Source: Warhammer Fantasy: 6th Edition

Orcs & Goblins - Frequently Asked Questions
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Do the Boars pulling Orc Boar Chariots benefit from the 'Tusker Charge' special rule? It doesn't seem to be mentioned.

Yes, they do get the Tusker Charge. Oops.

Source: Warhammer Chronicles 2004 page 116

If a Goblin Doom Diver lands "among" the models of a skirmisher unit, but not exactly on one, is the hit ignored or transferred to the closest member of the unit?

It must actually hit a model to cause any damage.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

When an Animosity result of "We'll Show "em" is generated does the Greenskin unit always have to move towards an enemy unit it has an existing line of sight to?

No. The unit immediately makes a full normal move (not a march move) towards the nearest enemy unit, regardless of whether or not the Greenskin unit had line of sight to the enemy unit when the result was generated. While moving towards the nearest enemy unit, the Greenskin unit deducts the usual penalties for terrain, turning, etc.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Goblin Wolf Chariots, Goblin Rock Lobbers, Goblin Spear Chukkas, and Goblin Doom Diver Catapults do not include "Fear Elves" in the Special Rules section of thier Unit Entry boxes. Was this intentional or an oversight?

It was intentional. The Orcs & Goblins Army Book states "Note: The Fear Elves, Animosity and Hatred rules described above only apply to goblin infantry or cavalry units, and characters. They do not apply to war machines, Chariots, Fanatics or Squigs who are just too crazed or brainless to care. Only big mobs of Goblins are affected by these wayward tendencies as they goad each other into acts of cowardice, betrayal and petty vindictiveness."

Source: Orcs & Goblins Army Book page 13

Does the exemption regarding "Fear Elves" still apply in situations where a Goblin character is riding in a chariot or has joined a war machine?

Yes it does. The Rulebook states "If a character is liable to a Terror or Fear test which doesn't apply to the rest of the unit, he can ignore any tests."

Source: Rulebook page 100

Can a Gobbo artillery crew use the Orc Bully's leadership?

Yes.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can a character join a Squiq Herd unit?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

How do you distribute hits from missile fire among a unit of Squiqs, Squig Hoppers, and Night Goblins?

Hits from missile fire should be allocated / randomized as appropriate. For example if the unit consisted of 3 Squig Hoppers, 6 Squiqs, and 9 Night Goblins and was hit 6 times you would allocate 1 to the Squiq Hoppers, 2 hits to the Squigs, and 3 to the Night Goblins. In cases where the allocation does not exactly work out, roll a D6 to randomize the extra hits among the various unit types. For example if the unit above was only hit once you would allocate the hit to the Squiq Hoppers on a roll of "1", to the Squigs on a roll of "2" or "3", and to the Night Goblins on a roll of "4", "5", or "6".

Source: Orcs & Goblins Army Book page 18 / Direwolf FAQ Council Interpretation

If a Night Goblin Fanatic hits a ridden monster, who are the hits worked out against: the rider or the monster?

Fanatic hits should be randomised in the same way as shooting.

Source: Warhammer Chronicles 2004 page 116

Night Goblin Fanatics can hit flyers when first released. Does this mean that flyers cannot voluntarily pass over Fanatics without charging, and if they charge over a Fanatic, do the flyers take hits?

Except when they trigger the release of the Fanatic themselves, flyers can freely move and charge over Fanatics without being hit - Fanatics are not known for their ability to get airborne...

Source: July 2002 Q&A Update on the Warhammer Chronicles website

Do hidden units (in woods, for example) trigger fanatics?

Yes.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Do freed squiqs or released fanatics from your own army, trigger other fanatics in your army?

No, although they can hurt your troops, they are not enemies.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

If the damage from a Fanatic causes a Panic test, when is the Panic test taken?

Immediately. The Fanatic rules state "If a Panic test due to Fanatic casualties has already been taken and passed then another test is not needed." Note that charging units, units under compulsary movement, pursuing, etc. will keep moving through multiple Fanatics until they have taken enough casualties to require a panic test. If they take it and pass it, then they can freely continue moving through Fanatics during that turn.

