Age of Sigmar/Tactics/Old/Warscrolls Compendium/Orcs & Goblins
This compendium is no longer available from the AOS downloads page. Everything here has been moved into the other destruction tomes, or has been squatted forever.
Orruks do one thing, and one thing well: Mobs. Okay, now that that's been mentioned, the other big thing to know about these guys is synergy. Obviously, the matching of Orruk and Grot (Orc & Goblin) units count, but also the mixing between Black Orcs and Savages with the original Greenskinz is something to focus on, as while the units are still usable, their effectiveness only maximizes when placed with their hero alongside them. The only universal Orruk Hero is the Warboss, so ALWAYS take one.
Similar to Skaven, there's a bunch of subcategories here for different sects. They're going to be grouped together as close as possible.
- Gorbad Ironclaw: That big bad Boarboss is still pretty frightening in AOS. Sure, he only has a 4+, but with 7 wounds and a 9" moving range, he's still pretty survivable. His badass axe deals 5 3+/3+/-2/d3 attacks, which can easily mulch up anything sub-Stormcast, and even give them a run for their money too. In addition, all Greenskinz models within 6" of him get re-roll wound rolls of 1, so he's worth plonking with a good mob of boyz. His Command Ability makes all Greenskinz within 16" of him add 2+ Bravery and expand his wound re-rolling ability to 16", making him even better for a big Waaagh-charge.
- Azhag the Slaughterer: Big guy. Really big, like 12 Wounds 8 Bravery flying 12-4" movement monster big. His attacks are plentiful, from his 6 3+ (With re-rolls)/3+/-1/1 sure-striking weapons to his Wyvern's 4+/3+/-1/2 attacks (Though the volume decreases as he gets more hurt) or the even deadlier 2 4+/2+ (Though this drops with injuries)/-1/3 attack which can, if it hits but doesn't kill a model, chucks another mortal wound on a 4+. His unique spell (Value 5) makes an enemy within 24" test Bravery on 2d6, with failing inflicting d3 Mortal Wounds, while rolling a result double their bravery forces d6 Mortal Wounds. Meh. His Command Ability's pretty neat though, as he gives an Orruk unit within 18" +1 to all Hit, Run, and Charge rolls for the rest of the turn.
- Orc Warboss: The base proppa Orruk hero, with plenty of loadouts: Choppa/Shield (Which can re-roll saves), Double Choppas (Inflicting 8 3+/3+/-1/1 hits instead of the usual 6), a Massive Choppa (Adding to the Rend and d3 damage at the cost of half your attacks and a weaker hit roll), or a Waaagh! Banner (Which is a joke as a weapon, hitting as hard as most humies. Don't.). He also can ride a boar, giving him better range, though and a spare weapon of average usefulness. Either way, he gets his Command Ability: WAAAGH! This gives all Orruks within 12" of him another attack. No matter what your primary composition of Orruks, always bring this guy if you plan on being a respectable Orruk player.
- The Banner makes the boss a Totem, and enables all Orruks within 16" of it to re-roll wound rolls of 1.
- Orc Warboss on Wyvern: Pretty much Azhag, though you lose out on his weapons and get 10 Wounds. However, you're a bit more survivable as you get a shield to re-roll saves. Also, you can still issue Waaaghs as a Command Ability, so he's definitely better for support.
- Orc Great Shaman: A Warboss who's slightly worse in every way (And only has a middling weapon), but becomes a wizard. When placed near a mob of 20 or more, he gets +1 to cast and he has one pretty sweet spell: 3 visible units within 20" of him have to roll d6: On a 2+, they take a mortal wound, on a 6, they eat d3 mortal wounds. He can take a Boar to make him mobile, which is a good idea because he's not someone to throw into a fight and expect to win.
- Orc Bully: Statwise similar to the Shaman but loses a wound and the option for a mount. The only reason you take him is to keep the Grot Crews of nearby warmachines from having to eat Battleshock.
