ORC PIRATE ARMY LIST - Warhammer Armies


The list that follows is representative of a group of seafaring greenskins who have traveled the world and plundered a large variety of lands and vessels. The army is rife with pirate clichés and blackpowder and, as such, it is recommended that anyone playing this army talk in a suitably piratey (and orcy) manner.


This list is not in any way endorsed by Games Workshop or any of its affiliates or subsidiaries. An attempt was made not to disclose information found in Games Workshop's published works. As such, players wishing to field the Orc Pirate army will need a copy of Warhammer Armies: Orcs & Goblins and Warhammer Armies: Ogre Kingdoms. While one may encounter material copyrighted by Games Workshop, the intent of such material is the promotion of Games Workshop products and publications and not the personal gain of those involved in the production of this booklet.

ORC PIRATE SPECIAL RULES:


Lootas: Most of the models in the Orc Pirate army are greedy orcs, driven to a life of piracy to slake their lust for gore, gold and gunpowder. Orcs find value for a variety of belongings and even their enemies' teeth are pulled to be traded or used as crude currency. If a unit fled from the Lootas, the Lootas may test to refrain from pursuit as normal – if successful, they will loot the corpses left behind. The unit still captures the enemy standard as normal; so enthralled by their newfound possessions, the orcs become Stubborn until they flee for whatever reason. If there is nobody left to pursue, the Lootas may never overrun but will loot instead. After a unit has looted in this way, an appropriate counter should be placed next to the unit to show that it is Stubborn.

Da Big Bang!: Orcs certainly are not the most subtle race of the Warhammer World and have a penchant for destruction. Orc Pirates are no exception, and they have brought their destructive potential to new heights through the capture of enemy firearms. It is difficult for orcs to use such weapons as they find themselves too eager to shoot and load properly or desiring a more powerful punch than their firearms are capable of. As such, any orc unit armed with black-powder weapons must roll a D6 before firing. On a 1, the orcs were too anxious to fire and didn't use enough powder, so all shots are at -1S. On a 2-5 all is well and the weapons fire as normal. On a 6 the Orcs were so overcome with a desire to blast their foes to smithereens that they overload the guns with both shot and powder. The weapons fire at +2S and gain a +1 to all “to hit” rolls, representing the prolific amounts of lead, rocks, nails and other debris flying at their target. The guns themselves are destroyed and the firing unit suffers D6 S4 hits; casualties from these hits may cause a panic test as normal. Characters show more intelligence than a regular orc and are immune to this effect, as are Goblins who are rather scared of the loud noises the powder makes.

'Oos da Biggest?: Orc society is structured around a simple yet effective system based on strength and size. The largest greenskin invariably becomes the leader and the smallest rarely survives for long. As such all greenskins expect their smaller brethren to perish in battle and are not unnerved at the sight of them fleeing or being gruesomely dispatched in battle. For this reason all Orcs are immune to panic caused by Goblins and Gnoblars and all goblins are immune to panic caused by Gnoblars. Gnoblars themselves actually expect other Gnoblars to fail and so are also immune to panic caused by other gnoblars. In the same vein, no self respecting orc or goblin would be caught leading a horde of Gnoblars. As such, no characters may ever join Gnoblar units.

Animosity, Waaaghs!, and Powder: Orc Units armed with Handguns (not pistols) MUST fire at the nearest enemy in range if they roll a six on the animosity table. Note, that this is not a free shot and counts as their shooting for the round; after shooting as a result of animosity an Orc Pirate unit may not charge, though they may move as normal. Should they be forced to fire on the turn a Waaaagh! is called, they receive a +1 modifier on their “Da Big Bang” rolls.

Mixed Weapons:
For the sake of simplicity, should an Orc be armed with a Pistol or other weapon as well as a Choppa he receives all of the Choppa bonuses on all attacks. Should he choose another additional weapon (such as a second pistol), his choppa (and the bonus that it confers) is lost.

