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Online wissenlander

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Treachery and Greed

By wissenlander; with help from fauthsie, Draig, Viera, Warlord, Warhammerlord_Soth, Mogsam, Gneisenau and Aldaris.

Greenskin Raiders army list

The following army list is designed to represent the various greenskin tribes that inhabit the Badlands and surrounding areas during the Treachery and Greed campaign. 


General rules

This list is not required to play in the campaign. Players may use standard lists instead. However, using a special list provides bonus points during the campaign.

Some of the rules and units used in this list may be found in the Orcs and Goblins or Ogre Kingdoms army books.

Capturing Standards
Captured standards are only worth 50 victory points. The Battle Standard is still worth 100.

Skirmishers and Fast Cavalry
Skirmishing units and Fast Cavalry never count towards the required minimum number of core units for an army. Skirmishing units may never have champions, standards or musicians.

Champions, Standards and Musicians
Any unit, other than skirmishing units, may have a champion, standard bearer and/or musician. It costs 5 points to upgrade a model to a musician or champion and 10 points to a standard bearer. This overrides any costs given in the original army lists.

Unless stated otherwise, champions gain +1A, except in units armed with missile weapons where they instead gain +1BS.

Army Special Rules
Animosity, Waaagh! and Size Matters still apply (ogres are the equivalent of trolls in the Size Matters chart).  Consult the Orcs and Goblins army book.

Ogre Overlords
Any greenskin army loses its Waaagh! army special rule if lead by an ogre.

Greenskin Raider Skills

Warlord's commanding a Waaagh! are fearsome in battle and have much practice in keeping the rank and file in line.

Any character with the ' skillz' special rule may buy one combat skill at the listed points cost. Also, the Army General may buy one command skill (even if he is a shaman lord or shaman) on top of a combat skill. 

Skills do not count towards the magic item allowance of characters.

If a character wishes to buy a skill that another character in the army already has, then the skill will cost twice the normal amount for that character.

Should two or more characters join the same unit, only one of the characters' combat skills will function. Choose which one (you may change which combat skill is in effect any time a new character joins the unit, or a character leaves).


Command skills

Intimidator: The general quells all animosity within his 12" leadership arc.  This only applies to models that are the same size or smaller.  40 points

Rally da runtz: During the rally phase, once per game, the army general may automatically rally a fleeing unit that is in line of sight.  That unit may act normally that turn (i.e. move, fire ranged weapons, etc.). This only applies to models that are the same size or smaller.  20 Points

Da Kunning Git (goblins/hill goblins only):  After terrain has been placed and before the armies are set up, the general may move any one terrain piece in any direction up to 1D6 +1 inches. 15 points

Combat skills
Stand'n fight:  All leadership taken by this character and a unit he is in are taken on 3D6 (discarding the highest number rolled). This has no effect on other units if he is the army general. 55 Points

Da Scary Type: The character and the unit he joins causes fear. 50 points.

Da Shoosty 'un:  The character and any unit he joins gains +1BS.  40 points.

Kunnin Swordz Men:  The character and any unit he joins gains  +1 WS +1 I. 35 points

'irty fightin (goblins/hill goblins only):  In the first round of combat, goblins can throw nets as per night goblin netter rules. If fighting Pikes, the pikemen have -1 to WS due to their pike being tangled in the nets. 25 points
Ya don’t scarez me!: The character and any unit he joins ignores fear or terror causing when charging into combat. 25 points

Sharp Choppaz (Orcs Only): The character and any unit he joins has  armor piecing weapons in close combat. If the character and any unit he joins already have armor piercing then this special rule is negated as it does not stack. 20 points

Waaagh! (greenskins only):  The character and any unit he joins gains an extra inch when marching or charging. 15 points
 
Greenskin Raider armory

Hill Goblin Pike

Hill goblins have tried to adapt to the successful methods used by the various city states in Tilea.

Rules:  as pike, but fights in 3 ranks.  If a unit fails an animosity check whilst wielding a hill goblin pike and enters into combat the same turn (charged, magical movements, etc.) they lose the ability to use their pikes as this reflects the inability to keep order in the ranks.

