Orc Mob
Grade: 1a
Source: Town Cryer #6, revised in Mordheim Annual 2002 (PDF)
Setting: Mordheim
Author: Mark Havener
Lore
Among the races of the Warhammer world, none enjoy the prospect of a good looting more than Orcs and Goblins. For this reason many Orc warbands have been drawn to the city of Mordheim and the wyrdstone that lies hidden there. Of course, Orcs would much rather ambush other warbands and take their wyrdstone than collect it themselves, but their goals are the same as any other warband – collect as much treasure as possible!
Special rules
Distasteful Company: Many Hired Swords refuse to work for Orcs, as they know that Orcs are just as likely to eat them as fight alongside them. Orcs may only hire the following Hired Swords: Pit Fighters, Ogre Bodyguards or Warlocks.
Animosity: Orcs and Goblins enjoy nothing more than a good scrap, unfortunately they’re not always very discerning about who they scrap with! To represent this, at the start of the Orc player’s turn, roll a D6 for each Henchman who is either an Orc or a Goblin. A roll of 1 means that the warrior has taken offense to something one of his mates has done or said. Do not roll for models that are engaged in hand-to-hand combat (they’re already scrappin’!). To find out just how offended the model is, roll another D6 and consult the following chart to see what happens:
Animosity Result
| D6 | Result |
|---|---|
| 1 | “I ’Erd Dat!” The warrior decides that the nearest friendly Orc or Goblin Henchman has insulted his lineage or personal hygiene and must pay the price! If there is a friendly Orc or Goblin Henchman or Hired Sword within charge reach (if there are multiple targets within reach, choose the one nearest to the mad model), the offended warrior will immediately charge and fight a round of hand-to-hand combat against the source of his ire. At the end of this round of combat, the models will immediately move 1" apart and no longer count as being in close combat (unless one of them fails another Animosity test and rolls this result again). If there are no friendly Orc or Goblin Henchmen or Hired Swords within charge reach, and the warrior is armed with a missile weapon, he immediately takes a shot at the nearest friendly Orc or Goblin Henchman or Hired Sword. If none of the above applies, or if the nearest friendly model is an Orc Hero, the warrior behaves as if a 2-5 had been rolled on this chart. In any case, the warrior in question may take no other action this turn, though he may defend himself if attacked in hand-to-hand combat. |
| 2-5 | “Wud Yoo Say?” The warrior is fairly certain he heard an offensive sound from the nearest friendly Orc or Goblin, but he’s not quite sure. He spends the turn hurling insults at his mate. He may do nothing else this turn, though he may defend himself if attacked in hand-to-hand combat. |
| 6 | “I’ll Show Yer!” The warrior imagines that his mates are laughing about him behind his back and calling him silly names. To show them up he decides that he’ll be the first one to the scrap! This model must move as quickly as possible towards the nearest enemy model, charging into combat if possible. If there are no enemy models within sight, the Orc or Goblin warrior may make a normal move immediately. This move is in addition to his regular move in the Movement phase, so he may therefore move twice in a single turn if you wish. If the extra move takes the Orc or Goblin warrior within charge reach of an enemy model, the warrior must charge into close combat during his regular movement. |
Choice of warriors
A Orc Mob warband must include a minimum of three models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 20.
- Orc Bosses: Each warband must have 1 Orc Boss: no more, no less!
- Orc Shamans: Your warband may include up to 1 Orc Shaman.
- Orc Big ‘Uns: Your warband may include up to 2 Orc Big ‘Uns.
- Orc Boyz: Your warband may include any number of Orc Boyz.
- Goblin Warriors: Your warband may include any number of Goblin Warriors.
- Cave Squigs: Your warband may include up to 5 Cave Squigs.
- Trolls: Your warband may include up to 1 Troll.
Starting experience
- The Orc Boss starts with 20 experience.
- The Orc Shaman starts with 10 experience.
- Orc Big ‘Uns start with 15 experience.
- Henchmen start with 0 experience.
Orc Mob Skill Table
| Combat | Shooting | Academic | Strength | Speed | Special | |
|---|---|---|---|---|---|---|
| Orc Boss | ✓ | ✓ | ✓ | ✓ | ✓ | |
| Orc Shaman | ✓ | ✓ | ||||
| Orc Big ‘Un | ✓ | ✓ | ✓ | ✓ |
Orc Mob Special Skills
Orc Mob Heroes may use the following Skill table instead of any of the standard Skill tables available to them.