- Orcs: Da boyz. Really, their weapons are almost identical (The choppa gives -1 rending, but that's all) and a re-rollable save. Doubling up on the Choppas is pretty weak, as they only let you re-roll hit rolls of 1 and lose out on the re-roll. Buying 20+ for a mob is recommended, as they all gain a bonus attack (So boyz get 2 and the boss gets 3).
- Waaagh Drummer: [JOKE RULE INCOMING] You can only add +2 to Charge if you shout "WAAAGH!"[/JOKE RULE] Disruptive, but it's at least in line for Orcs.
- Standard Bearer: Boyz get two options for banners: The Orc Banner adds +2 Bravery (Making them Bravery 7) to a unit if there are nearby enemies, which should be always. The Skull Icon gives a mob the ability to prevent a unit from breaking on a 6. Either one's okay, really.
- Orc Arrer Boyz: Still kinda lacking in small numbers. The Arrers are worse to hit, their Cuttas are worse to wound. IF they sit still and find an enemy further than melee range, then they can add +1 ot their hit rolls.
- Ruglud's Armoured Orcs: A curiously special clan or Arrer Boyz with a better save and Crossbows that actually have a good chance of wounding someone. Their cuttas are still kinda meh, though their 3-wound boss Ruglud can make sure the hit sticks with a Wound value of 3+. They come with Maggot, who adds +1 Bravery and can negate mortal wounds he takes on a 4+. if Ruglud's alive and they don't move, they now get to shoot twice, making them even better. Oh, and the Drummer, but you really should be focusing on shootan.
- Orc Boar Boyz: Orcs with better movement and a bonus wound, the boar makes a big boost for them as they become mobile, retain the re-roll save provided by their shields, and their Boar's tusks, while no better than their normal weapons, have double attacks and re-roll to-wound if they charged into battle. When buffed by a Warboss or Gorbad, they get to be even more dangerous.
- Waaagh Horns: [JOKE RULE INCOMING] You can only add +2 to Charge if you shout "WAAAGH!"[/JOKE RULE] Disruptive, but it's at least in line for Orcs.
- Glyph Bearer: This glyph adds +2 Bravery (Making them Bravery 7) to a unit if there are nearby enemies, which should be always. Not bad, and it'll make sure that these gitz stick even when the charge doesn't end well.
- Orc Boar Chariots: It's not as powerful as before, as it's stuck with the spears and the Boars themselves for attacks (Though they do get the re-rolls if they charge). Charging is pretty much the big thing you should be using it for; Not only do the boars re-roll to wound when they charge, but the chariot also has a chance to inflict d3 additional mortal wounds, capable of wiping through base squads with some playing and support.
- Rogue Idol of Gork (Or Possible Mork) (Forge World): The Orkiest Totem that ever walked the Earth. It halves all wounds it takes (mortal or no) and must always charge an enemy without exception (even if it ran), and with firsts that initially hit on a 2+ with -2 Rending and truckloads of stomping attacks with -3 Rending, there isn't much reason to refuse. Additionally, all Greenskinz within range gain +1 Bravery for seeing it (with Wizards re-rolling casting rolls of 1), but killing it instead subtracts Bravery by 1, as well as inflicting Mortal Wounds on anyone nearby it when it dies. Just be sure it actually gets to a fight, as it can possibly inflict a wound on any nearby model at the end of each turn.