Looted handgun

Constant contact with pirate groups who make use of black powder weaponry has lead Badlands greenskins to find such weapons after a battle.  Lacking the sophistication for repair and maintenance the weapons are just as dangerous to their new owners.

Rules:  range 24”, S4, armor-piercing, backfire. 

-Backfire:  for each 1 that is rolled by a model (when rolling to hit) firing a looted handgun the model then suffers a single strength 4 armor piercing hit.

Cutlass

The cutlass serves as the preferred hand weapon of pirate orcs.  It is lighter than a standard choppa which allows for greater quickness and ease in finding weak points in armor.

Rules:  +1 I, -1 to enemy armor save

Magic  

Spells List: use the rules from the Orcs and Goblins army book.

Common Magic Items

Use the point values given in the Orcs and Goblins army book.

Greenskin Raider Magic Items

- Magic Weapons

Waaagh! Blade

This large blade was blessed by a succession of shamans of the Blistering Eye tribe.  Their mix of incantations has made a powerful weapon.

Rules:  the bearer gains an extra attack for every friendly greenskin unit strength 5+ unit that is within 12”.  No character may exceed 10 attacks in total.  100 points.

Massive Club

The spirit of the Great Maw powers the weapons of ogre tyrants deemed worthy.

Rules:  great Weapon. May forfeit all normal attacks and make 1 attack at S10 causing D6 Wounds.  60 Points.

Gorbad’s Axe

One of the many items from Gorbad Ironclaw’s trophy pile. 

Rules:  no armor saves allowed.  50 points.

Supa Pike (hill goblin only)

This weapon was looted in battle from a fallen dwarf warlord.  The mix of runes makes it a potent weapon as well as a shiny trophy.

Rules: hill goblin pike.  Grants the bearer +2 S in close combat whilst using the weapon.  40 points.

Da Def Blo’ Cleva

Used by Warlord Hugla Grimsnack who was renowned for his quick and merciless killing style, which is saying something for an orc!

Rules: killing blow on a 5+. 45 points.

Malice Mace

A particularly nasty lesser demon has been trapped within the confines of the mace.  It will unleash its anger whenever it sees fit.

Rules: gives the bearer +1 WS, +1 I + 1S in close combat.  If the bearer fails to wound before armor saves are taken, he takes a single S4 hit. 25 points.

Assassin’s Claw (goblins only (not hill goblins))

By pure coincidence, a skaven assassination attempt was foiled and the goblin boss of the appropriately named Luky Gits tribe took the assasin’s weapon as his prize.

Rules:  +3 I, poisoned attacks.  20 points.

Fist o’ Rage  

A set of brass knuckles that bears the image of Khorne upon it.

Rules:  +1 attack.  Gives the bearer frenzy.  20 points.

Kaptain’s Kutlass

Every sea captain needs a trusty weapon.  Many will have them blessed by oracles to enhance their fighting prowess.

Rules:  bearer gains +2I.  Also allows the bearer to treat water terrain as normal terrain.  15 points.


-Armor

Good Luck Shield

The shield was the status symbol of the Luky Git tribe for years, until one fateful day when lightning struck the tribe’s camp dozens of times.

Rules:  5+ save.  Bearer ignores first wound suffered in close combat.  30 points.


Defl’ctun Armor

This particular set of armor is so shiny that it deflects attacks to the detriment of those around. 

Rules:  light armor that grants the wearer a 4+ ward save.   If the character wearing the armor is apart of a unit, each saved wound using this armor kills a member of said unit. May be combined with other armor.  35 points.


Bartuck’s Heaviest of Heavy Armor

It has always been just heavy armor, but Bartuck believed in things that were often proven untrue.  This passes along to the wearer, and their belief and trust in the armor is enough to see them through the toughest of times.

Rules: Counts as heavy armor, re-rollable save. May be combined with other armor.  30 points.

Tilean Gut Plate (Ogres Only)

The visage of the Goddess Myrmidia can be seen upon the former shield.  

Rules:  counts as a gut plate and can be combined with other armor as normal, provides a 5+ Armor Save and +1 Strength to bull charge impact hits made by this character.  30 points.

Rock Armor

An entire suit of armor made of rock from the long dead lands of Khemri.

Rules:  2+ save unmodified.  25 points.