Source: Orcs & Goblins Army Book page 16 / Direwolf FAQ Council Interpretation

If Ambushing Beastmen, Dwarf Miners, etc. (or an enemy unit which had pursued a friendly off the table in the previous turn) arrive on a table edge that is less than 8" away from a Night Goblin unit containing Fanatics, are the Fanatics released in a random direction?

Yes. The Fanatic rules indicate that if an enemy unit suddenly appears closer than 8" to a Night Goblin unit containing Fanatics, then the Fanatics are released in a random direction. No exceptions are noted.

Source: Orcs & Goblins Army Book pages 15 / Direwolf FAQ Council Interpretation

Can items/powers that remove Attacks, such as the Hand of Khaine, affect the Giant?

No. In the Giant's description his attacks are listed as "special". Further in the detailed rules for the Giant it states that his attacks are not considered normal. The Giant rolls randomly for his "special" attack (i.e. he does not choose it) and none of the "special attacks" result in something which affect the "Attack" characteristic.

Source: Warhammer Chronicles 2004 page 117 / Orcs & Goblins Army Book page 22

A Giant Yells and Bawls vs an Undead unit. The book says that the unit has to pass a Break test at -2, but Undead units don't take Break tests. Does the book means the unit loses the combat by -2 (and the Undead would suffer 2 wounds.…), or just has to pass a test?

The unit is beaten by two - so, an Undead unit takes two wounds. In the same way, if a Giant Yells and Bawls at a unit of Daemons, they also test as if they had lost the fight by 2.

Source: Warhammer Chronicles 2004 page 116

How does the Giant's Yell and Bawl special attack affect Undead or Daemonic units?

The Giant counts as winning the combat by 2, regardless of whether its a break test, Undead, instability, etc.

Source: Warhammer Chronicles 2004 page 116 / Direwolf FAQ Council Interpretation

After a Giant Yells and Bawls, can he still be attacked by models not in base to base contact with him, such as models that "fight in ranks" in the second or subsequent ranks?

No. The Yell and Bawl description states "Neither the Giant nor models in contact with him actually fight if they have not already done so this round, but the combat round is automatically won by the Giant's side." As the Giant's side automatically wins the combat, the combat is ended at that point.

Source: Orcs & Goblins Army Book page 23 / Direwolf FAQ Council Interpretation

If I want to field a unit of Big'Uns, what does "type" refer to in the statement from the O&G book, "Whichever type of unit you choose to upgrade you must have at least as many normal models of that type"?

Each of the four listed units is a distinct type: Orc Boyz, Savage Orc Boyz, Orc Boar Boyz or Savage Orc Boar Boyz. E.g., in order to field a unit of 30 Orc Boyz Big'Uns, you must field at least 30 normal Orc Boyz - either 1 unit of 30, a unit of 20 and a unit of 10, etc. In order to field a unit of 10 Savage Orc Boar Boyz Big'Uns, you must have at least 10 Savage Orc Boar Boyz in the army, etc.

Source: Orcs & Goblins Army Book page 6

If I want to field a unit of Big'Uns, do the regular models need to all be in a single unit?

No. The rule states, "Whichever type of unit you choose to upgrade you must have at least as many normal models of that type in other units before you take the Big'Uns." It does not state that these need to be in the same unit. Also, note that it does explicitly state that the normal models are in "other units" (i.e., it is plural).

Source: Orcs & Goblins Army Book page 6

If I want to field a unit of Big'Uns, do the normal models of the same type have to be armed in the same manner as the Big'Un unit?

No. The rule states, "Whichever type of unit you choose to upgrade you must have at least as many normal models of that type in other units before you take the Big'Uns." It does not state that these need to be armed in the same way.

Source: Orcs & Goblins Army Book page 6

Do you collect an extra power or dispel dice for each shaman within range of a qualifying Orc or Goblin unit engaged in close combat during the magic phase?

No. The extra dice are generated by the units, not the shamans. Page 27 of the Orc and Goblin book (emphasis from FAQ Council): "For each Orc UNIT... of 10 models or more, or each Goblin UNIT ... of 20 or more models, which is within 12" of a Shaman and engaged in close combat, the player adds +1 Power dice to his pile in his own turn, and +1 Dispel dice in the enemy's turn." This clearly states that the extra dice are generated from the units, not from the Shamans, so you could have multiple shamans all within range of 1 qualifying unit and you will only get +1 dice for it.