ORC PIRATE UNITS:

Orc Kommodore


The biggest and cruelest orc pirates shortly gain enough followers to amass a fleet of ramshackle ships and rafts with which to pillage and plunder the vessels (and lands) of their enemies. These orcs are known as Kommodores. Kommodores are massive creatures, capable of rending a foe limb from limb with their bare hands. Although possessed of a love for the loud and destructive black-powder weapons favored by many seafaring races, the brutal steel and vicious fangs of these Orcish leaders still find plenty of foes.
A Kommodore demands a great deal of respect from his followers and from those he may encounter at land or on sea. The tactical and nautical knowledge that Kommodores lack is certainly made up for by their tenacity and reckless nature. The greed that drives these creatures is such that no quarter will be given to any enemy found unprepared for the horrendous, green assault.
The Orc Kommodore has the same profile and special rules as an Orc Warboss, as detailed in Warhammer Armies: Orcs and Goblins.

Additional Special Rules:
Lootas.

Goblin Big-Hat: The most ambitious or underhanded goblins quickly rise up to become Big-Hats, called such because of the flamboyant hats that they generally wear as a sign of their status. These hats are often ostentatiously adorned with feathers, squigs or anything else the goblin deems “decorative” enough. It is actually very rare that a Big-Hat actually gathers his own pirate fleet as those whom he attacks will generally just ignore him or be overcome by the ridiculousness of a tiny goblin with a huge hat. In either case, such actions are rarely successful.

Orc Kaptan: Orc Kaptans are ferocious creatures, generally much larger than a man and with a low, animal cunning that catches all but the most wary off guard. Though not as large or intelligent as a Kommodore, a Kaptan is an orc that has gained his own crew and commands a single ship and perhaps a number of smaller vessels. Like all other Orc Pirates, a Kaptan's lust for treasure and combat is second to none and wo to any that stand between him, his crew, and their goal.

Special Rules:
Lootas.

Goblin Swashbuckler: A rare few goblins among the Orc Pirate fleets rise to the noble position of Swashbuckler. The Swashbuckers generally serve in the capacity of Cabin Boy to the Kaptan or Kommodore of the pirates and take great pride in their duties. Occasionally, a Goblin Swashbuckler will be allowed to carry the Jolly Rotfang, or Pirate Banner, for his lord, this is considered a very high honour and one that the Swashbuckler takes very seriously. Unlike other goblins in the Pirate Fleets, Swashbucklers are occasionally gifted with looted weapons and items such as simple armour, pistols or exotic clothing.

Lootas: The Lootas are the standard Orc Pirates. Savage fighters and relentless in their pursuit of 'Shiny Stuff', the Lootas will seek any wealth with an abandon and ferocity that leaves their targets in dismay at best and cadavers at worst. Orcs prefer heavy, iron weapons to the flimsy weapons of other races and are quite capable of cleaving through armour and bone with equal ease. Their love of violence and disdain for 'soft' races makes them ideal raiders and pirates.

Special Rules:
Animosity, Lootas.

Goblins: The Goblins aboard orc vessels are little different from their land-lubbing kin, in that they are used and treated as slaves by their larger Orc cousins. It is somewhat surprising to note, however, that without goblins, the ships of the Kaptans and Kommodores would not sail as the nimble fingers of the goblins repair leaks, tie rigging and man oars. All but the most foolhardy, sea-squig riding goblins are terrified of the sea and so will be seen aboard a ship with a plank, small barrel or other piece of flotsam. These items serve two purposes, the first being that of flotation device should they be cast overboard, the second is for personal protection as many goblins will use such debris as a shield.