Armor of da Riva Troll

It took many goblins to skin the hide of a troll, but it is now a suit of armor da Boss would be proud to wear!

Rules:  Counts as heavy armor.  Any attacks directed at the wearer have a -1 to hit modifier.  Wearer suffers from stupidity.  May be combined with other armor as normal.  20 points


-Talismans

Cunningly Brutal Trinket

Forged by the crafty mind of a goblin shaman, this artifact gives the wearer much protection from harm.

Rules: 5+ ward save.  +2 MR.  50 points.

Da Shiney Mirror (Hill Goblin Only)

Hill goblin tricksyness and spite has made a shiny mirror a coveted and useful tool on the battlefield.

Rules:  at the beginning of the player’s shooting phase, select an enemy unit that is in line of sight of the character wielding the mirror (not the unit he may be in). All ranged attacks made by the targeted unit are resolved at an additional -1 to hit; artillery can only fire on a D6 roll of 3+. If the target unit is charging they receive -1 WS for their first round of combat. This effect lasts until the beginning of the player’s next shooting phase.  50 points


Troll Eye Talisman

An effigy of an eye smeared with troll’s blood.  Regenerative abilities of trolls are coveted by greenskins, especially goblins.  Whenever one falls in battle shamans set upon the remains with great care to extract the valuable yet poisonous blood.

Rules:  provides a 5+ regeneration save. If the bearer is wounded by a flaming attack this ability is lost. 35 Points

The Green Amulet

Consecrated by Gork (or Mork) himself!

Rules:  +1 MR.  15 points.



-Enchanted

Boom Stik

A curved and mangled stick that contains a wyrdstone gem.  A loud thundering bolt of energy launches itself from the Boom Stick and causes great harm to any in its path.

Rules:  bound spell, power level 4. Range 18”, line of sight required, magic missile.  Any model within the path takes a S4 no armor save hit.  May not cast into combat.  60 points.

Morgak's Cloak

A wolf pelt that once belonged to Morgak Spelcrusha.  It has been stolen by one shaman from another for many years.  Morgak is still on the lookout for the current owner.

Rules: one use only. The bearer can reflect a single spell that is successfully cast on the bearer or a unit he is in. The spell then immediately effects the caster and any unit that he is in, unless your opponent wishes to use his own power dice or a dispel scroll to dispel the spell. Note this ability only affects spells that are directly cast on the bearer or his unit and has no effect on spells that damage the unit through area of effect or other means. 50 Points

Da Boss ‘at

A ‘crown’ that shows the importance of the individual in question, even if it is only to himself.  The status symbol and the enchantments that surround it are broken immediately upon failure.

Rules:  gives the bearer +1 Ld.  The first time a Ld test is failed, this item is immediately destroyed and the character takes a S5 no armor save hit.  25 points.

Quick Runna bootz (models on foot only, Goblins/Hill goblins only)

A goblin needs to be fleet of foot to survive.  With the help of the wolf hide bootz it makes the prospect all the more likely.

Rules:  Model’s movement is increased to 8”.  The wearer may never join a unit. 20 Points

Ugrug’s Spittle

An orc with the strength and toughness of Gork and Mork combined, Ugrug’s terrifying reign ended abruptly with his tribe’s defeat at the gates of Remas.  Before fleeing the field, some of his followers gathered his spittle in a vial and believe it to give them great characteristic increases for a short time.

Rules:  one use only.  At any point during its own magic phase, the model may use Ugrug’s Spittle.  It increases the characters stats by +1S and +1T for a full turn, ending at the beginning of the players next magic phase.  20 points.


-Arcane

Margob’s Sappa

A rather reluctant shaman, Margob was always worried more about keeping magic at bay than embracing it.  His greatest achievement was crafting a stone that increased his potential to do so.

Rules:  Player can choose to activate Margob’s Sappa at the beginning of his magic phase.  Once activated it lasts from the beginning of the player’s magic phase until the beginning of their next magic phase.  All wizards (except for the wizard himself) within 10" of the bearer may not cast any spells. Any bound spells activated within this radius are automatically dispelled and any remain in play spells are removed. Spells may be cast outside the area of this item on to units within the item but any lingering effects (e.g. Remain in Play) are automatically dispelled.   Any unit that is even partially inside of the ‘Sappa’ bubble, including the shaman himself, receives MR 2.  100 points.

