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 rulesThis 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 StandardsCaptured standards are only worth 50 victory points. The Battle Standard is still worth 100.
Skirmishers and Fast CavalrySkirmishing 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 MusiciansAny 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 RulesAnimosity, 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 OverlordsAny greenskin army loses its Waaagh! army special rule if lead by an ogre.
Greenskin Raider SkillsWarlord'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 skillsIntimidator: 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 skillsStand'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 PikeHill 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 handgunConstant 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.
CutlassThe 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 ItemsUse the point values given in the Orcs and Goblins army book.
Greenskin Raider Magic Items- Magic WeaponsWaaagh! BladeThis 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’ ClevaUsed 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 MaceA 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 KutlassEvery 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.
-ArmorGood Luck ShieldThe 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 ArmorThis 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 ArmorIt 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 ArmorAn entire suit of armor made of rock from the long dead lands of Khemri.Rules: 2+ save unmodified. 25 points.
Armor of da Riva TrollIt 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
-TalismansCunningly Brutal TrinketForged 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 AmuletConsecrated by Gork (or Mork) himself!Rules: +1 MR. 15 points.
-EnchantedBoom StikA 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 CloakA 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 ‘atA ‘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 SpittleAn 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.
-ArcaneMargob’s SappaA 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 AmuletConstructed 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
-BannersPrincez 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 BannerA 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 TotemMany 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 MorkSometimes 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.