’ard ead
The warrior has a thick skull even for an Orc. He has a special 3+ save on a D6 to avoid being stunned. If the save is made, treat a stunned result as knocked down instead. If the Orc also wears a helmet, this save is 2+ instead of 3+ (this takes the place of the normal helmet special rule).
waaagh!
Orcs are aggressive creatures and some are experts at bulldozing charges. The warrior may add +D3" to his charge range.
’ere we go!
Orcs often charge even the most fearsome opponents. The model may ignore fear tests when charging.
da cunnin’ plan
Only the Boss may have this skill. The warband may re-roll any failed Rout tests as long as the Boss is not out of action.
well ’ard
The Orc has a thick, dark-green skin, possibly indicating Black Orc blood. Such is the toughness of the Orc that he may add +1 to any armour saves.
’eadbasher
Orcs have massive physical strength and some of them even learn to aim their blows at the heads of their opponents, with obvious results. Any knocked down results which the Orc causes in hand-to-hand count as stunned results instead.
Orc Mob equipment lists
Orc Equipment List
The following lists are used by Orc Mob warbands to pick their equipment.
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free/2 gc |
| Club, Mace or Hammer | 3 gc |
| Battle axe (Axe) | 5 gc |
| Sword | 10 gc |
| Spear | 10 gc |
| Halberd | 10 gc |
| Double-handed weapon | 15 gc |
| Morning Star | 15 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Bow | 10 gc |
| Crossbow | 25 gc |
Armour
| Item | Cost |
|---|---|
| Light Armour | 20 gc |
| Shield | 5 gc |
| Helmet | 10 gc |
Goblin Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free/2 gc |
| Club, Mace or Hammer | 3 gc |
| Sword | 10 gc |
| Spear | 10 gc |
| Ball and Chain | 15 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Short Bow | 5 gc |
Armour
| Item | Cost |
|---|---|
| Shield | 5 gc |
| Helmet | 10 gc |
Miscellaneous
| Item | Cost |
|---|---|
| Squig Prodder | 15 gc |
| Mad Cap Mushrooms | 25 gc |
Special Equipment
Orc Mob have access to the following special equipment when purchasing items from the Trading Post, outside their starting list:
Ball and Chain
Cost: 15 gc
Availability: Common (Goblins only)
This is a huge iron ball with a chain attached, used by the dreaded Night Goblin Fanatics to deal out whirling death. Enormously heavy, it can only be used when combined with Mad Cap Mushrooms.
Range: Close Combat
Strength: As user +2
Special Rules
| D6 | Result |
|---|---|
| 1 | The model trips and strangles himself with the chain. The model is taken out of action. When rolling for Injury after the game, a roll of 1-3 means the model is out permanently, instead of the normal 1-2. |
| 2-5 | The model moves 2D6" in a direction nominated by the controlling player. |
| 6 | The model moves 2D6" in a random direction. If the player owns a Scatter dice (available from Games Workshop stores), roll that to determine direction. If not, then roll a D6: 1 – Straight Forward, 2-3 – Right, 4-5 – Left, 6 – Straight Back. |
If the Ball and Chain wielding model moves into contact with another model (friend or foe), he counts as charging into close combat, and will engage in close combat until his next Movement phase. Opponents wishing to attack a Ball and Chain wielding model suffer a To Hit penalty of -1, as they must dodge the whirling ball to get close enough to strike. The Ball and Chain wielder cannot be held in close combat and will automatically move even if he starts the Movement phase in base contact with another model. If the model moves into contact with a building, wall, or other obstruction, he is automatically taken out of action. In addition, a ball and chain wielding Goblin is much too busy trying to control the spinning weapon to worry about what others are saying about him behind his back, so ignores the special rules for Animosity.
Squig Prodder
Cost: 15 gc
Availability: Common (Goblins only)
This item is a long pole with a trio of spikes at the end. It is used by Goblin Squig herders to keep their livestock in line. Cave Squigs will recognize a Squig prodder and automatically give the bearer more respect, as they've all been on its pointy end more than once!