Waaagh Dance! (goblins/hill goblins only)

Goblin tribes have long had traditions of war dancing in an attempt to invoke the spirit of Mork and Gork.   The dance of the shaman inspires the goblins and hill goblins of the army to rush forward in an effort to show their bigger cousins what for.  

Rules:  bound spell, power level 3.  No range restriction, line of sight required.  Nominate a single goblin unit.  If successfully cast, roll a D6 and move the unit that many inches.  If the movement happens to take a goblinoid unit into contact with an enemy it counts as a charge.  45 points.

Toof Amulet

Constructed by a blind shaman, the amulet contains teeth collected from other wizards, mages and shamans.  The combined force of latent magical powers gives the bearer extra magic defense.

Rules: adds +1 dispel dice to the pool.  25 points.

Knowledge of Mork (or Gork)

There are many items that contain messages from the gods.  Particularly favored shamans may read the script left by the twin gods (or maybe just one) and they then are bestowed with the capacity of increased knowledge.  If they can handle it.

Rules: the Shaman knows an additional spell than is normal for his level.  At the start of the game roll a D6.   On a roll of 1, the shaman suffers a single S4 hit with no saves of any kind. 15 points


-Banners


Princez Banner

Once a standard of a Tilean merchant prince, the banner now is a grisly reminder of what can happen if the city-states let their guard down.

Rules:  banner generates +D3 to combat resolution.  All mercenary armies hate this unit. 65 points

Groby Banner (goblins/hill goblins only)

Though crude in design, these banners or totems generally have stick figure caricatures that show great feats done in battles past.  It is not often that a goblin will stand his ground heroically, so when it happens a banner is surely to be made in their honor!

Rules: makes unit stubborn.  45 points.

Blood Banner

A banner with many grisly and grotesque trophies from past conquests.  This standard channels the slaughter from those past victories into the unit each new battle.

Rules:  banner grants frenzy to the unit it is in. 40 points

Da Big Big ‘uns Banner (Ogres only)

Ogres have their own banners they often bring to battle.  These usually display the crude symbol of the Great Maw and are seen as its avatar upon the battlefield.

Rules:  when charging, the unit always counts as bull charging regardless of distance moved. If the Ogre unit has a greater Unit Strength then the unit it is charging, each Ogre causes 2 impact hits on the charge. 40 points

Banner of Gork 

Particularly favored units carry the favor of the gods and their protection is manifested in otherworldly ways.

Rules: confers a 6+ ward save to the unit. 30 points.


Badlands Totem

Many battles with Tilean soldiers have lead the greenskins of the Badlands to fear the vast pike formations.  Whenever possible, banners warding off the effects of the ‘rilly long spears’ are carried onto the battlefield.

Rules: removes always strikes first from pikes. 20 points

Banner of Mork

Sometimes the gods, in their infinite wisdom, would prefer the gits to fight the other guy for a change.

Rules:  unit ignores its first failed animosity roll of the game.  10 points.
« Last Edit: April 13, 2010, 07:33:44 AM by wissenlander »
With this trend continuing, in two years, W-E members will drive from all over the world to Virginia just to deliver wissenlander his lunch...

Online wissenlander

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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #1 on: February 08, 2010, 03:52:25 PM »
The army List

Lords

Black Orc Warboss

As Orcs and Goblins army book with the following exceptions:  may have a crossbow (+8 points) or a pistol (+8 points).  May choose up to 100 points of magic items from the Common and Greenskin Raider magic item lists.   Added special rule: skillz.  May take a Giant Boar as a monster mount (+50 points) if he is the general.

-Giant Boar:

These beasts are even more loathsome than their smaller cousins and are a rare site.  To possess one as a mount is a great display of power and prestige.   

M7 WS4 BS0 S4 T4 W3 A3 Ld4

Special rules: Tusker charge, thick skin, monster mount (50x50 base)

Orc Warboss

As Orcs and Goblins army book with the following exceptions:  may have a looted handgun (+ 8 points), crossbow (+8 points) or a pistol (+8 points).  May have heavy armor (+4 points).  May choose up to 100 points of magic items from the Common and Greenskin Raider magic item lists.  Added special rule: skillz.  May take a Giant Boar as a monster mount (+50 points) if he is the general.

