Post by KevinC on May 28, 2016 16:03:45 GMT
Hey all, these are the first draft rules for a host of new Orcs & Goblins units from GW's new ranges.
Please let me know what you think and how they performed in your games. Thanks!
Orc Slaughter Boyz Points/model: 40
Any Orcs & Goblins army may include units of Slaughter Boyz. Their points cost count towards the army’s Special unit allowance.
Orc Slaughter Boy M:4 WS:4 BS:3 S:4 T:4 W:3 I:2 A:3 LD:7
Orc Slaughter Boy Boss M:4 WS:5 BS:3 S:4 T:4 W:3 I:2 A:4 LD:8
Troop Type: Infantry, 40mm square base.
Unit Size: 5+
Equipment: A huge array of weapons and heavy armour.
Options:
• Upgrade one Orc Slaughter Boy to a Musician for +10 pts.
• Upgrade one Orc Slaughter Boy to a Standard Bearer for +10 pts.
- May carry a magic standard worth up to 50 pts.
• Promote one Orc Slaughter Boy to an Orc Slaughter Boy Boss for +15 pts.
- May be equipped with a Killin’ Klaw for +20 pts.
Special Rules: Animosity, Choppas, Size Matters, Armed to da Teef, Stubborn.
Killin’ Klaw [Equipment]
An Orc Slaughter Boy Boss armed with a Killin’ Klaw may nominate one of his Attacks to have the Heroic Killing Blow special rule. This attack must be nominated before rolling for any of his attacks and must be rolled separately. A Killin’ Klaw attack may not be used in conjunction with a great weapon.
Orc Grunta Boyz Points/model: 80
Any Orcs & Goblins army may include units of Orc Grunta boyz. Their points cost count towards the army’s Rare unit allowance.
Orc Grunta Boyz M:4 WS:4 BS:3 S:4 T:4 W:3 I:2 A:3 LD:7
Orc Grunta Boy Boss M:4 WS:5 BS:3 S:4 T:4 W:3 I:2 A:4 LD:7
Big Grunta M:7 WS:3 BS:0 S:5 T:4 W:3 I:3 A:3 LD:4
Troop Type: Monstrous Cavalry.
Unit Size: 3+
Equipment: Great weapons and heavy armour.
Options:
• Upgrade one Orc Grunta Boyz to a Musician for +10 pts.
• Upgrade one Orc Grunta Boyz to a Standard Bearer for +10 pts.
- May carry a magic standard worth up to 50 pts.
• Promote one Orc Grunta Boy to an Orc Grunta Boy Boss for +15 pts.
Special Rules: Animosity, Choppas (Orc Grunta Boy/Boss only), Size Matters, Thick Skinned, Tusker Charge (Grunta only), Fear, Impact Hits (D3).
Boss Wyvern Points/model: 270
Any Orc, Black Orc, or Savage Orc character that has the option of choosing a Wyvern as a mount, may instead choose to ride a Boss Wyvern for +270 points.
Boss Wyvern M:4 WS:5 BS:0 S:6 T:6 W:7 I:2 A:4 LD:6
Troop Type: Monster.
Special Rules: Large Target, Terror, Scaly Skin (3+), Hover.
Vast Bulk: Such is the massive, scaly bulk of a Boss Wyvern that their Thunderstomp inflicts 2D6 hits, instead of 1D6. In additional, a rider atop a Boss Wyvern receives an armour save bonus of +2 rather than the usual +1 for a monster mount.
Gordrakk, the Fist of Gork
Gordrakk M:4 WS:7 BS:1 S:5 T:5 W:4 I:4 A:5 LD:9
Boss Wyvern M:4 WS:5 BS:0 S:6 T:6 W:7 I:2 A:4 LD:6
Gordrakk, the Fist of Gork may be included in any Orcs & Goblins army. His points cost counts against the army’s Lords allowance.
Points: 575.
Troop Type: Infantry (Special Character, Orc).
Mounted on a Boss Wyvern (Monster).
Equipment: Smasha and Kunnin’, and Gordrakk’s Flashy Armour.
Special Rules: Choppa, Immune to Psychology, Waaagh!, Devastating Charge, Stubborn.
Warlord of the Next Great Waaagh!: All units of Orcs (of any kind) within 6” of Gordrakk gain the Devastating Charge special rule. Additionally, if Gordrakk is included in your army then he must be the army General.
Smasha and Kunnin’ (Magic weapon): It was Gordrakk who found the fabled Worldchoppa, a massive axe said to have been wielded by Gork (or Mork) himself in an antediluvian age when the gods fought to shape the world. Gordrakk broke the choppa in two, simply to prove that he could, and now wields the twin axes of destruction, Smasha and Kunnin’, to cut down any foe who dares bar his path.
Paired weapons. Smasha and Kunnin’ increase their wielder’s Strength characteristic to 9.
Gordrakk’s Flashy Armour (Magic armour): Gordrakk wears a massive suit of armour, which he has painted in bright, flashy colors and is ever adding a fresh coat paint (or blood). The Orc Shamans claim that the flashy painted armour attracts the attention of Gork (or Mork) himself, though Gordrakk asserts he merely wants to ensure his enemies can find him in battle – after all, it’s hard to miss a huge Orc in flashy yellow armour!
Heavy armour. Gordrakk’s Flashy Armour adds +1 Wound to his profile, for a total of 5 Wounds. In addition, whenever Gordrakk suffers a hit in the Shooting phase, roll a D6. On the result of a 3+ the hit is discounted as Gork’s (or Mork’s) open fist smacks the feeble missile aside.