Source: Orcs & Goblins Army Book page 27

Do fleeing shamans generate additional power or dispel dice if within range of a qualifying Orc or Goblin unit?

No. The extra dice are generated by the units, not the shamans. Page 27 of the Orc and Goblin book (emphasis from FAQ Council): "For each Orc UNIT... of 10 models or more, or each Goblin UNIT ... of 20 or more models, which is within 12" of a Shaman and engaged in close combat, the player adds +1 Power dice to his pile in his own turn, and +1 Dispel dice in the enemy's turn." This clearly states that the extra dice are generated from the units, not from the Shamans, so you could have multiple shamans all within range of 1 qualifying unit and you will only get +1 dice for it.

Source: Rulebook page 139 / Orcs & Goblins Army Book page 27 / Direwolf FAQ Council Interpretation

If a greenskin shaman suffers a miscast and rolls the "2" result on the Waaagh! miscast table, what exactly does it mean that "he behaves like a loose squig in the compulsory movement phase"? Will he explode if he rolls a double for his bounce distance? Also, can he flee from an enemy charge?

The shaman will move like a squig (moves/bounces 2D6" in a randomly determined direction during the compulsory movement phase) but does not actually turn into a squig. Therefore, the shaman does not attack like a squig or explode if he rolls a double for his bounce distance; if he rolls a double for his bounce distance, simply move him the specified distance. If the shaman happens to bounce on top of a friendly or enemy unit he will not stop or attack, but instead bounces again. In addition, as the shaman does not actually become a squig, he is not immune to psychology and he may flee from an enemy charge, but will resume moving like a squiq once he rallies and regains freedom of movement.

Source: Orcs & Goblins Army Book pages 19, 27 / Direwolf FAQ Council Interpretation

What happens if a successful Gork's Warpath later lands on a unit with Magic Resistance?

Only a unit that is nominated as the target of the spell when initially cast can use Magic Resistance, even if the spell later lands on a unit with Magic Resistance.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

How are we suppose to interpret the wording "provided that the target unit (they) could charge the enemy if it was the greenskin's Movement phase" which is present in the Little Waaagh! spell, The Hand of Gork and the Big Waaagh! spell, Waaagh!?

Any conditions impacting the units that would keep them from charging that turn also means they are not subject to the affects of the spell. For example, if the unit has failed an Animosity check and is Squabbling, or rallied this turn they would not be able to charge. Also note that war machine crews are never allowed to charge and thus are not subject to the affects of these spells either.

Source: Gav Thorpe - Warhammer Design Team / Orcs & Goblins Army Book pages 28,29 / Warhammer Annual 2002 page 20

Hand of Gork - it says it can move any Orc or Goblin unit of any type. Does this mean any unit in the army (Trolls, Giants, etc), or does it mean just Orc/Goblin units (units of that race. including Snotlings)?

The spell affects any Greenskin units - Orcs of all types, Gobbos of all types, Snotlings, but not Trolls, Giants or Dogs of War which are not Orcs or Goblins. This does include chariots and pump wagons. The same is true of the Waaagh! spell.

Source: Warhammer Chronicles 2004 page 116

What happens when the Big Waaagh! spell, Waaagh! is cast and both sides are using Orc & Goblin armies?

If both players have units that could charge if it were their movement phase (see Q&A above) then do the following: 1. Determine all eligible units at the time the spell is cast and mark them with a dice or counter. Marking them is necessary to avoid confusion once the enemy units start moving as units which could not charge when the spell was cast do NOT become eligible to move simply because enemy units subsequently move into range while working out the spell results. 2. The player who cast the spell chooses an eligible unit of his own and charges with it as outlined in the spell. 3. The other player chooses an eligible unit of his own and charges with it as outlined in the spell. 4. Repeat steps 1 and 2 until all eligible units have charged.