Orc Great Shaman

As Orcs and Goblins army book with the following exceptions:  May choose up to 100 points of magic items from the Common and Greenskin Raider magic item lists.  May take a Giant Boar as a monster mount (+50 points) if he is the general.

Hill Goblin Warboss: 80 points

Commonly referred to as Half-Orcs by Tileans, these creatures are as sneaky as their slightly smaller cousins.

M4 WS6 BS4 S4 T4 W3 I4 A3 Ld7

Equipment: Hand weapon

Equipment Options: May have a great weapon (+4 points) or an additional hand weapon (+4 points) if not mounted.  May also have a pistol (+8 points).  If mounted may instead choose a spear (+2 points).

May wear light armor (+2 points) or heavy armor (+4 points) and/or a shield (+2 points).

May ride a wolf (+18 points).

May choose up to 100 points of magic items from the Common and Greenskin Raider magic item lists.

Special Rules: Animosity, Waaagh!, Size Matters, Fears Elves, skillz

Goblin Warboss

As Orcs and Goblins army book with the following exceptions:  may have a pistol (+8 points).  May choose up to 100 points of magic items from the Common and Greenskin Raider magic item lists.   May not take spiders as mount option.  Added special rule: skillz. 

Goblin Great Shaman

As Orcs and goblins army book with the following exceptions: May choose up to 100 points of magic items from the Common and Greenskin Raider magic item lists.

Ogre Warlord: 200 points.

The direct tactics and martial prowess of ogres make them a perfect match for any Waaagh!.

M6 WS6 BS4 S5 T5 W5 I4 A5 Ld9

Equipment: hand weapon, light armor.

Options: May have heavy armor (+6 points). May have a great weapon (+14 points), Cathayan Longsword (+10 points) or an additional hand weapon (+6 points). . May also have a brace of handguns (+12 points).

May choose up to 100 points of magic items from the Common and Greenskin Raider magic item lists.

Special rules: cause fear, bull charge, personal retinue.

-Personal retinue: if an army includes at least one Ogre Warlord, all units of Ogre Mercenaries count as core choices.


Heroes

Black Orc Big Boss

As Orcs and Goblins army book with the following exceptions:  may have a crossbow (+8 points) or a pistol (+8 points).  May choose up to 50 points of magic items from the Common and Greenskin Raider magic item lists.  Added special rule: skillz. 

Orc Big Boss

As Orcs and Goblins army book with the following exceptions:  may have a looted handgun (+ 8 points), crossbow (+8 points) or a pistol (+8 points).  May have heavy armor (+4 points).  May choose up to 50 points of magic items from the Common and Greenskin Raider magic item lists.  Added special rule: skillz. 

Orc Shaman
As Orcs and Goblins army book with the following exception:  May choose up to 50 points of magic items from the Common and Greenskin Raider magic item lists.

Hill Goblin Big Boss: 45 points

Commonly referred to as Half-Orcs by Tileans, these creatures are as sneaky as their slightly smaller cousins.

M4 WS5 BS3 S4 T4 W2 I3 A3 Ld7

Equipment: Hand weapon

Equipment Options: May have a great weapon (+4 points) or an additional hand weapon (+4 points) if not mounted.  May also have a pistol (+8 points).  If mounted may instead choose a spear (+2 points).

May wear light armor (+2 points) or heavy armor (+4 points) and/or a shield (+2 points).

May ride a wolf (+10 points).

May choose up to 50 points of magic items from the Common and Greenskin Raider magic item lists.

Special Rules: Animosity, Waaagh!, Size Matters, Fears Elves, skillz

Goblin Big Boss

As Orcs and Goblins army book with the following exceptions:  may have a pistol (+8 points).  May choose up to 50 points of magic items from the Common and Greenskin Raider magic item lists.     May not take spiders as a mount option.  Added special rule: skillz. 

0-1 Goblin Big Boss may scout for + 15 points. He may not have any non-magical equipment other than light armor, a shield, and a missile weapon, and may not have a mount.  He may not have magical armor, and may not be upgraded to the Battle Standard Bearer.

