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Background:
   Wood Elf Background
   Timeline
   Story behind the setting

Rules:
   New Economy Rules

Hazard Charts:
   General Notes
   Forest Hazards
   Underground Hazards

Shops:
   Wood Elf Village
   Pine Glade
   Yew Glade
   Orc Camp
   Orc Black Market
   Dwarf Outpost
   Skaven Armoury
   Clan Skryre Armoury
   Skryre Inner Sanctum

Warbands:
   Savage Orcs
   Wood Elf Scouts
   Dwarf Slayers
   Skaven Clan Skryre

Links

Orc Army Hazards

By Teale Fristoe

Every time you need to roll for an Orc Army Hazard, roll a D66 and consult the following chart:

11: Angry Giant

While walking along the tents through Razgul’s army, one of your heroes accidentally angers a Giant. Randomly determine which hero made the Giant mad. Roll a D3. That hero must pass that many toughness tests. A roll of 6 always fails. For every test that the hero fails, that hero takes a serious injury. Re-roll ‘Bitter Enmity,’ ‘Captured,’ ‘Sold to the Pits,’ and ‘Survives Against the Odds.’

12: Sick Trolls

One of your henchmen groups comes across a group of Trolls who ate a few too many Goblins the night before and are now feeling sick. Suddenly, the Trolls erupt in vomit, and your unfortunate henchmen group finds most of it heading their way. Randomly determine which henchmen group is being vomited on. Take an initiative test for that group. A roll of 6 always fails. If the group passes, they are lucky enough to avoid most of the vomit. If they fail, they aren’t so lucky and all of their weapons and armor melts away from the corrosive goo.

13: Goblin Fanatic

While strolling through an area of the army that is very Goblin dense, a Night Goblin Fanatic bursts from the crowd, having had too much fungus brew, and smashes one of your heroes with his steel ball. Randomly which hero was hit. That hero takes a strength 5 hit, with no armor saves possible, which causes D6 wounds. Note that ‘Knocked Down’ and ‘Stunned’ have no effect when received outside of a game.

14: Unfortunate Shaman

As your warband passes a straw hut, a Shaman trying to practice some of his spells accidentally miscasts and explodes. Each of your warriors takes a strength 4 hit. Note that ‘Knocked Down’ and ‘Stunned’ have no effect when received outside of a game.

15: Ogre Posse

A group of Ogres who think they own the army decide that they don’t like the looks of your warband. They push the warband out into the forest and keep a close watch to make sure you don’t return into the army. Your warband cannot continue looking for the shop they were headed to, although they can start searching for another shop as long as you don’t have to roll on the Orc Army Hazard Table to find that shop.

16: Uneventful Trip

Other than a few scraps with some Goblins, the trip is pretty much uneventful.

21: Loose Wolves

Some Goblins have lost control of their Giant Wolves and the Wolves are now rampaging through the army, only to come across your warband. Set up your warband on one side of a 4’ by 4’ table and place 2D6 Giant Wolves on the other side. The Wolves get the first turn. The warband that doesn’t route wins. Warriors that take out individual Wolves don’t gain experience, but Heroes and Henchmen groups that don’t go out of action gain 1 experience. The Wolves have the following stats:

Profile M WS BS S T W I A Ld
  9 3 0 3 3 1 3 1 3


22: Prank

While one of your heroes is out on his own, a few Night Goblin Netters get the idea that it would be funny to club that hero. They plan on catching him in a net and then beating him over the head, repeatedly, with a big club. It’s the perfect joke. Randomly determine which hero gets attacked by the Goblins. Take an initiative test for the hero. The roll of 6 always fails. If the hero passes, he manages to escape the net thrown by the Goblins and returns to the warband. If he fails, the Goblins have caught him in the net. Take a toughness test for that hero. The roll of 6 always fails. If he fails, then the Clubber got him in the head and he misses the next D3 games while he’s unconscious and struggles to get free from the net. If he passes, the Gobbo didn’t get him very hard and he just has to break free of the net. He will only miss one game.

23: Bossy Black Orc

One of your henchmen groups is mistaken to be a part of the army by a big Black Orc Boss. Your henchmen group has no choice but to obey the Black Orcs commands and has to do some training to strengthen their skills. Randomly determine which henchmen group is caught by the Black Orc. That group misses D3 games but gains that many experience points.

