Greenskin List

Below are the army lists for the Greenskins. All Combat scores are at natural levels and do not account for armour from equipment. Their armour scores after all armour-boosting equipment, is given in parentheses.

Orcs

The Henchmen below have different cultures based on the type of Orc. These cultures are noted in their profiles.

Common Henchmen

Orc Boy

Orc Boyz make up the bulk of the greenskin horde- not in numbers, but literally in bulk. Unsophisticated and brutal, they rely solely on their pure muscle and toughness to carry the day.
Availability Common
Hiring Fee 35
Chapter Wages 7
Limit Unlimited
Ability Scores
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 3 5 5 4 3 4 4 0
Combat Scores
Attacks Wounds Armour Ward
1 1 0(2) 0

Traits:
Animosity

Talents:
-

Equipment:
Choppa
Light Armour
Shield
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Arrer Boy

Arrer Boys are those peculiar orcs who use bows. Although perfectly capable in melee combat, Arrer Boys are seen with suspicion by other Orcs- using arrers is very goblinish, after all.
Availability Common
Hiring Fee 35
Chapter Wages 7
Limit Unlimited
Ability Scores
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 3 5 5 4 3 4 4 0
Combat Scores
Attacks Wounds Armour Ward
1 1 0 0

Traits:
Animosity

Talents:
-

Equipment:
Bow
Choppa
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Savage Orc Boy

Savage Orcs are a type of particularly primitive and brutal Orc. They use traditional Orc weapons and frown on the use of 'civilized' equipment adopted by their more common cousins.
Savage Orcs count as 'Savage Orcs' culturally.
Availability Common
Hiring Fee 50
Chapter Wages 10
Limit Unlimited
Ability Scores
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
5 2 5 5 4 3 4 4 0
Combat Scores
Attacks Wounds Armour Ward
1 1 0 0(1)

Traits:
Animosity
Frenzy

Talents:
-

Equipment:
Choppa
Big Stabba
Savage Warpaint
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Elite Henchmen

Black Orc

Black Orcs are the largest and most dour Orcs. Militaristic and spartan, these walking armories differentiate themselves from lesser orcs because of their 'professional' approach to war, which usually means a lot less punching other orcs over stupid crap.
Black Orcs count as Black Orcs culturally.
Availability Rare
Hiring Fee 100
Chapter Wages 20
Limit Unlimited
Ability Scores
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
5 3 5 5 4 3 5 4 0
Combat Scores
Attacks Wounds Armour Ward
1 2 0 0

Traits:
Immune to Psychology

Talents:
Battlemaster
Axe Expertise
Spear Expertise

Equipment:
Heavy Armour
Shield
Superior Big Choppa
Superior Big Stabba
Superior Choppa*2
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Orc Boar Boy

Orcs typically don't ride horses, for what horse would tolerate them? Besides, horses aren't vicious enough. War Boars, however, stand almost as tall as a horse and much bulkier. They are ill-tempered, brutal steeds- and that makes them perfect for orcs.
Availability Rare
Hiring Fee 100
Chapter Wages 20
Limit 1 per Warband
Ability Scores
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 3 5 5 4 3 4 4 0
Combat Scores
Attacks Wounds Armour Ward
1 1 0(4) 0

Traits:
Animosity
Fast (from Mount)
Large (from Mount)

Talents:
Brutal Charge

Equipment:
Choppa
Light Armour
Shield
Spear
War Boar
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Savage Orc Boar Boy

The Savage Orcs have an especial affinity with the War Boar. They ride the Boar using only their legs, wielding a choppa in each hand.
Savage Orc Boar Boys count as Savage Orcs culturally.
Availability Ultra Rare
Hiring Fee 125
Chapter Wages 25
Limit 1 per Warband
Ability Scores
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
5 2 5 5 4 3 4 4 0
Combat Scores
Attacks Wounds Armour Ward
2 1 0 0(1)

Traits:
Animosity
Fast (from Mount)
Frenzy
Large (from Mount)