Goblin Shaman

As Orcs and goblins army book with the following exceptions: May choose up to 50 point of magic items from the Common and Greenskin Raider magic item lists.

Ogre Captain: 140 points.

Leading from the front allows you to get along fairly well with orcs.

M6 WS5 BS3 S5 T5 W4 I3 A4 Ld8

Equipment: hand weapon, light armor.

Options: May have heavy armor (+4 points). May have a great weapon (+8 points) Cathayan Longsword (+8 points) or an additional hand weapon (+6 points). . May also have a brace of handguns (+12 points).

May choose up to 50 points of magic items from the Common and Greenskin Raider magic item lists.

Special rules: cause fear, bull charge, skillz

The Battle Standard:  any one hero who is not the general or a shaman may carry the Battle Standard for +25 points. They may choose other equipment and upgrades as normal, though they may not use the 'scout' rule if they have it. If they carry no other magic items, the Battle Standard may be a magic standard chosen from the Common or Greenskin Raider magic items list, with no maximum points cost.

Core

Orc boyz/Big ‘Uns:  use the rules from the Orcs and Goblins army book.

Piratz:  9 points

Many pirate orcs ply the Tilean Sea.  Whenever the promise of loot is great enough they will lend their services to their lan’ lubbin’ cousins.

M4 WS3 BS3 S3 T4 I2 W1 A1 Ld7

Unit Size: 7 - 15

Equipment: Cutlass, pistol

Equipment Options:  May have light armor (+1 point per model.) and/or a shield (+1 point per model).  One unit may scout (+2 points per model).

Special Rules:  Skirmishers, Animosity, Waaagh!, Size Matters

Goblins: 3 points

Shrewd and cowardly: qualities that lead to a longer life.

M4 WS2 BS3 S3 T3 I3 W1 A1 Ld6

Unit size: 20+

Equipment:  Hand weapon, light armor

Equipment Options:  May take a spear (+0.5 point per model) or a short bow (+0.5 point per model.  May take a shield (+0.5 point per model).  If equipped with short bows, a single unit can be upgraded to skirmishing scouts (+4 points per model) at a minimum size unit of 10 and a maximum unit size of 20.

Special Rules: Animosity, Waaagh!, Size Matters, Fear Elves

Bolter Boyz: 9 points

Not to be outdone by Tileans, the local greenskins have taken to looting crossbows and handguns from the fallen.  Bows and the like are relegated to the goblins.

M4 WS3 BS3 S3 T4 I2 W1 A1 Ld7

Unit size: 10+

Equipment: Crossbow, hand weapon

Equipment Options:  May take light armor (+1 point per model).  One unit may exchange their crossbows for Looted Handguns at no cost.

Special Rules: Animosity, Waaagh!, Size Matters
 
Goblin Wolf Riders: use the rules from the Orcs and Goblins army book.

Hill-Goblins: 4 points

Normally found in the Badlands and offten referred to as Half-Orcs, these goblinoids are larger than standard goblins but still smaller than the average Orc.  Despite their increased size hill goblins have displayed the cunning, ruthlessness and ingenuity of their smaller cousins, with local tribes having taken an interest in Tilean tactics.

M4 WS3 BS3 S3 T3 I3 W1 A1 Ld6

Unit size: 20+

Equipment: Hand weapon, light armor

Equipment options: May take a hill goblin pike (+2 points) or an additional hand weapon (+2 points per).  May take heavy armor (+2 points) and or/a shield (+1 point).

Special Rules: Animosity, Waaagh!, Size Matters, Fear Elves


Boar Boyz: 18 points

Use the rules from the Orcs and Goblins army book with the following exceptions: 18 points per model.  If upgraded to Big ‘uns they then become a special option.

Snotlings: use the rules from the Orcs and Goblins army book

Special

Black Orcs: use the rules from the Orcs and Goblins army book

Spear Chuka: use the rules from the Orcs and Goblins army book

Rock Lobba: use the rules from the Orcs and Goblins army book

Boar Chariot: use the rules from the Orcs and Goblins army book

Wolf Chariot: use the rules from the Orcs and Goblins army book


Ogre Mercenaries: 35 points per model.

