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New Orc Stuff. Up for Pre-Order!

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Dice_Runt
The Eldar Guy
Quincilla767
luis the young
Kyle
Beornegar Granitebrow
ShadowMaster
jspyd3rx
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Post by jspyd3rx Wed Feb 09, 2011 1:44 am

Currently drugged and in pain. Had wisdom teeth pulled. So o have been trying to occupy myself. BTW, painting while drugged is not possible. Good thing I bought A big jug o simple green. Oh yea, Orc stuff should be going up for pre-order soon. Check it out. There should be a giant freaking huge spider thing that dwarfs a plague furnace.


Last edited by jspyd3rx on Wed Feb 09, 2011 8:12 am; edited 1 time in total
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Post by jspyd3rx Wed Feb 09, 2011 8:04 am

http://www.games-workshop.com/gws/catalog/armySubUnitCats.jsp?catId=cat440004a&rootCatGameStyle=wh

It's up!!!! Check the spider!
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Post by ShadowMaster Wed Feb 09, 2011 10:12 am

$37.25 for the new hardback, full color army book
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Post by jspyd3rx Wed Feb 09, 2011 10:30 am

Considering the rumor was $50.00, I think it's fine. Hope pages don't fall out easily like the BRB.
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Post by Beornegar Granitebrow Wed Feb 09, 2011 10:40 am

ShadowMaster wrote:$37.25 for the new hardback, full color army book

It's kinda funny, when I read this (the color part)I remember the Ogre Kingdoms book and how Phil Kelly said that cinematic layout of the book was going to change the way they make their army books. They changed it back to the same old stuff with the next book after OK.
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Post by Kyle Wed Feb 09, 2011 10:57 am

112 pages full color hardcover, that's not a bad price then. Though nice I prefer small softcover books for gaming.
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Post by luis the young Wed Feb 09, 2011 11:12 am

wow, that giant spider thing looks insane. Lets hope its rules dont suck.

And Goblin assasins ?? lol

Finally plastic Savage Orcs !!
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Post by Beornegar Granitebrow Wed Feb 09, 2011 11:50 am

I guess that there will not be any sneaky gitz in the Chaos Dwarf line then.
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Post by Kyle Wed Feb 09, 2011 11:58 am

Looks like lot of focus on goblins and savage orcs in this book. So does this mean regular orcs are still going to suck?
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Post by jspyd3rx Wed Feb 09, 2011 2:07 pm

You really think that they are going to nerf greenskins? This book better smash skaven and teclis in one blow. Probably why it's hard cover now. If you start losing, waaagh and throw book at opposing army.
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Post by Kyle Wed Feb 09, 2011 2:55 pm

I hope they don't get nerfed, they have been already pretty meh for the last two books, they need a boost
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Post by Quincilla767 Wed Feb 09, 2011 3:11 pm

i want the spider XD
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Post by The Eldar Guy Wed Feb 09, 2011 4:06 pm

They got a boost with 8th edition. Can't see a horde based army doing poorly.

Spider looks good.
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Post by Dice_Runt Wed Feb 09, 2011 5:44 pm

luis the young wrote:wow, that giant spider thing looks insane. Lets hope its rules dont suck.

And Goblin assasins ?? lol

Finally plastic Savage Orcs !!

they remind me of sneaky gits
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Post by ShadowMaster Wed Feb 09, 2011 6:21 pm

Kyle wrote:I hope they don't get nerfed, they have been already pretty meh for the last two books, they need a boost

They rock in 8Ed with the current book. I have more fear they'll mess something up.
ie: I heard the new animosity table is crazy
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Post by jspyd3rx Wed Feb 09, 2011 7:17 pm

Just heard that the spider launches webbing that makes a unit hit by it to "always strike last". Sounds great for a low int army.
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Post by ShadowMaster Wed Feb 09, 2011 7:50 pm

From Wahammer Forums (said he just read the book, but unconfirmed):

- Animosity works like it used to, if you roll a 1 for the unit, roll again. On a 1, they do some damage to nearby units, on a 6 they move forward (not march)

- All orc weapons are "choppas" aka they all grant +1 str in the first round. So yes, a choppa spear is also +1 strength and a great weapon is +3 strength in the first round.