Source: Direwolf FAQ Council Interpretation / Orcs & Goblins Army Book page 29

If an Greenskin character armed with Porko's Pigstikka becomes engaged in a challenge on the turn he charges, does he still receive the additional attacks?

Yes. The item states "...on the turn he charges he also gets one extra Attack per rank in the enemy unit (up to a maximum of +3)". The item description does not exclude the character from gaining the additional attacks due to being engaged in a challenge.

Source: Orcs & Goblins Army Book page 31 / Direwolf FAQ Council Interpretation

Buzgob's Knobbly Staff allows you to re-roll all dice used to cast a spell. A Night Goblin Shaman also carries mushrooms (used to add one dice to the roll, after dice have been rolled). Does he decide to use mushrooms before or after deciding to use the Staff's re-roll? If he uses the re-roll after the mushrooms, are the mushroom's dice re-rolled along with the basic casting dice?

A Night Goblin Shaman casting a spell with the Knobbly Staff may re-roll his casting dice. After this is done, he may choose to use his mushrooms, but the mushroom dice may not be re-rolled - they are not 'true' casting dice.

Source: Warhammer Chronicles 2004 page 116

How does the Glowy Green Amulet work against Khemri? Technically speaking, the Tomb Kings player does not roll Power dice.

But technically speaking, they are 'treated as normal spells' except they are always cast, never Miscast and never cast with Irresistible Force. The Glowy Green Amulet doesn't work against normal Bound Items, because Bound Spells don't roll any dice. For Tomb Kings Incantations (specifically the Incantation of Vengeance) the player with the Glow Green Amulet rolls the same number of dice that the Liche Priest used to cast (ie, two against a Liche Priest, three against a High Priest), just like against any other spell.

Source: Warhammer Chronicles 2004 page 116

Can Savage Orc characters take magic armour, or magic shields only?

Magic shields only, as all other magic armour counts as armour, which they can't use!

Source: Warhammer Chronicles 2004 page 116

If Porko's Pigstikka is bought for a Wywern mounted Warlord, can he still use it if the steed dies?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

What are the correct special rules for Grimgor Ironhide?

On page Page 67 of the Orcs & Goblins book under Grimgor Ironhide replace the first line of "SPECIAL RULES" with "Ignore Greenskin Panic; Quell Animosity".

Source: Orcs & Goblins Army Book page 67 / Warhammer Chronicles 2004 page 125

Where can I find the rules for the Orc character, Azhag the Slaughterer?

The Warhammer Annual 2002.

Source: Warhammer Annual 2002 page 62

In Grimgor's 'Ardboyz, can every Orc unit be Big 'Uns, or should there be at least the same number of common Orcs as in the Orcs & Goblins army list?

You can have as many Big 'Uns in the army as you want without the need to have the same number of "normal" Orcs. Thus, if you wanted, you could have an entire army of Big 'Uns!

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

In Grimgor's 'Ardboyz, can every Big 'Un and Black Orc unit carry a magic Standard?

Any unit of Black Orcs or Big 'Uns can have a magic banner.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Grimgor's bodyguards can now be armed with great weapons at no additional cost. Is this true also in a regular Orc army?

Yes.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

In Grimgor's 'Ardboyz there must be "more" Warbosses/ Bigbosses than Great Shamen/ Shamen. Does this mean "at least one more" or "at least the same number"?

More means MORE! There must be MORE Warbosses and Bigbosses in total than there are Great Shamans and Shamans.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

How big should the Effigy of Gork be?

A movement tray (100mm x 75mm) is about the most suitable size. See the pictures on p.60 of the Storm of Chaos book for two examples of Effigies.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Does Borgut Facebeater count as two hero slots in Grimgor's 'Ardboyz?

No, Borgut only takes up a single hero slot in Grimgor's 'Ardboyz, though he takes up two slots in a regular Orc and Goblin army.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Can a Grimgor's 'Ardboyz army hire Dogs of War / Regiments of Renown units?

No. Dogs of War / Regiments of Renown are not listed as an option in the army list. The only exception to this is Ruglud's Armoured Orcs, which may be hired using a Rare slot as specifically noted in the army list.

Source: Storm of Chaos Book page 58 / Anthony Reynolds - Warhammer Design Team