Talents:
Berserk Charge

Equipment:
Choppa*2
War Boar
Savage Warpaint
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Troll

Trolls are grotesque creatures, capable of adapting extremely easily to any environment. They are resilient and regenerate rapidly, and are as strong as they are stupid, which is to say, very strong and very stupid.
Availability Ultra Rare
Hiring Fee 200
Chapter Wages 40
Limit 1 per Warband
Ability Scores
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
5 4 6 6 4 2 4 2 0
Combat Scores
Attacks Wounds Armour Ward
3 3 0(1) 0

Traits:
Fear
Regeneration (4)
Stupidity
Natural Armour (1)
Natural Weapons

Talents:
Berserk Charge

Equipment:
Big Club (Counts as Warhammer without the Heavy Quality)
Vomit Attack (5m ranged Wave Attack, ignores Armour, attack limit 1)
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Goblins

"The Henchmen below have different cultures based on the type of Goblin. These cultures are noted in their profiles.
"

Goblin

Goblins are the more numerous, clever and weaker cousin of the Orc. Spiteful and cowardly, they're not reliable in battle, and most Orcs consider their routing to be utterly predictable.
They count as Badlands Goblins.
Availability Common
Hiring Fee 15
Chapter Wages 3
Limit Unlimited
Ability Scores
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 4 3 4 4 4 3 4 0
Combat Scores
Attacks Wounds Armour Ward
1 1 0(1) 0

Traits:
Animosity
Bane (Elves)
Infiltrator

Talents:
-

Equipment:
Bow
Knife
Light Armour
Spear
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Night Goblin

Night Goblins live under the mountains, within ruined Dwarf holds and mushroom-lined caves. Considered widely mad by other goblins, they take a sadistic glee in combat.
They count as Night Goblins.
Availability Common
Hiring Fee 20
Chapter Wages 4
Limit Unlimited
Ability Scores
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 4 3 4 4 4 3 4 0
Combat Scores
Attacks Wounds Armour Ward
1 1 0(1) 0

Traits:
Animosity
Bane (Elves)
Hatred (Dwarfs)
Infiltrator

Talents:
Sneak

Equipment:
Bow
Net
Shield
Spear
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Goblin Wolf Rider

The Goblins and the great wolves are natural allies, perhaps due to their shared predilection to prey on the weakest enemies possible. Goblins ride wolves into battle, where they serve as dangerous rapid cavalry.
They count as Badland Goblins.
Availability Uncommon
Hiring Fee 30
Chapter Wages 6
Limit Unlimited
Ability Scores
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 4 3 4 4 4 3 4 0
Combat Scores
Attacks Wounds Armour Ward
1 1 0(2) 0

Traits:
Animosity
Bane (Elves)
Fast (from Mount)
Infiltrator
Large (from Mount)

Talents:
-

Equipment:
Bow
Great Wolf
Light Armour
Spear
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Forest Goblin Spider Rider

The Forest Goblins worship and befriended the horrific spiders of the inner forests. Now the two are aligned, and ride to battle together.
They count as Forest Goblins.
Availability Uncommon
Hiring Fee 50
Chapter Wages 10
Limit 3 per Warband
Ability Scores
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 4 3 4 4 4 3 4 0
Combat Scores
Attacks Wounds Armour Ward
1 1 0 0

Traits:
Animosity
Bane (Elves)
Fast (from Mount)
Large (from Mount)
Strider (Debris) (from Mount)
Strider (Forest)

Talents:
-

Equipment:
Bow
Giant Spider
Shield
Spear
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Elite Henchmen

Nasty Skulker

Nasty Skulkers are goblins with a natural, and dangerous, predilection toward stealth, skulduggery and treachery. In combat they strike at an enemy from hiding.
They count as Badlands Goblins.
Availability Rare
Hiring Fee 75
Chapter Wages 15
Limit 3 per Warband
Ability Scores
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 4 3 4 5 4 3 4 0
Combat Scores
Attacks Wounds Armour Ward
2 1 0 0