Gunnas: Gunnas are orcs who are completely lost in the piratical pursuit of the three G's: Gore, Gold and Gunpowder! Unlike the Lootas, who revel in the carnage of close-quarter fighting, the Gunnas prefer to watch the effects of their noisome and highly destructive weapons from a slight distance (though they're always ready for a good scrap!). Orcs are not the best craftsmen and so they rely on other races to... provide... them with the pistols and handguns they so love. While they can be incredibly destructive to their enemies, their love of loud noise and explosions can lead to horrendous casualties among the gunnas as well. Due to their penchant for firearms, most gunnas are at least partially deaf (and occasionally blind, due to weapon malfunction), though this rarely seems to stop them!

Special Rules:
Animosity, Lootas, Deaf.

Deaf: Gunna Boyz have a little trouble hearing the commands of their leaders on the battlefield and so halve the distance at which they can use the general's leadership (i.e. 6” rather than 12”).

Gnoblars: Orc pirates have sailed all over the world and have encountered many strange peoples and creatures. Unlike their Old World cousins, Orc pirates have access to some of the greenskins of the east. By far the easiest to press into their service are the diminutive Gnoblars. Hordes of bickering and foul-smelling little beasties can be packed into a ship and are useful for a number of things; climbing to high or precarious places, being used as bait while fishing or even for food. As the fighting aboard a ship is generally very close. all aboard must be prepared to fight. Gnoblars are no exception to this and their orc masters, seeing this necessity, will often goad them into battle so that the weaker of the weaklings can be weeded out.

Special Rules:
See Warhammer Armies: Ogre Kingdoms

Press Gang: The biggest orcs in a pirate fleet are formed into mobs called “press gangs”. These mobs will generally band together to 'convince' other greenskins to join in their life of piracy, usually chained to an oar. As the functionality of a fleet depends upon the success of its Press Gangs, these orcs are usually equipped to a very high standard and often wield pistols or huge weapons to show their status and to better “recruit” new galley slaves.

Special Rules:
Animosity, Lootas, A Pirate's Life fer You!

A Pirate's Life fer You!: The Press Gang's convincing size and weaponry are not only good at recruiting, they're good for deterring would be deserters and mutineers. To represent this, any unit whose flee move would take them through the Press Gang will rally immediately as soon as they come within 1” of them rather than face the ire of those who converted them to piracy. This even applies to units who would otherwise be unable to rally due to casualties, etc. Note that this can reduce their flee move sufficiently for the fleeing unit to be caught by pursuers and destroyed. As no unit will actually move through the Press Gang, they cannot be caused to take a panic test by such an occurrence.

Duelas: Duelas are imitators of the light infantry and skirmishers employed by many of the pirate and mercenary fleets that plague the seas. They are generally reckless and untrustworthy, even by orc standards! Their wild and solitary nature makes them ideal for determining the threat that an enemy poses or for routing their foes from a defended position or difficult terrain. Because of their general disdain for all other living things, Duela Boyz only form up in the loosest of groups and always keep their distance from other greenskins. This personal space actually makes them more reliable as they are far less likely to begin squabbling than a tightly-packed band of orcs.

Special Rules:
Lootas, Skirmish.
Note that being immune to Animosity also makes Duela Boyz ignore the effects of a Waaagh!

Savage Orcs: In their travels to the remote corners of the world, it is common for Orc Pirates to encounter less “civilized” orcs who can be persuaded to aid them against their enemies. Such cooperation is generally secured by giving various, worthless baubles to the heat stricken orcs or, in the worst circumstances, by a noisome display of the pirates' “boom sticks”. The survivors of these displays are often more than willing to lend their support and offer the punch of much needed cavalry, as keeping boars aboard a ship is a dangerous (and smelly) affair.

Special Rules:
See Warhammer Armies: Orcs & Goblins

Sea Squigs: Orc fleets are often followed by a number of ferocious sea creatures that are closely related to the Cave Squigs herded to battle by Night Goblins. These amphibious abominations are little more than a collection of scales, fins and teeth. They have a voracious appetite and have even been known to sink ships by eating through their hulls! Some Goblins feel a certain desire to enter the water with these creatures in an attempt to mount and ride one. While most of these goblins are quickly devoured, leaving nothing but a red sheen on the water behind them, a few are successful and even succeed at steering the aquatic animals, though doing anything besides this is impossible.