24: Snotling Mob

As one of your heroes pushes around a weedy little Goblin, as he usually does when he meets a lone goblin, a huge mob of Snotlings charges your hero. They obviously look up to that particular Goblin and won’t let your hero push him around. Randomly determine which hero is attacked. Place that hero in the middle of a 2’ by 2’ table, then put 3D6 Snotlings in base contact with him. If there isn’t enough room to fit all of the Snotlings in base contact, place them as close as possible. The Snotlings get the first turn and count as charging. The hero doesn’t gain experience for taking individual Snotlings out of action, but does gain 2 experience points if he doesn’t go out of action. Whichever side takes all of the other side’s models out of action first wins. Neither side will rout. The Snotlings have the following stats:

Profile M WS BS S T W I A Ld
  4 1 1 1 1 1 3 1 4


25: Uneventful Trip

Other than stepping on a few Snotlings, this trip was pretty uneventful.

26: 'Da Trezure Map'

One of your heroes finds a scrap of paper that has the words ‘Da Trezure Map’ written across the top and a map of a nearby area drawn on it. Randomly determine which hero finds the map. That hero can either follow the map or continue to the shop. If the hero contiues, treat this as an ‘Uneventful Trip.’ If the hero follows the map, he cannot buy items at the shop. Roll a D6. On a 1 or a 2, the map was a phony and the hero hears some laughter as he looks puzzled at the spot where the ‘Trezure’ should be. On a 3-5, the hero manages to find 2D6 gold crowns. On a 6, the hero manages to find an artifact buried underneath a tree.

31: Chariot Race

As your warband makes its way through the legions of orcs, two chariots crash through the crowd, right into your warband. D6 random members must pass an initiative test to see if they can dodge the chariots. If one passes, then he manages to avoid the scythed wheels. If one fails, then it is hit with the spinning blades and takes a serious injury.

32: Da Challenge

One of your heroes has offended an orc and the orc challenges your hero. Randomly determine which hero insulted the orc. That hero may accept the challenge or be considered a coward through the entire army. If the hero accepts, take a strength test for him. The Roll of 6 always fails. If he fails, he is beat to a bloody pulp by the orc and takes a serious injury. If he passes, he manages to defeat the orc and earns 1 experience. If the hero declines, he may not go to the shop as the entire army soon hears what a weedy grot he is. In addition, roll on the Forest Hazard Table just for him since he’s forced to fend for himself.

33: Sneaky Guide

The leader of your warband has noticed that a small Goblin has been watching your warband from a distance as it struggles through the dense army. Finally, it approaches you and, in a squeaky, little voice, asks if it can help you find your way. It assures you that it knows the army like the back of its hand and says that it will take you to where you want to go for a measly 3D6 gold crowns. If you accept, deduct 3D6 gold crowns from your treasury and roll a D6. On a 1-4, the whole thing was a scam and the Goblin runs off with your hard earned gold. On a 5 or a 6, the Goblin was telling the truth and shows you where you want to go. You do not have to roll on any more Hazard Tables and you make it to where you want to go safely. If you decline him, take an initiative test for your leader. The roll of 6 always fails. If you succeed, continue on your way and treat this as an ‘Uneventful Trip.’ If you fail, the Goblin steals 5D6 gold crowns from you anyway. Subtract 5D6 gold crowns from your treasury. If you don’t have 5D6 gold crowns, take away all of your gold crowns.

34: Civil War

Two large regiments of orcs seem to think that one has been insulted by the other, which has caused a huge skirmish between the two. This, of course, has attracted a huge crowd of viewers. Your warband, wanting no part in this chaos, has decided to avoid the whole thing, but this requires a large detour. Roll two more times on this table.

35: Uneventful Trip

Other than occasionally having to fight off an attempting thief, this trip was pretty uneventful.

36: Big Buddy

A large Ogre has taken a liking to your warband and agrees to help it get through the lawless army. You automatically make it to the shop without further rolls on the Orc Army Hazard Table. In addition, every time you need to roll on the Orc Army Hazard Table to get to a shop, roll a D6. On a 5 or a 6, you meet up with him and have to roll one less time on the Table. On a 1-4, you don’t meet up with your Ogre friend and have to roll as normal. This bonus isn’t cumulative, so if you roll this result again treat it as an ‘Uneventful Trip.’

41: 'I fink itz workin''

Some Orcs decided to test out a recently repaired rock lobber... right on your troops. One of your warriors takes a direct hit from the stone. Randomly determine which warrior was hit. Take a toughness test for that warrior. The roll of 6 always fails. If the warrior passes, he manages to take the hit safely. If he fails, he takes a serious injury.

