The 9th Age/Tactics/Orcs and Goblins

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Why Play Orcs and Goblins

Special Rules

Greenhide Races

when selecting a unit, you often chose which race it is, affecting stats, ability, and equipment.

  • Common Orc: the Common all around, have armor and a range of equipment.
  • Iron Orc: Heavy armored Orcs, have Weapon Masters and Fearless
  • Feral Orc: Wild-Orcs, Naked with Battle focus Frenzy, and Aegis(6+).
  • Common Goblin: Insignificant. Your armor wearing, Wolf riding Goblin.
  • Cave Goblin: Insignificant. similar to Common but ride Siqualy beasts.
  • Forest Goblin: Insignificant and Forest strider. have poison and ride spiders.

Universal Rules

War Cry!: Once per game at the start of a player turn, your general can make all your units gain +1" Advance rate, +2" March Rate, and Swifstride until the end Player Turn.

Oi it bites!: Squigs can only be joined by other Squigs.

Nets: At the start of a combat round a unit in base contact will lose -1 Str and AP. chance for your goblin unit to get netted instead.

Shambolic: an out of Control Random movement, losing control of the direction of movement. also, your wreaking balls will likely die on a double on movement rolls or runs into something.

Running Amok!!: an out of Control Random movement, losing control of the direction of movement.

Ricochet(x):

Attack Attributes

Born to Fight: gain +1 Str and AP during the first Combat Round or start Combat Round Stadfast

Venomous Fangs: a spider can nominate one cc attack as a big bite attack, dealing Multiple wounds(D3 +1), reserve it to a thing with more than one wound.

Special Attacks

Mammoth Stabber:

Hereditary Spell

  • Bring the Pain:

Special Equipment

Unit Analysis

Characters

Mounts

Core

Special

Death from Above

Big ’n Nasty

Build Your Army

Tactica