- Common goblins get half point upgrades and the skulky stalkers are only 10 points each

- Big un upgrade is only 2 points now

- Savage orcs get a big spear thing ( i forget the name) that gives the unit d3 impact hits which do d3 wounds on large targets

- Spider riders do not have to dismount to assault a building, although they still cannot occupy it.

- Goblin Wolf chariots can be bought in units of up to 3 models and are slightly cheaper than currently.

- Black orcs are pretty much the same but now have immune to psychology

- Boar Boyz, of both types, are cheaper.

- Regular trolls are now special choices while stone/river trolls are still in rare ( and they are cheaper than they used to be as well)

- Pump Wagons can now be upgraded to increase their strength and movement as well as other things

- Rock Lobbers are now rare choices

- Doom divers can now correct their scatter by d6 inches instead of d3.

- There is a new rare unit called the mangler squig which is basically like a fanatic but does 2d6 STR 6 hits on enemy units. However, once it hits an enemy unit it goes crazy and moves in a random direction.

- The new giant spider monster has 8 wounds and the crew cannot be killed. 4+ Armor save, stubborn ( 99% sure on that), poison attacks, and one of its attacks is poisoned and does d6 wounds. It can be upgraded to have a STR1 (3) stone thrower that gives any enemy unit it touches the always strike last special rule. Or if a goblin great shaman is mounted on it, it can have some sort of upgrade that gives all friendly casters +2 on their channel attempts and gives the goblin the loremaster ability.

- The Waaaagh Spell is gone.

- The foot of gork/warpath spell now is a template that scatters d6 inches.... (dear god, thats a lot of damage!)

- There is an orc spell that lets you pick up a unit and move them 3d6 inches or 5d6 inches. AKA the hand of gork comes and grabs them and moves them where you want in any facing.

- There is only about 8 magic items to chose from, and none of them were really that impressive.
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Post by Vycem Wed Feb 09, 2011 8:22 pm

Man...I was thinking of selling off my O&G army, but that spider looks like it'll be a ton of fun to paint up...

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Post by ShadowMaster Wed Feb 09, 2011 8:26 pm

Another post from Warseer:

Quote - Animosity rules seems to be very close to those of the 6th edition.
- A giant squig in rare choice appear. It's not a mount but it seems to act like a fanatic...
- We now have the possibility to field units up to 3 wolves chariots, (like tomb kings).
- New options for the snot chariot.
- The snots become a special choice with upgrades (?) possible.
- Spiders riders have a new special rule : They can enter any buildings with their mounts.
- Catapults are a rare choice and the doom-diver seems to be more efficient.
- Only 8 magical objects left (for example, there's a great banner which prevent your ennemy's magical objects to function.
- Wolf riders cost less, their equipment stay the same.


And



Quote About the giant squig M 3D6 cost 65 points. He can't contact an ennemy or friendly unit, he goes through ! He does 2D6 hits S6, T4, W3. May become battle mad (?)

Snotlings pump wagon 35 points and 3upgrades possible :
+1D6 of movement allowance (+15 points).
+1S at impact (cost ?).
no save at impact (cost ?).

Orcs cost 6 points (+1), 2nd choppa 1 point (-1), Big uns' 2 points (-2) !

Slittas : Upgrade for common gobz 10 points. WS 2, S 2, T 3, A 2. ASF, piercing attacks (euh... armor save minus 1, you see ?) during their first turn they have the rule deathblow (?)

Black orcs : they stay the same but are immune to psychology.

Squig herds : Gobz and squigs are paid for separatly. Squigs 8 points, gobz 3 points. If they flee, the unit explode making 1D6 S5 hit in a 2D6 radius + 1 hit per 5 squigs still alive.

Squig riders 12 points, (-3). If they make triple 6 for their movement, they gain the rule Impact (1).

Boar riders 16 points. Savage boar riders 18 points. They may have a second HW for 2 points but add, in this case +1 on their dice for dangerous terrain.

Night gobbos stay the same. Netters 45 points (+10) >_< have their spear for free but can keep their HW + shield instead. (So be quiet WGG)^.^

Common gobz 3 points.

Spider riders 13 points.