42: Furious Orcs

Upon discovering that your warband’s leader was cheating while gambling, the Orcs he was playing with decide to attack him. Of course, they were cheating too, but they seem to have forgotten. D3 of your other heroes and D3 henchmen groups, randomly determined, were with the leader when the Orcs attacked. Set up 3D3 Orcs on one side of a 4’ by 4’ table, then set up your leader and the heroes and henchmen groups that were accompanying him on the opposite side. The Orcs get the first turn. The first group to route looses. Your models don’t get experience for taking individual Orcs out of action, but any hero or henchman group that doesn’t go out of action gets 1 experience. Roll a D6 for each Orc to see how he’s armed. 1-3: club; 4 or 5: axe; 6: sword. The Orcs have the following stats:

Profile M WS BS S T W I A Ld
  4 3 3 3 4 1 2 1 7


43: Face Eater Squig

A Face Eater Squig has taken a liking to one of your heroes and is showing his preference by chewing on his face. Randomly determine which hero is attacked. Your hero must take a strength test to take the Squig off before he does any damage. The roll of 6 always fails. If the hero passes the test, he pulls the Squig off with only minor cuts and scratches. If the hero fails, he is badly hurt. He takes a serious injury. Re-roll the results of ‘Multiple Injuries,’ ‘Leg Wound,’ ‘Arm Wound,’ ‘Smashed Leg,’ ‘Chest Wound,’ ‘Hand Injury,’ ‘Robbed,’ ‘Bitter Enmity,’ ‘Captured,’ ‘Sold to the Pits,’ and ‘Survives Against the Odds.’

44: Boar Stampede

A large groups of boars has gotten loose and is now rampaging through the army. Some of the boars have detoured into your warband. D6 boars hit your warband. Randomly determine who each boar hit. Each hit is at strength 4. Note that ‘Knocked down’ and ‘Stunned’ have no effect when received outside of a game.

45: Uneventful Trip

Other than avoiding a few orc mobs, this trip was pretty uneventful.

46: Forest Goblin Mob

Your warband finds a mob of Forest Goblins in a muddle. Upon investigating, you find the group all attacking one. You fight the group off and the one being attacked thanks you incredibly. He decides to pledge his life to you. You get either a Forest Goblin Guide or Forest Goblin Spider Rider next game for free. After that, you must pay normally. A Goblin’s word is not the most honorable...

51: Bouncy Squig

A Bouncer Squig has gotten loose from its Goblin and is now causing havoc throughout the army! It happens to land right in the middle of your warband, bouncing on some your warrior’s heads. The Squig bounces 2D6 times in the middle of your warband. Randomly determine which warrior is hit for each time the Squig bounces. Each hit is at strength 4. Note that ‘Knocked down’ and ‘Stunned’ have no effect when received outside of a battle.

52: Big Spider

In the middle of the night, while your warband members are all asleep, a Giant Spider wanders into your camp and decides to take a bite out of one of your heroes. Randomly determine the hero. Take a toughness test for that warrior. The roll of 6 always fails. If the test is passed, the warrior can take the poisons that the spider releases through his jaws. If the test is failed, the warrior takes a serious injury from the bite. Re-roll ‘Robbed,’ ‘Bitter Enmity,’ ‘Captured,’ ‘Sold to the Pits,’ and ‘Survives Against the Odds.’ Whether or not the test is passed, the entire warband hears the scream of the bitten warrior and starts to panic. Take a leadership test for your leader. If he passes, he manages to control the warband and they don’t panic. If he fails, however, the warband scatters throughout the army. Roll again on this table.

53: Brawl

An Ogre, just looking for trouble, has found your warband. He starts a fight by insulting one of your heroes and the argument has escalated into a full-blown brawl. Randomly determine which hero is fighting the Ogre. Take a strength test for that hero. If he fails, he has been beaten and must take a serious injury. If he passes, on the other hand, he has miraculously defeated the Ogre and finds 2D6 gold crowns on him.