Please let me know what you think and how they performed in your games. Thanks!
Orc Slaughter Boyz Points/model: 40
Any Orcs & Goblins army may include units of Slaughter Boyz. Their points cost count towards the army’s Special unit allowance.
Orc Slaughter Boy M:4 WS:4 BS:3 S:4 T:4 W:3 I:2 A:3 LD:7
Orc Slaughter Boy Boss M:4 WS:5 BS:3 S:4 T:4 W:3 I:2 A:4 LD:8
Troop Type: Infantry, 40mm square base.
Unit Size: 5+
Equipment: A huge array of weapons and heavy armour.
Options:
• Upgrade one Orc Slaughter Boy to a Musician for +10 pts.
• Upgrade one Orc Slaughter Boy to a Standard Bearer for +10 pts.
- May carry a magic standard worth up to 50 pts.
• Promote one Orc Slaughter Boy to an Orc Slaughter Boy Boss for +15 pts.
- May be equipped with a Killin’ Klaw for +20 pts.
Special Rules: Animosity, Choppas, Size Matters, Armed to da Teef, Stubborn.
Killin’ Klaw [Equipment]
An Orc Slaughter Boy Boss armed with a Killin’ Klaw may nominate one of his Attacks to have the Heroic Killing Blow special rule. This attack must be nominated before rolling for any of his attacks and must be rolled separately. A Killin’ Klaw attack may not be used in conjunction with a great weapon.
Orc Grunta Boyz Points/model: 80
Any Orcs & Goblins army may include units of Orc Grunta boyz. Their points cost count towards the army’s Rare unit allowance.
Orc Grunta Boyz M:4 WS:4 BS:3 S:4 T:4 W:3 I:2 A:3 LD:7
Orc Grunta Boy Boss M:4 WS:5 BS:3 S:4 T:4 W:3 I:2 A:4 LD:7
Big Grunta M:7 WS:3 BS:0 S:5 T:4 W:3 I:3 A:3 LD:4
Troop Type: Monstrous Cavalry.
Unit Size: 3+
Equipment: Great weapons and heavy armour.
Options:
• Upgrade one Orc Grunta Boyz to a Musician for +10 pts.
• Upgrade one Orc Grunta Boyz to a Standard Bearer for +10 pts.
- May carry a magic standard worth up to 50 pts.
• Promote one Orc Grunta Boy to an Orc Grunta Boy Boss for +15 pts.
Special Rules: Animosity, Choppas (Orc Grunta Boy/Boss only), Size Matters, Thick Skinned, Tusker Charge (Grunta only), Fear, Impact Hits (D3).
Boss Wyvern Points/model: 270
Any Orc, Black Orc, or Savage Orc character that has the option of choosing a Wyvern as a mount, may instead choose to ride a Boss Wyvern for +270 points.
Boss Wyvern M:4 WS:5 BS:0 S:6 T:6 W:7 I:2 A:4 LD:6
Troop Type: Monster.
Special Rules: Large Target, Terror, Scaly Skin (3+), Hover.
Vast Bulk: Such is the massive, scaly bulk of a Boss Wyvern that their Thunderstomp inflicts 2D6 hits, instead of 1D6. In additional, a rider atop a Boss Wyvern receives an armour save bonus of +2 rather than the usual +1 for a monster mount.
Gordrakk, the Fist of Gork
Gordrakk M:4 WS:7 BS:1 S:5 T:5 W:4 I:4 A:5 LD:9
Boss Wyvern M:4 WS:5 BS:0 S:6 T:6 W:7 I:2 A:4 LD:6
Gordrakk, the Fist of Gork may be included in any Orcs & Goblins army. His points cost counts against the army’s Lords allowance.
Points: 575.
Troop Type: Infantry (Special Character, Orc).
Mounted on a Boss Wyvern (Monster).
Equipment: Smasha and Kunnin’, and Gordrakk’s Flashy Armour.
Special Rules: Choppa, Immune to Psychology, Waaagh!, Devastating Charge, Stubborn.
Warlord of the Next Great Waaagh!: All units of Orcs (of any kind) within 6” of Gordrakk gain the Devastating Charge special rule. Additionally, if Gordrakk is included in your army then he must be the army General.
Smasha and Kunnin’ (Magic weapon): It was Gordrakk who found the fabled Worldchoppa, a massive axe said to have been wielded by Gork (or Mork) himself in an antediluvian age when the gods fought to shape the world. Gordrakk broke the choppa in two, simply to prove that he could, and now wields the twin axes of destruction, Smasha and Kunnin’, to cut down any foe who dares bar his path.
Paired weapons. Smasha and Kunnin’ increase their wielder’s Strength characteristic to 9.
Gordrakk’s Flashy Armour (Magic armour): Gordrakk wears a massive suit of armour, which he has painted in bright, flashy colors and is ever adding a fresh coat paint (or blood). The Orc Shamans claim that the flashy painted armour attracts the attention of Gork (or Mork) himself, though Gordrakk asserts he merely wants to ensure his enemies can find him in battle – after all, it’s hard to miss a huge Orc in flashy yellow armour!
Heavy armour. Gordrakk’s Flashy Armour adds +1 Wound to his profile, for a total of 5 Wounds. In addition, whenever Gordrakk suffers a hit in the Shooting phase, roll a D6. On the result of a 3+ the hit is discounted as Gork’s (or Mork’s) open fist smacks the feeble missile aside.