- Gordrakk the Fist of Gork: Da BIGGEST boss (Megaboss to be more precise) of the AOS setting. And first NEW named character warscroll (Celestant prime and Archaon dont count). To start off with Gordrakk's stat wheel. First of all Bigteef can FLY meaning Gordrakk has a 12" unobstructed movement range when at full health. Stat-wise, Bigteef is pretty impressive, sporting more Wounds, more claw-swings and a consistent 3 tail-swipes over a run-of-the-mill Maw-Krusha. Gordrakk keeps up with the big boys of AOS with two powerful weapons, one that gets stronger against Heroes and one that gets stronger against Wizards. His Command Ability is incredibly powerful but requires you to build your army around it: You can only use it once per game. You pick one Destruction unit (so Ogres can be picked as well). The unit gets to roll 3D6 for charges, discarding none, and gets +2 attacks with all their melee weapons. Now this sounds powerful, but not single-use named character "THE VOICE OF GORK" powerful. Until you notice the little remark that if the unit you picked was from a Battalion, the entire Battalion gets the boost. Holy Shit. Can you spell "Beastclaw Avalanche"?
- Grimgor Ironhide: Once the biggest and baddest warboss there was, then Incarnate of Beasts, now a lethal force multiplier. Sure, he can fight by himself, with Gitsnik having -2 rending and his Almighty 'Eadbutt issuing d3 wounds, but he just provides so much more than just killing. Put him within 10" of another Orruk hero and he adds +1 to hit. Stack him with a unit of Black Orcs and they become Immortulz and re-roll 1s to-hit. His Command Ability is also deadly, as all Orruk units within 10" now add +1 to hit, which could be devastating with the proper army backing him up. If you make him the general, always bring another boss (namely a Black Orc one) with him.
- Megaboss on Maw-Krusha: If you don't want the flashy yellow special character git, you can just take the garden variety. This here guy still flies, has lots of wounds with a 3+ save, powerful attacks, a dangerous not-a-breath-attack and the Destructive Bulk ability that shoves tiny little roadblocks out of the way. Oh, and unlike most monster-riding Heroes, this one's Command Ability is actually better than the footslogger's, as it's pretty much the same ability but with higher range.
- Megaboss: The big'un. The Megaboss is an extremely powerful centerpiece even without a flying bulldog to accompany him. With two very powerful melee weapons that get stronger as he kills Heroes and a buff to Brutes and a Command Ability, the Megaboss can keep up with the best of them. In fact, there are some Heroes riding monsters who are hilariously out-gunned by this guy.
- Black Orc Big Boss: Similar to the Greenskinz warboss, he's got three setups: Choppa/Shield (with save re-roll), Double Choppas (Which inflict a bonus attack if they make a hit roll of 6), and the big choppa with -2 Rending. Unlike the Greenskinz version, he lacks options for a mount or a banner, but they have little need of that. What they need is another Orruk hero (like Grimgor) within 10" so they can add +1 to their hit rolls. In addition, if he uses his Command Ability, he can inflict a mortal wound to an Ironjaw unit within 5" that will undo a failed battleshock test, making sure the line holds...somewhat. All in all, don't make him general unless you bring tons of Black Orcs. If his ability worked with other Greenskinz, maybe it'd be better to take him, but as it is, don't.
- Weird-Nob Shaman: THE most dangerous Wizard in melee as he has just about the same melee profile as all the other wizards, but with D3 attacks instead of 1. He also gains a bonus to his casting rolls depending on how many other Ironjaws are around him. And he so needs that boost, because his unique spells, while powerful, have unreasonably high casting values. Foot of Gork in particular can potentially grind entire units to paste, but has a casting value of 10. Remember, average of 2D6 is 7, so this spell is improbable even with the +2 bonus. And more often than not, it will do 1-2 Mortal Wounds and then just flat stop. But when it works, boy does it hurt.
- Warchanter: This guy is hilarious. He drums out a beat with his Gorkstikk and Morkstikk. And he drums it on foes' skulls, preferably still kinda living. And while he's utter crap in melee no matter what his special rule wants you to believe, he dishes out a sweet, sweet buff to help your other guys. Also, despite having no banner, he's a TOTEM, which is important for some missions (and Bestigors. Holy crap, keep this guy away from Bestigors).
- Ardboyz: Orcs+1. They're armed with better stats (2 wounds like chaos warriors and 4+ save) , Their choppas give 2 attacks and they add +1 to hit if a Black Orc Boss is within 6" of them. Without a Big Boss...they're better off used sparingly, as they won't benefit from any Greenskinz buffs.
