden from joining units of Undead troops.

*Minimum of 1 Shaman:

Any type of Shaman can be chosen to fill this role, but the army must include at least 1 Shaman, no less. If there is only 1 shamn in the army, he is automatically "Da Green Link", otherwise you get to decide which Shaman is "Da Green Link". Your opponent must be informed as to which Shaman this is. The Shaman gains no other special rules, other than those described under "General" under the Undead Rules description; but he does become a lot more important to the army...

*Undead Waaagh! Magic:

All Undead Orc or Goblin Shamen benefit from the same rules and penalties as described on page 27 of the Orc and Goblin army book. In addition, any Undead Orc unit of 15+, and/or Undead Goblin unit of 25+ does not add a power/dispell dice, but instead affords 1 Undead Shaman within 12" a further +1 to cast the following spells: Hand of Dust; Invocation of Nehek; and Hellish Vigour.
Undead Orc and Goblin Shamen use the following Waaagh Magic Chart rather than the one presented on page 28 of the Orc and Goblin Army Book:
D6 Roll  Spell
1  Invocation of Nehek
2  Gaze of Mork
3  Hand of Dust
4  Brain Busta
5  Hellish Vigour
6  Hand of Gork
Undead Orc and Goblin Great Shamen have access to Spells of the Big Waaagh! as usual, though they may only replace Mork Save Uz with Invocation of Nehek, rather than Gaze of Mork.

*Dogs of War:

Undead Orcs can take any Dogs of War Units available to Orc and Goblin armies. Additionaly, any units not available to Vampire Counts armies are also not available to Undead Orcs (such as the Cursed Company).

*Invocation of NeheK:

This spell can only be used on units with the rule "Undead". Units/Characters with 2 or more wounds on their starting profile can be healed in the usual manner, and more models can be added to the ranks of Skeleton/Zombie Orcs and/or Skeleton/Zombie Goblins. Normal Skeletons CAN NOT be created by this spell when cast by a Greenskin Shaman. The number of Undead rasied from the dead are as follow:
Big Wights: +D3 per Level of Spell
Skeleton Orcs: +D6 per level of spell
Zombie Orcs: +D6+1 per level of spell
Skelton Goblins: +D6+2 per level of spell
Zombie Goblins: +D6+4 per level of spell
Note: Cannot be used to create new units, only restore models to an existing unit. Also, the unit cannot be restored to higher than its starting unit size.
Top
Goofycabal
Posted: Apr 15 2006, 09:49 AM


Offical Welcome Admin, and Master of Chug an' Lug
Group Icon

Group: Admin
Posts: 6,745
Member No.: 65
Joined: 25-January 04



Overall Army Background:

QUOTE
Although Undead, the Hordes of Undead Orcs are very rarely rasied and commanded by a Necromancer or Vampire. The Shamen of various Greenskin tribes have, however, learnt some rudimentary Necromancy skills. Coupled with Waaagh energy, they have inadvertantly stumbled on a method of letting the Boyz keep on fighting, even after death.

The Waaagh energy generate by the Orcs and Goblins in these such tribes has become so infused within their very bones, that The Great Green simply keeps their dead bodies animated. By being linked to the Great Green through the tribal shamen this animation lasts forever, or untill the link is lost (through the death of the shaman, or the destruction of the Greenskin's earthly remains).

Most of these tribes do not consist of purely Undead Orcs, rather an odd blend of the two. "Old Dorg ain't been 'imself lately, but 'e can still crump 'em good". Most Greenskins within these tribes consider this unliving state to be a Blessing from Gork (or possibly Mork) to continue fighting and krumping until nothing of the Greenskin remains. To this end, a lot of these Greenskins throw themselves into combat with little regard for their own saftey, as they are sure they'll be up and fighting again tommorow if they die today.

If not kept in check, these Undead Hordes can soon swell, with the death of each Orc, there's always a living Orc there to take his place. Now, with the death of each Orc there's a living Orc AND an Undead one to join the ranks. Imperial Witch Hunters are regularly sent out to track down Undead Orc hordes and kill the shamen, but the number of such tribes is so unknown that this is not an easy task.



The ability to re-animate Dead Greenskins was never learnt through conventional methods, nor was it an intentional discovery. Many hundreds of years ago, an Orcish Waaagh! lead by Grog Lugnut was attacked by a small horde of Undead. Grog Was rampaging through Sylvania at the time, and had stumbled across the secret lair of a young Necromancer apprentice called Hammersmith who was bidding his time, waiting to overthrow his Master, and establish himself as a powerful ruler over the Hamlet of Morr. Hammersmith was outnumbered horribly, so the attack was one of desperation, as the Orcs had inadvertantly surrounded his lair and he had no other means of escape. Clutching his Grimoire Mortis to his chest, Hammersmith strode forward, his shambling servants forming up around him, and issued a challenge to Grog.

Grog was sure he'd defeat this fraile looking human, and stomped towards the Necromancer. Hammersmith mumbled under his breath as Grog drew close; his left hand starting to glow with un-natural light. As soon as Grog was toe-to-toe with Hammersmith, the Necromancer struck forth with his bale-fire-covered fist, connecting solidly with the large jaw of the Greenskin. With a bright flare, the Necromantic spell was unleashed, quickly disolving the flesh from Grog's bones. Before it got any worse, Grog flailed wildly with his choppa, slicing Hammersmith's head cleanly from his shoulders. Staggering away from the slain Necromancer, Grog was slowly wasting away, just like the crumbling Undead around him.