Special Rules
Heroes
1 Orc Boss
80 gold crowns to hire
An Orc Boss is a tough and brutal warrior, who will throw his lads into any fight that he thinks he can profit from. He is the strongest, toughest and most barbaric member of the warband and if any of his Boyz think otherwise, the band may soon find itself with one less member!
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 4 | 4 | 4 | 1 | 3 | 1 | 8 |
Weapons/Armour: Orc Boss may be equipped with weapons and armour chosen from the Orc Equipment List.
Special Rules
0 – 1 Orc Shaman
40 gold crowns to hire
Orc Shamans are outcasts from Orc society. They are gifted by the Orc gods Gork and Mork with powers they can neither understand nor completely control. Many join roaming Orc warbands where they are no longer shunned for their abilities, but respected for them.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 4 | 1 | 3 | 1 | 7 |
Weapons/Armour: Orc Shaman may be equipped with weapons and armour chosen from the Orc Equipment List.
Special Rules
0 – 2 Orc Big ‘Uns
40 gold crowns to hire
Orc society is a savage hierarchy where only the toughest survive and rise through the ranks (often atop the bodies of other challengers). Big ’Uns are such rising stars, and they carry out the orders of the Orc Boss. If the Boss ever falls, it is up to the Big ’Uns to decide on a new leader (usually through personal combat).
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 3 | 4 | 1 | 3 | 1 | 7 |
Weapons/Armour: Orc Big ‘Un may be equipped with weapons and armour chosen from the Orc Equipment List.
Henchmen
(Bought in groups of 1-5)Orc Boyz
25 gold crowns to hire
Orc Boyz are savage and tough. They fear nothing that they can get their bare hands on, though they are even more ignorant and superstitious than most other beings in the Warhammer world. They form the core of any Orc warband.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 4 | 1 | 2 | 1 | 7 |
Weapons/Armour: Orc Boy may be equipped with weapons and armour chosen from the Orc Equipment List.
Special Rules
Goblin Warriors
15 gold crowns to hire
Goblins are often used as cannon fodder (as well as a food source in lean times!) by their larger Orc cousins. They are usually not as well equipped as Orc Boyz, having to make do with whatever the Orcs do not want or cannot use.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 5 |
Weapons/Armour: Goblin Warrior may be equipped with weapons and armour chosen from the Goblin Equipment List.
Special Rules
0 – 5 Cave Squigs
15 gold crowns to hire
Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns, and a nasty temperament.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 2D6 | 4 | 0 | 4 | 3 | 1 | 4 | 1 | 5 |
Weapons/Armour: Big gob and brutality! Cave Squigs never use or need weapons or armour.
Special Rules
0 – 1 Troll
200 gold crowns to hire
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 6 | 3 | 1 | 5 | 4 | 3 | 1 | 3 | 4 |
Weapons/Armour: Trolls do not require weapons to fight but often carry a big club. In any event, Trolls can never be given weapons or armour.
Special Rules
Waaaagh! Magic
Waaagh! spells are used by Orc Shamans. They are rituals of a sort, howling prayers to the boisterous Orc gods Gork and Mork.
Waaaagh! Magic are used by Orc Mob Shaman, Night Goblins Shaman
| D6 | Result |
|---|---|
| 1 | Led’z go |
| 2 | Oi! Gerroff! |
| 3 | Zzap! |
| 4 | Fooled Ya! |
| 5 | Clubba |
| 6 | Fire of Gork |
Led’z go
Difficulty: 9
The Shaman’s howling invigorates the ladz to fight even harder for Gork and Mork.
Oi! Gerroff!
Difficulty: 7
A huge, green ectoplasmic hand pushes an enemy away.
Zzap!
Difficulty: 9
A crackling green bolt of WAAAGH! energy erupts from the Shaman’s forehead to strike the skull of the closest foe. This energy easily overloads the brain of a weak-willed opponent.
Fooled Ya!
Difficulty: 6
The Shaman disappears in a green mist, confusing his enemies.
Clubba
Difficulty: 7
A huge, green club appears in the hand of the Shaman.
Fire of Gork
Difficulty: 8
Twin bolts of green flame shoot from the Shaman’s nose to strike the nearest enemy model.