Sea Squigs are mounted on 25mm x 50mm Cavalry Bases.

Special Rules:
Immune to Psychology, Aquatic, Fast Cavalry, Random Movement, Scaly Skin (6+).

Random Movement: Sea Squigs are moved in the compulsory movement phase in a direction nominated by the Orc Pirate player prior to rolling. The unit is then moved 2D6” in that direction. Should this move bring them into contact with an enemy, they count as charging. When moving in or through a water feature, Sea Squigs suffer no movement penalties but rather benefit from soft cover and move 10+D6”.

Looted Cannon: The most successful Orc Pirates are those that have accumulated a number of captured artillery pieces, the most respected of which is the cannon. Though these cannon come in a variety of sizes, the charge used and “modifications” made generally cause these cannons to be highly destructive to both their targets and their crew. No Kaptan would allow his cannon to be operated by unsupervised goblins and so will generally assign an orc pirate, usually crippled or otherwise unable to keep up with the rest of the force, to encourage the goblin crewmen. These Bullies, as they're called, are known to carry whips and lashes, called Cats o' Nine Tails, to hurry the goblins along. Few goblins survive these whips for long, though that rarely bothers the cannon's owner.

Special Rules:
Warmachine (Large Cannon), Unreliable, Cat o' Nine Tails.
Unreliable: Being crewed by creatures that are somewhat lacking in the intelligence department, looted cannon are far more likely to be overloaded or jammed than the average cannon. To represent this, a looted cannon is at a -1 on all rolls on the misfire table.
Cat o' Nine Tails: If a looted cannon crew includes a bully with a Cat o' Nine Tails he may opt to whip the Goblin crew into working much faster than normal. On any turn that the war machine would be unable to fire (due to a misfire, lack of crew or any other reason), the Orc player may fire the weapon as normal, removing a goblin crewman as a casualty when the shot has been worked out. This ability may be used on the last crewman, though that will be the final shot the machine can make as the bully cannot act as a crewman.
On a Spear Chukka, the Cat O' Nine Tails can be used to increase the crews' ballistic skill by one for a single turn (representing the added “motivation” to hit the target); a crewman is removed following the shot in the same way as a looted cannon.

Great Sea Beast: When the destructive tendencies of Orc Pirates are not enough, a Kommodore will call on the fleet to capture one of the great monsters that inhabit the briny deeps. From Leviathan to Kraken to Giant Sea Squigs, these creatures are incredibly violent and often capable of devouring a ship and all of her crew. These monstrosities are captured with a variety of nets and harpoons then lashed to the side of the largest vessel where their will is broken by the fleet's leader. These creatures often sit for weeks without food, waiting to be released. When the time comes, the orcs will toss some unsuspecting goblins and gnoblars into the water and cut the cords that bind the monster to the vessel. The creature will then feed on the panicked little greenskins and follow the fleet, afraid to attack it for fear of being recaptured but knowing that where the orcs go, there will be flesh upon which to feed.

Special Movement: If a Great Sea Beast spends all of its movement in a water feature, its move characteristic is increased to 8.

Bound Monster: The Great Sea Beast must take a Ld test at the start of each of its turns – if this test is failed, it must roll on the monster reaction table. Even if it fails, it may attempt to pass the same test again each turn to return to its normal state.

Special Rules:
Bound Monster, Stubborn, Aquatic, Special Movement, Scaly Skin (4+), Terror, Large Target.

PIRATE ORC LIST

Lords
Kommodore
Orc Great Shaman
Goblin Big-Hat
Goblin Great Shaman

Heroes
Orc Kaptan*
Goblin Swashbuckler*
Orc Shaman
Goblin Shaman
0-1 Savage Orc Big Boss OR Savage Orc Shaman

Core**
Lootas
Gunnas
Goblins (May not have spears)
Gnoblars+

Special
Duelas
Press Gang
Savage Orc Boyz
Sea Squigs
Spear Chukkas (Bully may take a Cat o' Nine Tails at +10 Pts.)