54: Pump Wagon Trainee

One of your heroes decides to accept a Goblin’s offer to help train some weedy little Snotlings to pump their Wagon. How much damage could some weak Snotlings do, anyway? Determine which hero randomly. Take D3 strength tests for that hero. The roll of 6 always fails. For each passed test, the hero managed to keep the whirling blades pushed far enough back to avoid any serious damage. For each failed test, the hero, unfortunately, could not hold the wheeling blades of death back and they did some damage. For each failure, that hero takes a serious injury. Re-roll ‘Robbed,’ ‘Bitter Enmity,’ ‘Captured,’ ‘Sold to the Pits,’ and ‘Survives Against the Odds.’ The hero gets 3D6 gold crowns for his services, whether or not he is injured.

55: Uneventful Trip

Other than the bump on the head here and there, this trip was pretty uneventful.

56: Coward Orc

Your warband’s leader gets into an argument with an Orc which leads to a challenge. The big, bad Orc that the leader was supposed to be fighting was in fact nothing more than a big, bad coward and ran away. Demanding tribute from his boys, they generously give you the following item, once treasured by the Coward Orc. Roll a D6 and consult the following chart to see what they give you.

D6 Result Item
1 Axe
2 Dwarf Axe
3 Light Armour
4 Crossbow
5 Heavy Armour
6 Gromril Dwarf Axe


61: Quick Little Gobbo

One of your heroes manages to catch a Goblin running away from a large Orc. The Goblin had stolen something of the Orc’s, and he wants it back. Randomly determine the hero. Roll a D6 and consult the following chart to see what was stolen. The Orc offers you half the cost of the item according to the Orc Camp Shop. Your hero can either accept the generous offer or bid the Orc good day. If your hero accepts the Orc’s proposal, add half the cost of the appropriate item, according to the Orc Camp Shop, but remove the item from your extra equipment. If your hero refuses the Orc’s offer, the Orc will get mad and attack the hero. Take a toughness test for the hero. The roll of 6 always fails. If the hero succeeds, he has withstood the blow and sends the Orc running. If he fails, he has been hurt by the swing. He takes a serious injury. Re-roll ‘Bitter Enmity,’ ‘Captured,’ ‘Sold to the Pits,’ and ‘Survives Against the Odds.’ He gets to keep the item even if he was hurt.

D6 Result Item
1 Dagger
2 Club
3 Axe
4 Shield
5 Sword
6 Light Armour


62: Drunk Orc

While strolling through the army, one of your heroes stumbles upon an Orc passed out. He decides to rob the drunken Orc. Randomly determine the hero, then take an initiative test for that hero. The roll of 6 always fails. If the hero passes, he manages to steal D6 gold crowns and escape unnoticed. If he fails, the Orc woke up, fining your hero red-handed and calls his boys over. He demands 5D6 gold crowns for his trouble with your hero, or else... Your hero may pay up or try to get away. If he pays up, subtract 5D6 gold crowns from your treasury. If you don’t have enough gold, give all of the gold you have. If your hero runs away, he must avoid hurled rocks, bottles, and other projectiles from the angry Orcs. Take D6 toughness tests for the hero. The roll of 6 always fails. If the hero passes all of the tests, he has escaped. Treat this as an ‘Uneventful Trip.’ If he fails even one of the tests, the Orcs managed to knock the hero out. He takes a serious injury, but the injury is automatically ‘Robbed.’

63: Boom-Boom Stick

An Orc that found a pistol on a dead Tilean has attracted quite an audience, including one of your heroes. Randomly determine which hero it is. While experimenting with it, the Orc accidentally shoots the hero! Take a toughness test for that hero. If the hero passes, he withstands the shot and walks away with only minor wounds. If the hero failed, the hero takes a serious injury. Re-roll ‘Multiple Injuries,’ ‘Bitter Enmity,’ ‘Captured,’ and ‘Survives Against the Odds.’

64: Uneventful Trip

Other than avoiding a few of Razgul’s officers, this trip is pretty uneventful.

65: Robbed Shop

Your warband comes across a shop right as it’s being robbed. Among dozens of Orcs, your warband searches through the scattered items, your warband manages to find the following items. Roll a D6 to see whether you get each item, except the items marked auto.

D6 Required Items
Auto D6 Gold Crowns
Auto Club
2+ Axe
3+ Spear
4+ Light Armour
5+ Sword
6+ Halberd


66: Ex-Shaman's Hut

Your warband’s leader comes across a Shaman’s Hut within which a Shaman accidentally killed himself while practicing a spell. After looking through the runes for the better part of an hour, the leader manages to find the following item. Roll a D6 and consult the following chart.

D6 Result Item Found
1 Staff
2 Sword
3 Magic War Paint
4 Yew Staff
5 Boar
6 An Artifact