- Waaagh Drummer: You can add +2 to Charge if you have one in the unit.
- Standard Bearer: Ironjaws get two options for banners: The Orc Banner adds +2 Bravery (Making them Bravery 7) to a unit if there are nearby enemies, which should be always. The Icon of Mork (of Probably Gork) allows the unit a chance to negate a unit fleeing on a roll of a 6.
- Brutes:: Orcs on steroids(More steroids).NOTE:This is just first impressions from the warscroll. First up the stat wheel. Brutes have three wounds each making them even tougher than a stormcast (Quite right too) with a better than average 4+ save. They are however as slow as a dwarf and have a Meh bravery of 6. This unit comes with three weapon loadout options PLUS another three for the units Boss. All their attacks deal rend and range from 4 attacks on a close 1" range weapon or 3 attacks on a 2" range weapon that deals D3 DAMAGE EACH!. They also come with a couple of decent looking abilities. First up they can re roll hits when facing anything with 4 or more wounds (Sucks to be you Heros and Monsters). To make this lot even more adept at Crumpin high wound units if a boss carries a Boss Klaw and succesfully HITS then the Brute smasha weapon automatically hits (Providing you attacked with the Klaw first).
- Wurrzag Da Great Green Prophet: He's like a Great Shaman, but with a worse save (With an additional 6+ to save any wound he takes, mortal or no). His staff is decent, but his missile is the savage equivalent dakka. Of course, he's also a wizard that adds +1 to casting two of his three spells; his third spell has a value and can potentially harm another wizard, and if he kills one, they're turned into a Cave Squig.
- Savage Orc Warboss: Whereas Greenskinz Warbosses are for utility and Black Orc Bosses are for holding the line, the Savage Warboss is for making wild charges. He has the same loadout choices as the other bosses (including the Boar), but with a bonus attack in exchange for less accuracy. On top of that, he's got a 5+ (re-rollable if you took Choppa/Shield) and a pseudo-6+ that negates Mortal Wounds that can't be re-rolled. Considering this, it might be okay to grab dual Choppas, the benefit for this being the ability to re-roll all missed hits, which is deadly. His Command Ability gives another Bonesplitta within 14" the ability to give another hit if he rolls a 6 to-hit, which is neat. Like the other Heroes, don't use unless you plan on using plenty of Bonesplittas.
- Savage Orc Shaman: An Orc Shaman with a weaker save and that other save that can resist Mortal Wounds. His special spell inflicts d3 Mortal Wounds on an enemy unit (with the chance for another strike as well), which is kinda fun.
- Savage Orcs: These guys get strapped to da TEEF. They got the options for Choppas, Spears, shivs (A total joke, they suck even more than Choppas) and shields for re-rolls on their saves (And they still have the Warpaint to act as a super 6+ Save). Yeah, they can get two different weapons if you take the Shiv. The alternative is to make them all take bows so they can be Arrer Boys with either Choppas or Shivs for up-close fightan or extra arrers to boost their hit rolls by +1 if they don't move for the turn. In either case, bring mobs. 20+ Boyz give re-rolls to hit, which while bleh, the Boss does add +1 to hit. On top of that, any unit of ten can get 2 Big Stabbas, who get 2 Wounds and a weapon more approaching a Black Orc's weapons. (*Edit: the warscroll says: "For every ten Savage Orcs in the unit, two may carry a Big Stabba BETWEEN THEM. This essentially means that you only get 1 big stabba per 10).
- Skull Basher: [JOKE RULE INCOMING] You can only add +2 to Charge if you shout "WAAAGH!"[/JOKE RULE] Disruptive, but it's at least in line for Orcs.
- Icon Bearer: This adds +2 Bravery (Making them Bravery 7) to a unit if there are nearby enemies, which should be always. This is a must considering how easily these guys will drop.
