Grimgor's 'Ardboyz


GRIMGOR’S ’ARDBOYZ
 
Storm of Chaos
 
Following his battle with Crom the Conqueror, Grimgor was deflated, he was used to victory and for the first time he had fought a foe who he couldn’t beat. In the aftermath of the fighting though he decided two things. First, that it was because Goblins fought alongside his boyz that he hadn’t won. Second, that Gork was still with him so it was time for a bit more brutality and a bit less cunning.
THE ARMY LIST The following troops count as characters, Core, Special or Rare units in the Grimgor Ironhide’s ’Ardboyz army list:
LORDS Black Orc Warboss
Orc Warboss
Orc Great Shaman
HEROES Black Orc Big Boss
Orc Big Boss
Orc Shaman
CORE UNITS Orc Boyz
Orc Arrer Boyz
Black Orcs (note that the 0-1 limitation is removed)
Orc Boar Boyz
SPECIAL UNITS Orc Boar Chariot
Goblin Rock Lobber (must include an Orc Bully)
Goblin Spear Chukka (must include an Orc Bully)
Trolls
RARE UNITS Giant
0-1 Effigy of Gork (new unit)
0-1 Ruglud’s Armoured Orcs (new unit)
GRIMGOR’S ’ARDBOYZ SPECIAL RULES

  • The army may include Grimgor Ironhide as its General. It may also include Borgut Facebeater. If Grimgor is not present then Borgut will be the General. If neither are present then the General must be a Black Orc Warboss or Orc Warboss. If no Lord choices are allowed (because of the maximum points being played) then the General must be a Black Orc Big Boss or Orc Big Boss.

  • In this army, Grimgor and his Black Orc guards count as a Lord choice and a Core choice.

  • Black Orc Warbosses and Black Orc Big Bosses only count as a further Hero choice if they have a mount of any type.

  • There must be more Warbosses and Bigbosses in the army, including Grimgor and Borgut, than there are Great Shamans and Shamans.

  • Grimgor is only interested in getting the biggest, strongest, hurtiest Orcs in his army. Consequently, any number of units of Orc Boyz or Orc Boar Boyz can be upgraded to Big ’Uns.
Note. Originally, Grimgor’s bodyguards were defined as having additional hand weapons as these were the only models available. Since then the range has expanded to include Black Orcs with great weapons, so if you wish, you may arm Grimgor’s bodyguard with these instead.

EFFIGY OF GORK Points/model: 0/40 Enraged beyond reason by his battle with Crom the Conqueror, Grimgor’s fury was so great that he received a revelation from Gork that led him to hew the Effigy from rock. The Effigy symbolises the brutal power of Gork and acts to harness the power of the Waaagh!
An Orc army selected from this list can include the Effigy at no points cost if Grimgor is the General, otherwise it costs 40 points.
SPECIAL RULES Immoveable. The Effigy cannot be moved once it is set up on the battlefield, it is a huge construct which counts as impassable terrain rather than as a unit. It may have models of Shamans and drummers cavorting on it for dramatic effect but these will play no part in the game.
Gork’s Blessing. Before the battle, the Orcs will reverently roar their praises to Gork and touch their standards to the Effigy. Any unit with its own standard may roll on the table below, representing the blessing that Gork has conferred on them. The blessing is cumulative with any existing magical powers their standard may have.
D6 Result
1-2 The unit’s standard carries a Bound Spell: The Hand of Gork.
3-4 The unit’s standard carries a Bound Spell: Bash ’em Ladz.
5-6 The unit’s standard carries a Bound Spell: ’Ere We Go.
Bound Spells are cast at a Power Level of 4 and can be used once per game on the unit carrying the blessed banner. The Power Level is also modified as follows:

  • Add 1 if the unit bearing the standard has a Unit Strength of 15 or more.

  • Add 1 if the unit bearing the standard is being led by a Warboss or Big Boss.

  • Add 1 if the unit bearing the standard is in close combat.
Stop Messin’ Around. Any Orc unit within 24" of the centre of the Effigy, which fails an Animosity test, can ignore the result if it can successfully declare a charge on the enemy and does so.
Gork likes a fight. Black Orcs are Gork’s favourites and he likes to see them get stuck in and not get perished because of magic, which is nowhere near so much fun. For each Black Orc Lord or Hero within 24" of the centre of the Effigy at the start of the enemy Magic phase add one dice to the Orc Dispel dice pool.
 

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