Wolf riders 10 points !


Choppa : S+1 during the first round of CC whatever the weapon. It seems to work even with magical weapons.

Wyvern stay the same for only 160 points,(-40pts) !


Addendum :

The magical banner cost 100 points and give MR 1D6, all the units in contact loose their magical objects.

Spider banner the unit make poisoned attacks on 5 + (85 points).

Night banner night gobbos in the unit are tenacious, are in light cover, each ennemy in contact must make a terrain test. (50 points).

A magical weapon + 1D6 in S and A but -1D6 in Ws. For example, if you obtained 6 on your die, you gain + 6 in S, + 6 in A, but - 3 in WS. (100 points)....
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Post by luis the young Wed Feb 09, 2011 11:38 pm

I r liking it !

Good thing i never got rid of any of my O&G stuff, all i need is that giant spider and some more savage orcs and im good !
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Post by Dice_Runt Thu Feb 10, 2011 12:39 am

i will read over the book. i might still drop the army.
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Post by Dice_Runt Thu Feb 10, 2011 1:06 am

that is about 4000 points of O&Gs by the way before upgrades and magic items
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Post by ShadowMaster Fri Feb 11, 2011 11:40 am

Another nice data dump that has the SPELLS and some SCs:
General Rules

Animosity: Each Unit with the Animosity special rule with at least 5 moldels wit hthat rule rolls 1d6 at beginning of their players turn. 2+ nothing happens, and the unit may act normally.

You do not toll for animosity as long as you man a building.

On a roll of 1, roll a D6 again, and consult the following chart to see what happens.

1: The unit deals D6 S3 autohits to the nearest friendly unit with: at least 5 models that have the animosity rule, within 12 inches. The 'hit' unit afterwards deals D6 S3 hits to the quarreling unit. If there's no valid 'target', treat this result as a 2-5
Hordes caus 2D6 hits.
This never causes panic.
Both units may not perform any other action in this turn. The 'victim' does not have to roll for animosity this turn - they are to busy fighting back.

2-5: The unit has to declare an attack at the nearest valid enemy unit. If there is no target, the greenskins start to attack each other. Nothing happens, but the unit may not move, attack, shoot or cast spells for the following turn.

6. "Who's da best? Yes, dat's us. Let's get 'em!" The unit is aligned towards the nearest enemy unit and performs a regular move action towards that unit (it may not march, and stops 1 inch before enemy units. ). Afterwards, the unit may act normal. If there is no visible opponent the unit moves straight forward.
EG: A unit of Goblin Wolf Riders rolls a 1, followed by a 6, for animosity. You measure the distance to all enemy units, and find that a unit of Highelf Reavers, standing 20" away in their flank, is the nearest unit. The goblins are now turned on spot (as they would be if they were to persue an enemy) and are moved 9 inches towards the reavers afterwards. They may declare a charge, move, march or fire their weapons at will.


Choppas.
A model with a Choppa increases it's strength characteristics by 1 for each first round of close combat. This does not apply to mounts of any kind. It applys to magical weapons aswell.

Fear Elves:
Any Elven Unit causes fear for a unit with this special rule.

Size matters:
Orks never have to pass a panic test caused by a unit that is only composed from goblins or creatures ridden by goblins (that goes for the arachnarok spider aswell)

Big'unz
You may have one unit total per army.

Units

Ork Warbosses (any kind)
Profile the same. Orc Warbosses have light armour, black orc warbosses heavy armour as standard loadout.

Waaagh! Special rule.
Once per game, a Orc Warboss who is the army general of any kind (Savage or Black or Vanilla) may declare a Waaagh, after he declared a valid charge. For the rest of the turn all units of Boar Boys (any kind) or Orcs (any kind) that have at least 5 models gain +1 on their combat resolution. The Generals unit gains +D3 instead. (Yes, that rule is lame.)

Surpress Animosity (Black Orc Characters) If a unit fails their animosity check, the Boss deals D6 S5 hits, that may not be allocated to the boss and never cause panic.


Shaman - no change.

I don't know if it was the case earlier, but great orc shaman may mound a wyvern now.