- Savage Orc Boar Boyz: The Bonesplittas get the same weapons as their Greenskinz equivalents; they can opt to lose that re-rollable save and instead double down on their Choppas (Allowing them to re-roll a hit roll of 1). The Boss does add +1 to hit. They have both the Tuska Charge and Warpaint rules as fitting, but are just the same as the others.
- Tribal Drummer: [JOKE RULE INCOMING] You can only add +2 to Charge if you shout "WAAAGH!"[/JOKE RULE] Disruptive, but it's at least in line for Orcs.
- Icon Bearer: This adds +2 Bravery (Making them Bravery 7) to a unit if there are nearby enemies, which should be always. This is a must considering how easily these guys will drop.
- Grom the Paunch: Is he alive? Is he dead? Who cares! He's here with his Wolf Chariot! He's got a weapon that hits as good as a Warboss and the ability to regenerate wounds on a 4+, his Niblet has the ability to resist any wounds like Bonesplittas while having a joke weapon just to bog the enemy down and the Wolves attack about as well as Boars. Taking Grom is about the same as grabbing a Grot Warboss, as his Command Ability gives all Gitmob units within 10" a re-roll to hit. Take him to make sure those Gobbos hold.
- Goblin Warboss: Gobbo Bosses get three different loadouts (Not accounting for their Wolves, which make them far faster than Orruks): Cutta/Shield (For the re-roll on the save), Double Cuttas (For a re-roll on 1 to hit, not too bad), or a Slica (A bigger Cutta like the Greenskin Boss has the 'Uge Choppa). Their way of negating hits is by throwing it at other Grots: If he takes a wound, mortal or otherwise, he can save it and throw a Mortal Wound to a nearby unit. The fun thing with this is that it's not limited to just other Gobbos, so you can give yourself a retinue of Orcs just to suck it up and then smash some faces. The reason you take him is because their Command Ability allows them to give a Gitmob Unit +1 Bravery and Attack in combat, which is...something to consider, but if you don't grab so many, you can still benefit from bringing him as a distraction.
- Goblin Shaman: A Gobbo Boss with a weaker weapon, but he's just as decent a distraction. On top of that, he has a spell that lets a Gitmob unit within 16" a bonus -1 Rending on their weapons, just so they can hold up a bit better against bigger and badder foes.
- Goblins: Gobbos go two ways: Spears and Shields or Slashas and Bows. Grab Shields and you need to buy mobs so they can get a 5+ save for bringing 10+. Actually, buy mobs anyway. All Gobbos get bonuses to hit the bigger they get (+1 for 20, 2 for 30). Play these guys in mobs of 40, with bows and Sneaky Stabbin, they are actually pretty terrifying.
- Horn Blower: They add +2 to Run.
- Flag Waver: Unlike Orruks, Grots gain +2 Bravery for NOT being nearby an enemy unit. 'Cuz they'z cowardly.
- Nasty Skulkers: You can also set up Skulkers within a mob of Gobbos. That way, when you attack, you can spring another 2 attacks with better rending and the chance to inflict a mortal wound on a 6. Not a total must-take, but grabbing one can definitely help deal that killing blow.
- Goblin Wolf Riders: They ride wolves that can pile in from 6" and can either stab with spears (With a +1 to-wound if they charged) or shoot with Bows and Slittas. Unlike their bigger brethren, they can grab shields for any loadout, though they're only useful if you bring 5+ of them, where you gain a 4+ save.
- Horn Blower: They add +2 to Run.
- Standard Bearer: Unlike Orruks, Grots gain +2 Bravery for NOT being nearby an enemy unit. 'Cuz they'z cowardly.
- Goblin Wolf Chariot: All the tools of the Wolf Riders slapped together. The best way to use it is to be mobile with it, as it can shoot even if it ran, and it can re-roll its run distance (While also transferring that second gift to all Wolf Riders and Grot Heroes on Wolves within 8"). You really should take this if you are planning on running Cavalry-heavy with your gobbos.