A little more muscle never goes unused in a Waaagh!.

M6 WS3 BS2 S4 T4 W3 I2 A3 Ld7

Unit size: 3+

Equipment: hand weapon, light armor.

Options: May have heavy armor (+2 points). May have great weapons (+4 points) or additional hand weapons (+3 points) or pikes (+8 points) or shields (+2 points) or a brace of handguns (+8 points).

One unit may have a magic banner costing up to 50 points, chosen from the Common or [Mercenary] magic item lists.

Special rules: cause fear, bull charge.

Leadbelchers: use the rules from the Ogre Kingdoms army book.


Rare

Giant: use the rules from the Orcs and Goblins army book.

Troll: use the rules from the Orcs and Goblins army book.

Maneaters: use the rules from the Ogre Kingdoms army book.

Black Orc Boar Boyz: 34 points

Black Orcs are typically not fond of riding boars. Those few that are have been considered as some of the most dangerous cavalry in the known world.

M4 WS4 BS3 S4 T4 I2 A1 Ld8

(Boar: M7 WS3 BS0 S3 T3 I3 A1 Ld3)

Unit size: 5+

Equipment: Choppa, great weapon, spear, heavy armor and shield                       

Special Rules:  One unit of Black Orc Boar Boyz may select a magical standard with a maximum value of 50 points.

-Da Biggest an Bad`est Riderz: If a unit of Black Orc Boar Boyz charges more then half of their charge distance each model in the front rank deals a single S4 impact hit. Only other Black Orcs character are allowed to join a unit of Black Orc Boar Boyz

Cannon: 85 points

A prized possession of any warlord, cannons that make their way into the hands of a greenskin general find themselves not long of this world.

M0 WS0 BS0 S0 T6 W3 I0 Ld0

Crew: 3 hill goblins.

Options:  May add up to two additional hill goblin crew members (+5 points).

Misfire chart: 1-3 Explosion, 4-5 jam, 6 dud


« Last Edit: March 01, 2010, 08:01:20 AM by wissenlander »
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Offline Mathi Alfblut

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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #2 on: February 08, 2010, 04:20:17 PM »
Gotta show this for my son!  :icon_mrgreen:
out of the sun asshole!

Fandir free interpretation of Diogenes reply to Alexander the Great

Offline GamesPoet

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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #3 on: February 08, 2010, 04:24:59 PM »
Another cool list! :icon_biggrin: :icon_cool: :eusa_clap: :::cheers:::

Although not sure I'd pay for any cannons that explode 50% of the time, even though they've been marked down to 85 points, and when the Empire charges only 75 for a mortar.
"Averland, for example, is yellow and black in any configuration you like. Variation between units and even within units is expected and perfectly normal."  Rufus Sparkfire, 11/10/04

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Offline fauthsie

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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #4 on: February 08, 2010, 04:44:12 PM »
T3 Hill Goblins.... I demand a rewrite  ::heretic:: ::heretic:: ::heretic:: ::heretic::

Anyone know what Myrmidia symbol is???
« Last Edit: February 08, 2010, 04:46:14 PM by fauthsie »
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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #5 on: February 08, 2010, 04:55:46 PM »
No. :-P 

Her symbols are the spear and shield.
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Offline Mercules

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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #6 on: February 08, 2010, 05:43:55 PM »
Ok... Screw the Mercenaries... My Ogres are slathering themselves in Green Warpaint and running around with the good little Orc Boyz.

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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #7 on: February 08, 2010, 05:57:25 PM »
T3 Hill Goblins.... I demand a rewrite  ::heretic:: ::heretic:: ::heretic:: ::heretic::

Anyone know what Myrmidia symbol is???

They get heavy armour. That's the bonus of their hillyness.

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Offline Draig

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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #8 on: February 08, 2010, 06:34:36 PM »
Black Orc Boar Boyz:

Hello entry for the inevitable convert a unit competition!

Nice list wiss, glad I could help a tad.
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Offline Kossar

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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #9 on: February 08, 2010, 06:54:21 PM »
T3 Hill Goblins.... I demand a rewrite  ::heretic:: ::heretic:: ::heretic:: ::heretic::

Anyone know what Myrmidia symbol is???

