Source: Town Cryer #6 · Setting: Mordheim
Orcs enjoy fighting and looting more than anything else. Because of this, an Orc’s life is spent in constant battle — either with his fellow Orcs or some other enemy. With its wealth of opponents and loot ready for the taking, Mordheim offers the perfect opportunity for an aspiring Orc Warboss to prove himself.
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! At the start of the Orc player’s turn, roll a D6 for each Orc or Goblin Henchman. A roll of 1 means that the warrior has taken offence 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:
| D6 | Result |
|---|---|
| 1 | ”I ‘Erd Dat!” If there is a friendly Orc or Goblin Henchman or Hired Sword within charge reach (choose the nearest), the offended warrior immediately charges and fights a round of hand-to-hand combat against the source of his ire. At the end of this round, the models move 1” apart and no longer count as being in combat. If no friendly Orc or Goblin Henchmen are within charge reach and the warrior has a missile weapon, he immediately shoots at the nearest friendly Orc or Goblin Henchman. 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. In any case, the warrior may take no other action this turn (though he may defend himself if attacked). |
| 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. |
| 6 | ”I’ll Show Yer!” The warrior imagines that his mates are laughing about him behind his back. To show them up he decides that he’ll be the first one into the scrap! This model must move as quickly as possible towards the nearest enemy model, charging into combat if possible. This move is in addition to his regular move in the Movement phase. If the extra move takes the warrior within charge reach of an enemy, the warrior must charge into close combat during his regular movement. |
Choice of Warriors
An Orc warband must include a minimum of three models. You have 500 gold crowns which you can use to recruit and equip your warband. The maximum number of warriors in the warband is 20.
Boss: Each Orc warband must have one Boss: no more, no less!
Shaman: Your warband may include up to one Shaman.
Big ‘Uns: Your warband may include up to two Big ‘Uns.
Orc Boyz: Your warband may include any number of Orc Boyz.
Goblin Warriors: Your warband may include any number of Goblin Warriors, though it may not have more than two Goblins for each Orc in the warband (including Orc Heroes).
Cave Squigs: Your warband may include up to five Cave Squigs. You may never have more Cave Squigs than you have Goblin Warriors.
Troll: Your warband may include up to one Troll.
Starting Experience
A Boss starts with 20 experience.
A Shaman starts with 10 experience.
Big ‘Uns start with 15 experience.
All Henchmen start with 0 experience.
Skill Table
| Combat | Shooting | Academic | Strength | Speed | Special | |
|---|---|---|---|---|---|---|
| Boss | ✓ | ✓ | ✓ | ✓ | ✓ | |
| Shaman | ✓ | ✓ | ||||
| Big ‘Un | ✓ | ✓ | ✓ | ✓ |
Orc Equipment List
(Used by Boss, Big ‘Uns, and Orc Boyz)
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free / 2 gc |
| Club | 3 gc |
| Battle 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
(Used by Goblin Warriors)
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free / 2 gc |
| Club | 3 gc |
| Sword | 10 gc |
| Spear | 10 gc |
| Ball & 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 |
Heroes
1 Orc Boss
80 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 4 | 4 | 4 | 1 | 3 | 1 | 8 |
An Orc Boss is a tough and brutal warrior who will throw his lads into any fight 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!
Weapons/Armour: An Orc Boss may be equipped with weapons and armour chosen from the Orc Equipment list.
Special Rules
Leader: Any warrior within 6” of the Orc Boss may use his Leadership characteristic when taking Leadership tests.
0–1 Orc Shaman
40 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 4 | 1 | 3 | 1 | 7 |
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.
Weapons/Armour: An Orc Shaman may be armed with weapons chosen from the Orc Equipment list. An Orc Shaman may never wear armour.
Special Rules
Wizard: An Orc Shaman is a wizard and uses Waaagh! Magic.
0–2 Orc Big ‘Uns
40 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 3 | 4 | 1 | 3 | 1 | 7 |
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 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.
Weapons/Armour: Big ‘Uns 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
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 4 | 1 | 2 | 1 | 7 |
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.
Weapons/Armour: Boyz may be equipped with weapons and armour chosen from the Orc Equipment list.
Special Rules
Animosity: Orc Boyz are subject to the Animosity special rule.
Goblin Warriors
15 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 5 |
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.
Weapons/Armour: Goblins may be armed with weapons and armour chosen from the Goblin Equipment list.
Special Rules
Animosity: Goblin Warriors are subject to the Animosity special rule. A Goblin Warrior who fails his Animosity test and rolls a 1 for the result will never charge an Orc Henchman, though he will still use any missile weapons to attack as normal. Goblins are far too afraid of Orcs to challenge them individually.
Not Orcs: Orcs don’t expect much from non-Orcs and are not unsettled if Goblins or Cave Squigs break or get cut down in battle. When testing to see if an Orc warband must take a Rout test, each Goblin Warrior or Cave Squig taken out of action counts as only half a model (round down). Therefore a band of 5 Orcs and 10 Goblins would only need to test if 4 models fell.
Runts: Goblins may gain experience but if they roll ‘That Lad’s Got Talent’ they are immediately killed by their Orc overlords for becoming too mouthy — remove the model from the roster.
0–5 Cave Squigs
15 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 2D6 | 4 | 0 | 4 | 3 | 1 | 4 | 1 | 5 |
Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, composed mostly of teeth, horns, and a nasty temperament.
Weapons/Armour: Cave Squigs never use or need weapons or armour.
Special Rules
Movement: Cave Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. Roll 2D6 for the distance they move each turn. Squigs never run and never declare charges; instead they may contact enemy models with their normal 2D6” movement, counting as charging for the following round of close combat.
Minderz: Each Cave Squig must remain within 6” of a Goblin Warrior at the start of its Movement phase. If a Cave Squig finds itself without a Goblin within 6”, it goes wild — move the Squig 2D6” in a random direction each Movement phase. If it contacts any model (friend or foe), it engages in hand-to-hand combat as normal. The Cave Squig remains out of the player’s control until the end of the game.
Not Orcs: See Goblin Warriors entry for rules.
Animals: Cave Squigs are animals and do not gain experience.
0–1 Troll
200 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 6 | 3 | 1 | 5 | 4 | 3 | 1 | 3 | 4 |
Trolls are not intelligent enough to recognise the value of gold, but large amounts of food can often instil a certain loyalty in them.
Weapons/Armour: Trolls do not require weapons to fight but often carry a big club. Trolls can never be given weapons or armour.
Special Rules
Fear: Trolls are frightening monsters which cause fear.
Stupidity: A Troll is subject to the rules for stupidity.
Regeneration: Whenever an enemy successfully inflicts a wound on a Troll, roll a D6. On a 4+ the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. Trolls never roll for Injury after a battle.
Dumb Monster: A Troll is far too stupid to ever learn any new skills. Trolls do not gain experience.
Always Hungry: The warband must pay 15 gold crowns after every game to keep the Troll. If the warband lacks the gold, the Boss may sacrifice two Goblin Warriors or Cave Squigs to the Troll in lieu of buying food. If this fee is not paid (in gold or warband members) the Troll wanders off in search of food.
Vomit Attack: Instead of his normal attacks, a Troll can regurgitate his highly corrosive digestive juices on a hand-to-hand combat opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves.
Large Target: Trolls are Large Targets as defined in the shooting rules.
Orc Special Skills
Orc Heroes may use the following skill list instead of any of the standard skill lists 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 learn to aim their blows at the heads of their opponents. Any knocked down results which the Orc causes in hand-to-hand combat count as stunned results instead.