- Snotlings: Shit combat units, but they're not for that. They're for pissing people off when they don't break because BRAVERY 10 BITCHES! These guys are good for running distractions for a pack of Orcs as they gain +1 to hit in combat if they're within 6" of the big greenies, but their wounding power's still crap.
- Goblin Spear Chukka: This Warmachine needs to be tended to by its 3-grot crew, but you can lose one git and at least fire at max capacity, though you lose out on about an inch of movement. On the flipside, the Crew gets cover from being behind the war machine. The weapon itself is decent, good -2 rend, d3 damage and gets +1 to hit when targeting a Hero while having a Bully next to it gives re-rolls to hit.
- Goblin Rock Lobber: This needs its 4 crewmen to work optimally, as losing one forces it to not only lose an inch of mobility, but also makes it hit on a 4+. That can be compensated, however, depending on the unit you aim as hitting a 10+ mob gives you +1 to hit (Which makes it a bigger priority to do so earlier on, when you still have the full crew to hit on a 2+). Get a Bully with them and roll a 6+ to hit and you get to fire a second shot.
- Doom Diver Catapult: The big reason to keep the crew here? Range. Every grot with it adds 10" to its range (20"-50"). While the thrown gobbo isn't too shabby a weapon (3+/3+/-1/d3 or d6 depending on if the Bully's there or not), its deviousness lies in its ability to aim. The weapon needs no line of sight to fire its payload, and even if it misses its intended target, it has a 50/50 chance to still hit another target within 10".
- Snotling Pump Wagon: A bunch of Snotlings on a ramshackle thing with random movement. They're armed with the same Snotling weapons with the melee being boosted by bringing an Orruk within 6", while they also gain Scything blades, which is at least a decent weapon instead of being shit. Roll a double on movement or charging, and you get d6 wagon attacks.
- Skarsnik, Warlord of the Eight Peaks: Skarsnik's combat potential is...modest. His weapon has d6 potential for dakka, Gobbla has the ability to inflict d3 damage (d6 if he rolls a 6 to wound). His big pull, though, is making the natural cowardice of his Moonclan Gobbos into opportunities - if he or any Moonclan unit within 10" retreats, they have a chance of inflicting d3 wounds against a unit within combat range (usually the guy who broke them if it was in combat), while his Command Ability does the opposite by making them immune to Battleshock and goads them into attacking and piling in twice in a mob of little green fury.
- Night Goblin Warboss: Pretty much identical to the plain Gobbo warboss, but with two key differences: Any hit rolls of 6 against the boss' unit count instead as a roll of 1. His Command Ability makes a Moonclan unit within 20" of him do double damage on a wound roll of 6. Whereas Skarsnik makes Night Goblins an anvil with contingencies, the base boss makes them a swarm of pain.
- Night Goblin Warboss on Giant Squig: Taking this is for the mobile Night Goblins. His Command Ability makes all Moonclan units within 10" move and run another inch while any other Squig Hoppers instead get to re-roll their run and charge moves. In combat, he's just about as good as on foot, though he gets another 4 hits on 3+/4+/-1/1 that doubles damage if its charge roll is a double (Don't rely on this.)
- Night Goblin Shaman: A Shaman with the potential to either add +2 to cast or be completely dumbstruck until next Hero Phase. His spell is pretty good also, it's Value 8, but the mushrooms help with that - It inflicts d3 mortal wounds on an enemy, but then can spread out and hit other units within 6" of that first target. Spread that Bad Moon pain on a mob of Chaos Warriors and see the entire setup get shuddered.
- Night Goblins: Like Savage Orcs, these guys get quite a few setups: Spear/Stabba and Shield (Making 10+ mobs gain a 5+ save), Arrows and Slittas, or Nets (Which give good volume of attack while also reducing any hit rolls made on them in combat by 1). Mobbing up's also advised here, as they get the same size bonuses as standard Gobbos, but To Wound and not To Hit. This also means that the Warboss' Command is insanely powerful on them in melee, as they'll Wound on 2+ or 3+ and any Wound roll of 4+ inflicts double damage.