Rare
Looted Cannon
River Trolls (55 Pts. Each, Aquatic)
Savage Orc Boar Boyz
Great Sea Beast

* A single Orc Kaptan or Goblin Swashbuckler may be upgraded to Battle Standard Bearer at +25 points. When upgraded this way he may take his normal allowance of magic items OR a single magic banner with no points limit.
** One unit of either Lootas or Gunnas may take a magic banner with a value of up to 50 points.
+Gnoblars do not count towards the minimum number of core choices. You may never have more units of Gnoblars than the total number of other core units in your army.

Orc Pirate Army List Entries:

Kommodore – 120 pts.

M WS BS S T W I A Ld
Kommodore 4 6 3 5 5 3 4 4 9

Options- May wear Light Armour (+4). May carry a Great Weapon (+6), an additional Choppa (+6), or a Pistol (+10). May replace his choppa with a Cathayan Longsword (+8). A Kommodore may ride a Great Sea Beast, chosen as normal from the rare section of this army list.

Magic Items- A Kommodore may take up to 100 points of items chosen from the Swag section of the army list.
Special Rules: Lootas.

Goblin Big Hat – 55 pts.

M WS BS S T W I A Ld
Big Hat 4 5 3 4 4 3 4 4 8

Options- May wear Light Armour (+4). May carry a Great Weapon (+6), an additional hand weapon (+6), or a Pistol (+8). May also carry a handgun (+8).

Magic Items- A Goblin Big Hat may take up to 100 points of items chosen from the Swag section of the army list.

Orc Kaptan – 70 pts.

M WS BS S T W I A Ld
Kaptan 4 5 3 4 5 2 3 3 8

Options- May wear Light Armour (+2). May carry a Great Weapon (+4), an additional Choppa (+4), or a Pistol (+7). May replace his choppa with a Cathayan Longsword (+7).
Magic Items- A Kaptan may take up to 50 points of items chosen from the Swag section of the army list.
Special Rules: Lootas.

Goblin Swashbuckler – 35 pts.

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

Options- May wear Light Armour (+2). May carry a Great Weapon (+4), an additional hand weapon (+4), or a Pistol (+6). May also carry a handgun (+6).
Magic Items- A Swashbuckler may take up to 50 points of items chosen from the Swag section of the army list.

Loota Mob – 5 pts./model

The mob consists of 10+ Lootas.

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

Equipment: Choppa.

Options- May be armed with an additional choppa for +1 point per model.
May wear light armour for +1 point per model.
One model may be upgraded to a standard bearer for +10 points.
One model may be upgraded to a musician for +5 points.
One model may be upgraded to a Loota Boss for +15 points.
The Loota Boss may be given a pistol for +4 points or upgrade his additional choppa to a pistol for +3 pts.

Special Rules: Animosity, Lootas.

Gunna Mob – 9 pts./model

The mob consists of 10+ Gunnas.

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

Equipment: Handgun, Choppa.

Options- One model may be upgraded to a standard bearer for +10 points.
One model may be upgraded to a musician for +5 points.
One model may be upgraded to a Gunna Boss for +15 points.
The Gunna Boss may replace his handgun for a pistol or his handgun and choppa for a brace of pistols at no additional cost.

Special Rules: Animosity, Lootas, Deaf, Da Big Bang.

Duela Mob – 12 pts./model

The Mob consists of 5-15 Duelas.

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

Equipment: Pistol, Choppa.

Options- One model may be upgraded to a Duela Boss for +15 points.
All models may replace their existing equipment for a brace of pistols for +1 point per model.

Special Rules: Lootas, Skirmish, Da Big Bang.

Press Gang – 9 pts./model

The unit consists of 10+ Press Gangers.