Orcs:

Arrar Boys Boss gains +1 BS instead of +1 A/WS

Boar Boys:
No changes in stats. Come with a hand weapon and light armour at moderate point costs. Big un upgrade and weapons upgrades are a little cheaper. Overall I personally still don't deem them worthy...

Orc Chariot
No changes. Keeps spears and the option on 3rd crew member.

Black Orcs
Points dropped (or point drop), gained ItP

Savage ORcs
Savage orcs gain the impact-spear. It'S a unit upgrade that can be taken once. The unit deals D3 S5 impact hits (which deal D3 wounds at large creatures) as long as it has at least 1 rank of 5 models behind the first.. You have to nominate 1 model that causes the hits at the beginning of close combat.

Savage Boar Boys
Savage Boar Boys gain +1 attack from fighting with 2 handweapons, but they suffer casulties for dangerous terrain on a roll of 1-2.

Goblin Bosses (any kind) - no changes. They may NOT declare a Waaagh.

Goblin Shaman
Night Goblin Shaman now have magic shrooms (don't know what they are called) as a default loadout. they have to take one at east attempt to cast a spell. They add D6 on their casting attempt.
This is not counted a power dice and therefor may not trigger irresistable force. If the goblin rolls a 1 for the shroom he loses a wound on a roll of 4+ and the cast is automatically considered a miscast (meaning it fails) as long as he doesn't roll irresistable force with the power dice.

Goblins
Upgrade costs at the same price as skaven clanrats.
Nigh Goblins may get to pic either bows or spears for free instead.
Sneaky Gitz (those new chars) are treated as characters and may not leave the unit. They are hidden just as skaven/DE assassins, nut have to be revealed at 1st round of cc. they may be targetted individually.
Thay gain killing blow at first round of combat.
They have a S of 3, 2 A, WS 2.

Goblin Wolfriders
remain light cavallery with 4+ AS.

Goblin Chariots
the same, same options.

Rock Lobba - the same

Spear Chukka:
If you roll a 1 to hit you roll on the misfire chart of Stonethrowers from the rulebook.

Doom Divers
Fires like a Stonethrower, but still deals D6 S5 hits with no AS allowed.
You may hit several units with the doom diver theoratically, as you use his base (the winged guy on the skimemr base) to determine who's hit.

Spider-Riders
May move across obstacles and Buildings without penaltys, but not end their movement atop of them (or in them)
They can fight in buildings and keep all benefits from being mounted. Mount and rider count as 1 model.

Arachnarok Spider
Where to start?
ItP, causes Terror, Large Target, Stubborn, Fast Movement, Wallclimber (may move over buildings like Spider Riders), Poisoned attacks (spider only)

All attacs in CC are fought against the Spider. You cannot attack the goblin crew in any way. If it's mounted by a great shaman the shaman is hit by all ranged attacks on a roll of 5+

It has a Crew of 8 goblins armed with bows and spears.

Poisoned blow: befor rolling to hit with the spider you have to pick one of it'S attacks and roll that seperate. This attack deals multiple wounds (D6)

Netlobber is a Stone thrower with S 1(3), units hit suffer from always strikes last until the End of the spiders NEXT turn (3 rounds of cc totally). It may fire and move, but not march. Misfire means it just doesn't fire at all.

Shrine: +2 to channel for all friendly mages within 12", shaman on top gains Master of Lores

Fanatics: The same as before, only that they are counted as being in light cover.

Squigs: No characters may join squig herds.

Squig Rider
Cavallery, skirmishers. If you roll a triple 6 for movement, each squig causes impact hit (1)
Giant Cave Squig: A character mounted on a giant cave squig may join squig riders. Ig he does the unit may reroll their movement roll.

Squig fanatics:
S6, T4, W3.
They move 3D6 inches until they come in contact wit a unit. From there on they act like fanatics. Counting to be in light cover.

Work like fanatics, only that they deal 2D6 S6 armourpiercing attacks.


Trolls: Same as before
Stone Trolls: 5+ scaly save, MR (2)

River Trolls: as befor.

Snotlings: Special Coice.
Boom shroom: Boom shrooms are a thrown wapon that hits automatically and ignores armour saves.

snotling chariot
several upgrades, like dealing stronger impact hits, first impact hits ignore armour saves, more movement, etc.