Traits:
Animosity
Bane (Elves)
Infiltrator

Talents:
Battlemaster
Sneak
Vault

Equipment:
Nasty Skulker's Stikka
Light Armour

Special Rules:
Concealed. Nasty Skulkers do not deploy normally. Instead, select one other member of the Warband; the Skulker is 'hiding' near or behind that member, and may reveal themselves at the start of any Phase, taking actions as normal and appearing next to their 'host' ally. If that member of the Warband is incapacitated, the Skulker is immediately revealed and appears adjacent to them.
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Night Goblin Fanatic

Night Goblin Fanatics are insane Night Goblins who have drunk of the Mad Cap Mushroom brew. This gives the gobbo an uncontrollable urge to spin. In battle, another will restrain the gobbo until the right moment, at which point they shove a giant ball and chain into the Fanatic's hand and push him out toward the target.
Availability Rare
Hiring Fee 100
Chapter Wages 20
Limit 2 per Warband
Ability Scores
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 4 5 4 4 4 3 4 0
Combat Scores
Attacks Wounds Armour Ward
Special 1 0 0

Traits:
Immune to Psychology
Random Speed (2d5)
Talents:
-

Equipment:
-

Special Rules:
Concealed. Fanatics do not deploy normally. Instead, select one other member of the Warband; the Fanatic is 'hiding' near or behind that member, and may reveal themselves at the start of any Phase, taking actions as normal and appearing next to their 'host' ally. If that member of the Warband is incapacitated, the Fanatic is immediately revealed and appears adjacent to them, immediately launching into a mad spin.

Release the Fanatic!: Whenever a 'host' unit comes within 6m of an enemy, the Fanatic is released, moving 2d5m toward the enemy in question. They move again at the start of the next Move Phase, but in a random direction.

Force of Destruction: Anything that ends up within 2m of a Fanatic at the start of the Melee Phase instantly takes 1d5 Strength 5 Penetration 2 Concussive hits. This is the only attack a Fanatic may make.

Out of Control: Fanatics are instantly turned into casualties if one of the following occurs:

  • They move within 2m of another Fanatic
  • They run into terrain of any kind except hills
  • It rolls two 1s on the 2d5 for movement as they trip and choke themselves on the chain.

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Night Goblin Squig Hopper

Squigs are ill-tempered cave creatures, little more than gigantic mouths on legs. Night Goblins herd squigs, including to combat, but the most insane and daring of them ride the Squig into combat, turning into an endlessly bouncing carnival of death.
They count as Night Goblins.
Availability Rare
Hiring Fee 100
Chapter Wages 20
Limit 2 per Warband
Ability Scores
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 4 3 4 4 4 3 4 0
Combat Scores
Attacks Wounds Armour Ward
1 1 0 0

Traits:
Immune to Psychology
Hatred (Dwarfs)

Talents:
Berserk Charge

Equipment:
Spear
Shield
Squig

Special Rules:
Extra Bouncy. Squigs move an extra 1d5 metres every time they move. If they roll a 5 as part of a Charge, they deal 1 extra melee attack.
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Gigantic Spider

There are many types of gigantic spider dwelling in the dark forests. All are venomous and highly strong, and revered by the Forest Goblins, who reserve these extra-large arachnids for their greatest leaders.
Availability Ultra Rare
Hiring Fee 175
Chapter Wages 35
Limit 1 per Goblin Hero
Ability Scores
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 0 5 5 4 2 4 1 0
Combat Scores
Attacks Wounds Armour Ward
3 3 2 0

Traits:
Fear (M)
Strider (Forest)(M)
Strider (Debris)(M)
Fast (M)
Large (M)
Natural Weapon
Natural Armour (2)

Talents:
Berserk Charge
Wall Runner

Equipment:
Natural Weapon: Bite (Counts as a Greataxe without Slow or Heavy and with the Poisoned Quality)

Special Rules:
Gigantic Spiders can be used by Goblin Heroes as mounts, following all the normal rules. They provide an Armour bonus of +2 to the rider.
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