- Gong Basher: They add +2 to Run.
- Standard Bearer: Night Goblins get two options for standards: The Bad Moon Icon gives them +1 to their Save during shooting while the Goblin Flag adds +2 to their Bravery if there are no enemies nearby. Either is pretty god, though the Flag is better for melee.
- Night Goblin Fanatics: During ANY Charge Phase (Yours or theirs), you can unleash a Fanatic in your unit and have them charge the enemy in a counter-charge/double charge, though his movement is limited to 2d6. If he rolls doubles on his movement, then he's dead.
- Night Goblin Squig Hoppers: These guys have a mixed blessing in their random movement. However, their only difference from the normal Night Goblins is that and a special wound. Oh, and a rule that if they roll doubles for the charge, they get 4 Squig attacks instead of 4.
- Night Goblin Squig Herders: These guys are pointless without a Giant Cave Squig or two to help out. All they get from the squig is cover.
- Mangler Squigs: These are menacing. Massive 3d6" movement, reliable fangs, massive volume of fire from the shit strapped onto it, and some spare gobbo weapons that don't get weakened by damage. If you roll doubles when charging, you get even more +1 to ball-and-chain hits. Even killing this thing can be a risk, as any units within 6" risk take d3 mortal wounds. Wound-per-Wound, no monster in the game is as outright damaging as the Mangler Squigs. None. However, your opponent will realize that as well, so either use them as a distraction or bring enough distractions to make sure your Mangler Squigs reach the enemy.
- Cave Squigs: Nowhere near as dangerous, but with some Herders on their side, they get some decency. Herders within 5" give them +1 to hit and re-rolls on run and charge distances while providing cover for the runtz. The other downside to these are that if they flee, they can risk eating anything aside from Moonclan units.
- Colossal Squig (Forge World): A REAL big'un. 16 Wounds and 10 Bravery make sure it stays alive as it gets sent wherever it wants, and with 4d6" movement (at first, before the wounds set in), that's gonna be far away, where it can't possibly eat any of your units because there's nobody to fight. Rolling doubles when charging lets it re-roll 1's to hit with its feet and if it rolls a 6 to-wound with its jaws, it deals d3 Mortal Wounds. Also, if it dies, everyone nearby has a chance of eating d3 Mortal Wounds from its violent explosion.
- Squig Gobba (Forge World): A War Machine without being a War Machine. It can move, but it can't charge or pile in, and it needs to sit still in order to fire it's variable-range Squigs. At the very least, it can trip up people expecting to kill it with anti-War Machine weaponry. It's still pretty weak, with only the Goblins protecting it with stikks. Frankly this thing is shit. Entertaining shit, but shit. D3 shots that hit on 5+ AND have to deal with variable range bullshit? Skip.
- Goblin Big Boss on Gigantic Spider: A bit more mobile and better protected than any other Gobbo boss with a re-rollable 4+ and the ability to move over terrain. His weapons are almost identical except for the part where a hit roll of 6 with the spider fangs makes a mortal wound. His Command Ability is vital to making Spiderfangs deadlier as those within 8" now deal mortal wounds with their spiders on a hit roll of 5+.
- Arachnarok Spider: There's three varieties to this monstrosity, but all three versions get to use its fangs (Which can deal d3 Mortal Wounds on a 6+ hit roll) its multitudinous legs for stomping. The stock version only gets this, which makes it...just a giant monster that can be boosted by the addition of a Boss.
- One version gives it Gobbos with spears and bows as well as a flinger, a rather nice catapult with d3 damage.
- The other version still has spears and bows, but it now adds a Goblin Shaman who can cast two spells, with his unique spell giving a Spiderfang unit within 8" double damage if he triggers his venom. Stack this with the Boss' Command ability and that lucky pack just might be the biggest threat. Just make sure you remember to guard your setup.