Gorbad Ironclaw

His wapon grant him ASF, ignores Armour saves and causes multiple wounds (d3)
Works as General and BSB within 18 inches all the time
you may field as many biguns as you want with gorbad
as long as he lives all units within 18 inches from him get a bonus of his current wounds on their rolls on the animosity chart.

Azhag
Lvl 3 Wizard using lore of death
all orcs within 18 inches of azhag have to reroll failed animosity checks

Wurzhag
Lvl 4 wizard
Furry Squig: may store up to 1 power or dispel dice per (regarding who's turn it is) to be used in the next magic phase. (either as a power or dispel dice)
Has MR (3) and may reroll miscast rolls.
5+ wardsave through his warpaint
His mask contains the spell "Destructive Glare", see magic section later on.

Wurrzagh's Fury: Curse spell, 8+. all enemy casters within 12 " have to roll 1 d6. They are removed from play with no saves allowed on a roll of 6, including their mounts. For each killd wizard Wurrzhag gains 1 die in his furry squig, and the capacity for stored dice is increased by 1.

Grom
no change, but he may declare a Waaagh which affects all Goblin infantry or cavallery in adition to all orc units.

Skarsnik
Skarsniks weapon contains a bound spell, level 5: Deals D3 S6 hits with no armour saves allowed. Increased to D6 hits if he'S within 12 " to a night goblin horde.

At the beginning of the game roll a D6 for each emeny unit. On a roll of 6 they are delayed and arrive in their owners 1st turn via reinforcements.

Nightgoblin Units that rallied after chosing 'flee' may move after regrouping, as if they were light cavallery.

Snagla Magotspitta
Spider Cavallery character. (he's a hero choice, not an upgrade.)
he has poisoned attacks and dals multiple wounds (D3) - he has a one time thrown weapon with the same rule.
He has to join a unit of spider cavallery. They get hatred (Imperium).

Gitilla the Hunta
Wolfrider Character
He and his unit of wolf riderz gain +1 BS and may reroll flee and persuit rolls.
HE has a Sultiple shots (3) Bow

Grimgore Ironhide
Looses 2 Attacks and drops in points. Same weapon, same armour.
He has a choppa (and therefor S8 in first round of combat...)
He may declare a Waaagh!
He has to join a unit of Black Orcs, and no other character may join that unit.
The unit gains hatred (everyone, every last of 'em) and increases it's weapon skill by 1 (yes, that's for free)


Magic
I'm sorry, I don't know casting values.

The small Waaagh!
Sneaky thievery: After a small waaagh spell is succesfully cast (and not dispelled), roll a D6. You gain 1 powerdice on a roll of 5+, while your oponnent loses a dispel dice. if he has no more dispel dice, this has no effect.

Base spell: Naughty Stabbing
targetted unit within 12 inches gains armour piercing attacks. In adition they may reroll hits and wounds when they attack an enemy in the flank or rear.

1st spell: Destructive Glare
magic missile, 24". Deals 2D6 S3 hits, or if boosted, 3D6 S3 hits.

2nd spell: Gift of the Spider God
targetted friendly unit gets poisoned attacks, or the effect of exsisting poison is increased to 5+.

3rd spell: Itching
Targetted enemy unit reduces it's Movement and Initiative characteristics by D6 (minimum of 1). Units with the random movement rule reduce the dice rolled to determine their movement by D3 (and still suffer D6 penalty on their I score)

4: Gork will fix it:
Targeted enemy unit has to reroll all To hit, to wound and armour saves of 6.

5: Nightshroud.
casters unit is treated as being in light cover. All enemy units getting in b2b ontact with the affected unit have to take a test for dangerous terrain. May be expanded to all friendly units within 12".

6: Bad Moon's Curse
RiP, Magic Whirl. 3" template, moved 4D6 in a straight line away from the caster in a direction of his chosing. All models touched by the template have to pass a test on the following characteristic, or louse one wound with no AS allowed (roll a D6 to determine the characteristic):
1-2: Initiative
3-4: toughness
5-6: strength.
May be boosted to 5" template and characteristic of the wizard's chosing.