They get heavy armour. That's the bonus of their hillyness.

Mogsam

Also, the extra point of weapon skill.

Now I just have to figure out whether I want to convert my Arrer Orcs into crossbows or handgunners. Crossbows are the bitz I have at hand, but I really like misfires...

Why, hello looted cannons!

Offline Aldaris

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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #10 on: February 08, 2010, 07:45:27 PM »
Well, that list sure turned out well. I like the way you handled all those little problems. Great work Wiss!
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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #11 on: February 08, 2010, 07:54:32 PM »
I had a lot of help.  But thanks.
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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #12 on: February 08, 2010, 08:17:38 PM »
Does the fist o rage grant +1 attack, and frenzy
so +2 attacks basically?
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Offline fauthsie

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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #13 on: February 08, 2010, 08:24:59 PM »
T3 Hill Goblins.... I demand a rewrite  ::heretic:: ::heretic:: ::heretic:: ::heretic::

Anyone know what Myrmidia symbol is???

They get heavy armour. That's the bonus of their hillyness.

Mogsam

Personally, I think HA is less fluffy then T4... :ph34r:

Does the fist o rage grant +1 attack, and frenzy
so +2 attacks basically?

My interpretation would be yes +2 attacks...

Also does Kaptain's Cutlass contribute the -1 to Armour save like a norm cutlass?
« Last Edit: February 08, 2010, 08:44:08 PM by fauthsie »
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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #14 on: February 08, 2010, 09:14:24 PM »
Yes, 2 attacks.

And yes to the -1 AS.
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Offline scurrdi

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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #15 on: February 08, 2010, 10:29:27 PM »
Very nice. I particularly like the anti-animosity skill. I think thats one they need to include in the new O&G codex, whenever that comes out.

Great stuff guys! Really great!

Offline Von Kurst

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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #16 on: February 08, 2010, 11:35:16 PM »
Although not sure I'd pay for any cannons that explode 50% of the time, even though they've been marked down to 85 points, and when the Empire charges only 75 for a mortar.

Because they explode!  (Whimp.) :)

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Offline Mogsam

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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #17 on: February 09, 2010, 05:31:20 AM »
Personally, I think HA is less fluffy then T4... :ph34r:

Luckily, I don't care.  :biggriin:

Toughness 4 goblins is ridonculous. Theres enough stuff there without them!

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Offline Mathi Alfblut

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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #18 on: February 09, 2010, 05:56:29 AM »
Agreed, Mogsie!
And gobbos of any variety do not need T4 to be awesome! T3 is just neat! And heavy armour makes ém pretty hard grots!
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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #19 on: February 09, 2010, 12:05:24 PM »
No seein da Gobo boardin party, Boss?  Ya knows da uns dat gots da pistols?

yeah, those would be nice, especially as I am in the middle of putting together a unit of them right now that I wanted to use in the campaign - though I could just use the old Da Warpath Greenskin Pirates list instead!
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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #20 on: February 09, 2010, 12:16:04 PM »
Sorry guys.  It's not a pirate themed list, though.  It's got elements of piraty goodness, but the pirate theme has been done before.
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Offline GamesPoet

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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #21 on: February 09, 2010, 12:58:58 PM »
I like the character of this list not being pirate oriented. :icon_cool: :::cheers:::
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Offline Von Kurst

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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #22 on: February 09, 2010, 01:54:07 PM »
Da Pirates show up anyway...

(imagine Greenskin pirate Yarr! here)
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Offline Draig

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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #23 on: February 09, 2010, 07:05:29 PM »
I agree with GP here, the Pirate thing has been done before and there is a list over on DWP (which is being updated incidentally) for those of a nautical leaning. Nice to see something else list-wise, though we'll doubtless see some Piretical awesome showing up! Shame no one liked my suggestion of the theme-gasm All-Mounted, Ard-Boy Savage Undead Pirate Raiders.
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Re: 2010 warhammer-empire online campaign: Greenskin Raiders army list
« Reply #24 on: February 09, 2010, 10:13:12 PM »
If there is opportunity for seafaring, there will be pirates. :icon_lol:
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