His weakend body was soon found by the Tribe's shamen who tried every Blessing of Gork and Mork that they knew, imbuing Grog with wave after wave of pure Waaagh! energy. This slowed the progression of the Necromantic curse, but this was still not enough. Within hours Grog was dead. As was tradition with this tribe, the body of a slain hero is laid out for every Greenskin to take a bite from in his honor. The same was done for Grog. This act of honoring the dead was to be the catalyst for the Greenskins' Undead affliction. Every Orc and Goblin that bit from Grog was now infected with the same curse. Mixed in with the strong doses of Waagh! energy; both from Shamen's Blessings and the adrenaline from the recent battle this Necromantic energy was not able to manifest itself as the wasting death that killed Grog, so long as the Greenskin's body was filled with Waagh! energy.

Over time, the tribe was divided and spread across the Old World. Various other tribes ended up taking in members of Waaagh! Lugnut, and the infection was spread. Since then, any infected Greenskin who falls in battle, or dies from natural causes soon raises from the dead, to continue fighting. As soon as the Waaagh! energy is drained from his bones, the Necromantic curse takes full effect, finally destroying the Greenskin. This is why the Shamen of the tribes are so important. The Great Green provides enough Waaagh! energy to the tribe so that each Greenskin warrior cannot truely be slain while the most powerful Shaman still lives.
Top
Goofycabal
Posted: Apr 15 2006, 09:58 AM


Offical Welcome Admin, and Master of Chug an' Lug
Group Icon

Group: Admin
Posts: 6,745
Member No.: 65
Joined: 25-January 04



And now idividual Unit Special Rules: (shoulda put this *after* the General Army Rules dry.gif)

QUOTE
Undead Orc Characters

*No Mounts:

Undead Orc characters are not permitted to ride Chariots nor Boars. They can ride Zombie Wyverns, however.

*Waaagh! Blades:

These weapons are infused with raw Waaagh! energy, much like the sort generated by Orc while alive. These weapons let out a small burst of powerful Waaagh! energy upon impact with enemy flesh, tearing apart armour and bone alike. Any weapon wielded by Undead Orcs armed with Waaagh! Blades will be Magical, and give the Undead Orc the Killing Blow special ability in Close Combat. In most cases this means that the Undead Orc will be armed with a Magical Choppa that causes Killing Blow. This rule does not extend to any Magic Weapons carried by Undead Orc Characters.

Zombie Orcs/Goblins

*Braindead:

This rule works exactly as outlined on page 26 of the Vampire Counts army book.

Zombie Goblins

*Fairly Weak:

Goblin Zombies aren't really all that versatile, and they have a tendancy to fall apart in combat (much like their living kin). Unlike their living counterparts, Zombie Goblins don't flee from combat, but they literally fall to pieces. If a Zombie Goblin unit is beaten in close combat, in addition to losing the normal number of wounds from Combat Resolution, an additional D6 Zombie Goblins are removed as casualties.

War Machine Skeletons

*Upgrade:

The crew of Spear Chukkas usually stick around after death to keep firing big bolts of pain and misery at their enemies. To this end, the Living Goblin crew of any Spear Chukka can be upgraded to Skeleton Goblins. The crew will be affected by all the rules that affect other Skeleton Goblins, but they cannot be joined by an Orc Bully. The Spear Chukka itself will not count as Undead.

Orc Husks

*Unliving:

While Orc Husks are a blend of Undeath and Orcs, they are not truly dead. Nor are they truly alive. Therefore, any rule which affects Undead units will not affect Orc Husks. In the same vein, any rule that affects Greenskins will not affect Orc Husks either. Aside from this, as Unliving troops, Orc Husks Cause Fear, and if beaten in close combat they will suffer wounds as outlined on page 25 of the Vampire Counts army book under 'Break Tests'.

*Impetuous:

Orc Husks are so eager to get to grips with their enemy that they tend to sprint as fast as they can. Very few men are able to outun a hungry Orc Husk. On the turn that Orc Husks declare a charge, they get to move a further +D3". Make this roll after declaring charges, but before measuring to check the charge distance. If the charge is failed, the unit does not move the additional D3", but will move 4" as per usual failed charges.

Deff Kult

*0-1 Choice:

The army can only ever include 1 Unit of Deff Kult warriors. It does not matter if this unit is comprised of Orcs, or if it is comprised of Goblins, there can only be 1 unit in total.

Ghoul-Orcs

*Unruly:

A unit of Ghoul-Orcs fights in a very loose mob, quickly pouncing on anything weak enough for them to kill easily. Ghoul-Orcs fight in Skirmish formation, and no characters can ever join the unit. Additionally, since they are so unruly, they may never use the General's Leadership, nor will they benefit from the Battle Standard bearer.

*Massive Teef:

The teeth on Ghoul-Orcs do not stop growing, and they must be filed short to keep them from becoming too much of a problem. Because of this, a lot of Ghoul-Orcs tend to file them really sharp, and use their Teef as weapons. In close combat a unit of Ghoul-Orcs can either opt to use their Teef OR their Choppa. They cannot use both. They cannot switch between using their Teef and their Choppa while already engaged; the use one or the other for the entire combat. Any wound inflicted by a Ghoul-Orc's Teef will cause D3 wounds rather than 1. Roll to see how many wounds are caused *after* all saves have been taken.
Top
DealsFor.me - The best sales, coupons, and discounts for you

Topic OptionsPages: (3) [1] 2 3 



Hosted for free by InvisionFree* (Terms of Use: Updated 2/10/2010) | Powered by Invision Power Board v1.3 Final © 2003 IPS, Inc.
Page creation time: 0.1834 seconds | Archive