M WS BS S T W I A Ld
Press Ganger 4 4 3 4 4 1 2 1 7
Galley Boss 4 4 3 4 4 1 2 2 7

Equipment: Light Armour,Choppa.

Options- May be armed with an additional choppa for +2 point per model, or
May carry pistols at +3 points per model.
One model may be upgraded to a standard bearer for +12 points.
One model may be upgraded to a musician for +6 points.
One model may be upgraded to a Galley Boss for +12 points.
The Standard Bearer may carry a magic banner worth up to 50 points.

Special Rules: Animosity, Lootas, A Pirate's Life Fer You!, Da Big Bang.

Sea Squigs – 16 Pts./Model

The unit consists of 5-20 Sea Squigs.

M WS BS S T W I A Ld
Sea Squig 2D6 4 0 5 3 1 3 2 5

Equipment: Huge Teeth, Dismayed Goblin.

Special Rules: Aquatic, Random Movement, Immune to Psychology, Fast Cavalry, Scaly Skin (6+).

Looted Cannon – 95 Pts.

A looted cannon is a large cannon.

A looted cannon is crewed by three goblins (see Warhammer Armies: Orcs & Goblins for stats).
The cannon may also include an Orc Bully for +5 points.
The Bully may take a Cat O' Nine Tails for +10 points.

Special Rules: Animosity, Unreliable.

River Trolls – 55 Pts./Model

See Warhammer Armies: Orcs & Goblins for rules and characteristics.
All River Trolls in an Orc Pirate army are Aquatic in addition to any other rules that may apply.

Great Sea Beast – 200 Pts.

M WS BS S T W I A Ld
Great Sea Beast 5(8) 4 0 6 5 5 3 5 7

Special Rules: Bound Monster, Stubborn, Aquatic, Special Movement, Scaly Skin (4+), Terror, Large Target.

Orc Pirate Armies Using the Standard Orcs & Goblins List:
While the list that appeared above is great fun to play (and play against!), there will be situations in which your carefully converted pirate band will find themselves facing off against a decidedly un-sporting general or in a tournament environment in which unofficial lists are not allowed. This is no reason to be alarmed, just as is the case with some of the greatest armies to be showcased at tournaments or Games Days you are entitled to use the “counts as” convention.
To be honest, many of the new units in this list were designed with this simple principle in mind. Basically, what the “counts as” rule means is that each converted unit represents something from the main list. It is incredibly important, however, that your opponent is perfectly clear on which units represent what as they are deployed on the table! A list of the more unusual units and their counterparts in Warhammer Armies: Orcs & Goblins follows:

Pirate List O & G List
Kommodore Orc Warboss
Goblin Big-Hat Goblin Warboss
Kaptan Orc Big-Boss
Swashbuckler Goblin Big-Boss
Lootas Orc Boyz
Gunnas Orc Arrer Boyz
Gnoblars Snotlings*
Press Gangs Black Orcs/Big 'Uns
Sea Squigs Goblin Wolf/Spider Riders
Looted Cannon Goblin Doomdiver, Rock Lobba
Great Sea Beast Giant

The only unit that can be difficult is Duelas, though they can easily be ranked up to represent Boyz, Big 'Uns or (if they have a suitably deranged appearance) Savage Orc Big 'Uns.

* Simply form up four 20mm bases to make a single 40mm base and voila! A swarm!

SWAG

Weapons:

Da Kraken Kruncha (Orcs only) 55 Points
Wielded by the enigmatic Kaptan Krunch, this unusually heavy and oversized cutlass is rumoured to have killed a giant kraken in a single blow.
Great weapon. This weapon also confers killing blow, even on creatures larger than man-sized.

Jolly’s Jaw-Locker (Orcs only) 25 Points
This rusted hook was attached to the stump of Jolly’s right arm. After being lost at sea, Jolly was never heard from again; though this rusted hook was found in the belly of a vast leviathan that washed up on shore shortly after, thrashing with its jaws locked tight.
Choppa. Attacks from this weapon are poisoned. For every to hit roll of 6, the wielder may make another attack until no more sixes are rolled.