Big Waagh!
As long as there are more Orc units in CC than there are fleeing Orc units the strength characteristic of all spells from the big Waaagh is increased by 1.

Base Spell: Mork (or Gork)'s gaze: Draw a 4D6" line away from the caster. Each model touched suffers a S4 hit. May be boosted to 6D6

1st spell: Brainbursta: Pick one enemy model within LoS and 18". Targetted model gains 1 S5 hit. May boost range.

2nd spell: Gorks Fists: Caster gains +3A, +3 S and 6+ ward save. RiP.

3rd spell: Gorks hand:
Pick one model from the frst rank of targetted friendly unit. Place it with alignement of your chosing within 3D6 inches of former location, and arrange the unit in same formation around it. May be boosted to 5D6.

4th spell: Headbutt
Targeted enemy caster within 4D6 inches suffers a S4 multiple wounds (D3) hit withou AS. Range may be boosted to 6D6.

5th spell: Let's get going:
Affacts all friendly orc units within "d& inches. They may reroll to hit rolls in Close combat.

6th spell: Gorks Feet.
Place the Gork's Feet template (yes, it's back.) within 36 inches of the shaman, and scatter it D6 inches. all touched models suffer a S6 hit that causes multiple wounds (D3)

afterwards, roll a D6.
1: Gork Slippes (or was shoved by Mork) and stomps upon one of your own units
2-3: Gork Wanders off (spell ends)
4+: stomp again (either a different unit, or the same one.)
ShadowMaster
ShadowMaster
Chaos God

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Number of posts : 2812
Age : 55
Location : Pembroke Pines
Armies : [WHFB] DoC, Lizardmen, O&G [LoTR] Moria [40k] Daemons [WM/H] RoS, Cryx, Cygnar, Mercs, Gators, Skorne
Registration date : 2008-03-26

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Post by ShadowMaster Fri Feb 11, 2011 10:24 pm

Battleaxe of the Last Waaagh! - 100pts (Weapon)
+d6 to Strength and Attacks, half that bonus as penalty to weapon skill

Basha's Axe of Stunty Bashin' - 50pts (Weapon)
+1 Strength and Attack, double that bonus plus fear vs Dwarves

Armour of Gork - 100pts (Armour)
+d3 Toughness (roll first time you are hit in the turn and that bonus stays for the entire turn), also gives Impact Hits (d6)

Lucky Shrunken Head - 50pts (Arcane Item)
Ability I cannot remember, also increases Savage Orc Warpaint ward save from 6+ to 5+, increases Wurrzag's to 4+. Savage Orc shaman or great shaman only.

Morks Spirit Totem - 100pts (Banner)
Unit gains Magic Resistance d6 (rolled first time the unit is hit by a spell, lasts the whole turn). Also no enemy magic items in base contact with bearer will work.

Spider Banner - 50pts (Banner)
Goblin BSB only (specifically says night goblins cannot take it). Unit gains Poisoned Attacks.

Bad Moon Banner - 50pts (Banner)
Night Goblin BSB only. Unit gains stubborn and soft cover. Models that charge into base contact with unit must make dangerous terrain test.

Skull Wand of Kaloth - 75pts (Enchanted Item)
At beginning of combat phase pick a model in base to base with user, Ld test or die no saves of any kind allowed. User also causes terror.
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ShadowMaster
ShadowMaster
Chaos God

Male
Number of posts : 2812
Age : 55
Location : Pembroke Pines
Armies : [WHFB] DoC, Lizardmen, O&G [LoTR] Moria [40k] Daemons [WM/H] RoS, Cryx, Cygnar, Mercs, Gators, Skorne
Registration date : 2008-03-26

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Post by luis the young Fri Feb 11, 2011 10:36 pm

Thanks for posting this Bill.

I hope they have more magic items than just those, dont like what they did to Mork Spirit totem one bit.

The animosity thing SUCKS, is back to the old way, but even worse ! potentially can put 2 units out of action .
luis the young
luis the young
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The Lord of Cuba

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Number of posts : 2971
Age : 50
Armies : Orks, Space Wolves, O&G, Skaven, Lizardmen, Beastmen, Tyranids, FOW Peasant Canibal Army
Registration date : 2008-03-03

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