- Forest Goblin Spider Riders: These guys lay between foot gobbos and Wolf Riders in terms of effectiveness: Not quite as mobile in the same way a wolf can, but a bit more survivable thanks to having shields (So a 5+ unit gets a 5+ save) as well as bows and spears and can ignore terrain and deal a Mortal Wound with spider hit rolls of 6...the spiders get 2 attacks each.
- Bone Drummer: They add +2 to Run.
- Icon Bearer: Unlike Orruks, Grots gain +2 Bravery for NOT being nearby an enemy unit. 'Cuz they'z cowardly.
- Trolls: Each variety of troll is pretty intimidating with a shooting weapon with -2 Rending and d3 damage and deadly melee weapons as well as the ability to regenerate wounds. The trolls can also opt to be plain sorts, who can literally IGNORE DEATH on a 4+ and keep a wound.
- Stone Trolls: Instead of not dying, these ones get a 6+ save against magic and a better save.
- River Trolls: These guys are the ones you want in the front to shield, as their stench makes all combat against them take -1 to hit.
- Troll Hag (Forge World): It's a big meaty wall with tig ol' bitties. Combat-wise, it's okay, but if it unbinds an offensive spell like Arcane Bolt, it instead deals d3 Mortal Wounds on the unfortunate wizard and it has a special spell that makes an unlucky unit subtract 1 from hit and save rolls. It can also heal each turn and anyone fighting it has to take -1 to hit it.
- Giant: Big, strong, clumsy, that's a giant. If they die or roll doubles on the charge, they'll collapse and deal d3 mortal wounds on whoever they fall on. If there's an enemy model right next to it, then it can roll 2d6 and kill it instantly if it rolls double that model's wounds stat.
- Ironjaws Big Mob: A Black Orc Boss takes a Giant and three gangs of Black Orcs. Everyone here gets +1 to wound, which is killer. [JOKE RULE INCOMING] The boss also gets to re-roll hits against Heroes or Monsters if you shout some challenges or boasts.[/JOKE RULE]
- Greenskinz Big Mob: Grab A Warboss (on foot or Wyvern), a Great Shaman, a unit of Boar Boyz/Boar Chariot, and 3 units of a mix between Boyz and Arrer Boys. This setup does wonders for mobility, as they can run and shoot or run and charge in the same turn at any time. Once per game ,the Boss can also call a super-Waaagh! that gives a spare attack to anyone within 8" (Or 2 attacks if your boss is the general, which he seriously should). The only thing to remember is that the Warboss can't call Waaagh and Super-Waaagh on the same turn.
- Bonesplittas Big Mob: All Bonesplittas units, with 3 Savage Orc packs. They all get to resist mortal wounds or normal wounds on a 5+ and the first time each unit charges, they get a bonus attack for each weapon.
- 'Great Gitmob: Warboss, Shaman, Wolf Riders/Wolf Chariot, 3 packs of Gobbos and 1-3 Skulkers. If your gobbos outnumber an enemy, they get +1 to hit, with a +1 to wound if they outnumber by 2:1. Also, if the boss murders a hero or monster, great! Your formation's now immune to battleshock!
- Great Moonclan: Night Gobbo boss (On foot or on Squig), a pack of either Squig Hoppers, Manglers, or Cave Squigs with Herders, and 3 packs of Night Goblins with 1-3 Fanatics. Everyone here gets +1 Bravery and gain a second attack if their weapons roll a 6 to-hit. [JOKE RULE INCOMING] Your boss can also re-roll any hits if you're wearing a hood or beat the opponent in a staring contest before rolling.[/spoiler]
- Spiderfang Venom Mob: A boss on a spider, 3 Arachnaroks and 3 Spider Riders. All spiders get +1 to wound and anyone within 8" of an Arachnarok is immune to Battleshock.
Rules are here