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Greenskin Rules!

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Greenskin Rules!

Postby Gold Bearer » August 7th, 2014, 8:46 pm

warhammer-showcase-8.jpg

GREENSKINS
Orc and goblin shamans summon orcs and goblins of the same type. Javelins can be thrown. Ball and chains can attack diagonally. Great spears can attack diagonally and can be thrown. Short bows can make a second shot with one combat dice if the user moves no more than half rate their maximum movement during that turn.


The Planes

Snotling M8 A1 D1 BP1 MP1 Javelin.

Goblin M10 A2 D1 BP1 MP1

Goblin Shaman M9 A1 D1 BP1 MP3 L1M Soothe, Summon Orcs and Summon Wolves.

Guard Wolf M12 A3 D1 BP1 MP1

Attack Wolf M12 A4 D2 BP3 MP1

Giant Wolf M10 A6 D3 BP5 MP1


Attack Boar M10 A4 D4 BP4 MP1

Giant Boar M8 A6 D5 BP6 MP1

Orc M8 A3 D2 BP2 MP2

Orc Boss M8 A3 D3 BP3 MP2

Orc Chieftain M8 A3 D4 BP4 MP2 Ball And Chain.

Orc Warlord M8 A4 D4 BP5 MP3 Two attacks.


Orc Shaman M7 A2 D2 BP2 MP4 L1M Three random orc shaman spells.

Orc Shaman Champion M7 A3 D3 BP3 MP5 L1M Four random orc shaman spells.

Orc Master Shaman M7 A4 D4 BP4 MP6 L1M Five random orc shaman spells.

Orc Shaman Lord M7 A5 D5 BP5 MP7 L2M All six orc shaman spells.


Ogre M8 A5 D4 BP5 MP1

Giant M12 A8 D6 BP15 MP2

Troll M8 A5 D5 BP5 MP1 Roll a combat dice for each wound suffered, even if you're on zero or less (can continue to be attacked after reaching zero BP). Each white shield rolled restores 1BP. Wounds caused by fire can't be regenerated. Once a troll has been wounded by fire it regenerates on black shields instead of white. The troll dies if it fails to regenerate enough BP to bring it up to a positive number.


The Forests

Forest Goblin M8 A2 D3 BP1 MP2 Spear.

Forest Goblin Shaman M7 A1 D1 BP2 MP4 L2M Soothe, Summon Orcs, Summon Wolves and three random orc shaman spells.


Savage Orc M8 A3 D2 BP2 MP1 Two attacks.

Savage Orc Boss M8 A3 D3 BP3 MP1 Two attacks.

Savage Orc Chieftain M8 A3 D4 BP4 MP1 Two attacks. Great Spear.

Savage Orc Warlord M8 A4 D4 BP5 MP2 Three attacks.


Savage Orc Shaman M7 A2 D2 BP2 MP3 L1M Three random chaos spells. Two attacks.

Savage Orc Shaman Champion M7 A3 D3 BP3 MP4 L2M Three random chaos spells and three random orc shaman spells. Two attacks.

Savage Orc Master Shaman M7 A4 D4 BP4 MP5 L3M Three random chaos spells and all six orc shaman spells. Two attacks.

Savage Orc Shaman Lord M7 A5 D5 BP5 MP6 L4M Soothe, Summon Orcs, Summon Wolves, three other random chaos spells and all six orc shaman spells. Two attacks.


Giant Spider M8 A4* D3 BP5 MP1 Causes poison if it wounds.

Gigantic Spider M10 A5* D4 BP8 MP1 Causes poison if it wounds.

River Troll M8 A5 D5 BP5 MP1 Slime causes anyone attacking in melee rolls one fewer combat dice. Roll a combat dice for each wound suffered, even if you're on zero or less (can continue to be attacked after reaching zero BP). Each white shield rolled restores 1BP. Wounds caused by fire can't be regenerated. Once a troll has been wounded by fire it regenerates on black shields instead of white. The troll dies if it fails to regenerate enough BP to bring it up to a positive number.


The Mountains

Squig M8 A4 D3 BP2 MP1

Night Goblin M6 A2 D1 BP1 MP3 Short Bow.

Night Goblin Shaman M5 A1 D1 BP3 MP5 L3M Soothe, Summon Orcs, Summon Wolves, three other random chaos spells and three random orc shaman spells.

Night Goblin Fanatic M10 A6 D1 BP1 MP1 At the start your turn roll a combat dice for every fanatic, if you roll a skull he attacks a the closest enemy, if you roll a white shield you can use him as normal and if you roll a black shield he attacks the closest target.


Black Orc M8 A4 D3 BP3 MP3

Black Orc Boss M8 A4 D4 BP4 MP3

Black Orc Chieftain M8 A4 D5 BP5 MP3 Ball And Chain.

Black Orc Warlord M8 A5 D5 BP6 MP4 Two attacks.


Giant Scorpion M6 A5/3* D4 BP5 MP1 Can make a second attack with three combat dice that causes poison if it wounds.

Gigantic Scorpion M8 A6/4* D5 BP8 MP1 Can make a second attack with four combat dice that causes poison if it wounds.

Stone Troll M8 A5 D5 BP5 MP1 Roll a combat dice when affected by an enemy spell, on a white shield the spell fails and on a black shield the spell fails and is lost. For spells that remain in play the resistance roll is only made when the spell is initially cast and for spells that affect multiple monsters with magical resistance only one roll is made. Roll a combat dice for each wound suffered, even if you're on zero or less (can continue to be attacked after reaching zero BP). Each white shield rolled restores 1BP. Wounds caused by fire can't be regenerated. Once a troll has been wounded by fire it regenerates on black shields instead of white. The troll dies if it fails to regenerate enough BP to bring it up to a positive number.
You do not have the required permissions to view the files attached to this post.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

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Posts: 1792
Joined: June 4th, 2012, 4:21 pm
Forum Language: British English
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Evil Sorcerer: Morcar
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