Lookout Lurg’s Longshot 30 Points
This long-barreled firearm, believed to be of Skaven origin, was the bane of ships’ captains the world over. Lurg’s accuracy may have been somewhat lacking, but the spy-glass attached to the rifle allowed him to try and eliminate the captains of enemy ships; and boy did he try!
This weapon has a range of 36”, a Strength of 6, is armour piercing, and allows the bearer to target any model regardless of normal restrictions (e.g., placement in a unit). The firer suffers the normal penalties for range, firing at a single model, etc.

Da ‘Ead Choppa 50 Points
Pirates are a superstitious lot, and orc pirates are no different. According to pirate lore, a weapon that tastes the blood of a greater daemon will have an unquenchable thirst for blood. Such is the thirst of these weapons, that they attack with a mind of their own, hoping to claim new souls.
Choppa. The bearer gains +2 attacks.

Rope and Hook of Rabgash 25 Points
Kommodore Rabgash was well known for his accuracy with a rope and hook and would often use it to catch his enemies before they could hide amongst their crews.
Hand weapon (replaces the character’s choppa, if they had one). When the bearer issues a challenge he may select the model that accepts it; the enemy has no choice in the matter (though the enemy chosen must be eligible to accept). In addition, the model with the Rope and Hook of Rabgash may ignore all penalties for moving through difficult terrain.

Swingin’ Slagg’s Slashas 30 Points
Swingin’ Slagg is best remembered for his dramatic boarding actions, swinging to the deck of enemy ships and attacking with reckless abandon. Unfortunately, Slagg misjudged the distance between ships one fateful day and swung into squig-infested water. All that was left were his rusted cutlasses.
Two Choppas (+1A, require two hands). Swingin’ Slagg’s Slashas grant an additional +1 strength bonus on the turn the bearer charges (for a total of +2).

Sticka’s Shooty-Stick (goblins only) 15 Points
The goblin known as Sticka was abandoned by his crew on the Lustrian coast and lived for years alone in the jungle. When he was finally recovered he brought with him a couple of “jungle-tricks” like this.
Blowpipe (see Warhammer Armies: Lizardmen for details). In addition, the bearer can use the hollow tube to breathe just under the surface of water and so is aquatic.

Armour:

Big Frog ‘ead Mask 50 Points
An artifact pillaged from the many ruins of the New World, this gigantic, golden mask is too big to be worn by an orc – at least, not on his head – instead, it has been fashioned into a gigantic breastplate.
Counts as heavy armour which may be worn by a wizard (even though they wouldn’t normally be allowed to take it). The Big Frog ‘ead Mask grants the wearer magic resistance (2).

Mer-Shells 20 Points
This pair of sea-shells have been connected to form a crude brassiere and are reputed to have been taken from a real-life mermaid! No orc worth his salt would be seen with someone wearing such unusual armour, but the shells are oddly alluring.
Light Armour. The bearer may not join any other unit. All enemies wishing to shoot or attack the wearer must first pass a leadership test with a -1 modifier.

Enchanted Items:

Lardlubber’s Loot 60 Points
Lardlubber was a fat orc pirate, first mate of the Sea Squig and he took to carrying a small chest in which to carry his loot – a chest that made even the heaviest object light to carry.
The bearer and any unit he joins become stubborn and may ignore the lootas special rule.

Squig Beard 10 Points
Orcs are naturally hairless creatures; however, they often use sentient fungi to adorn their heads, faces, and other unmentionable body parts. These fungi are often seen attacking their masters’ assailants – something that can be quite shocking to those caught unawares.
A model with a squig beard gains a single S3 attack that always strikes first. More than one model per army may have a squig beard.

Peet’s Peg Leg 30 Points
Having lost his leg to the voracious jaws of a sea monster, Kaptan Peet became bitter and violent (even for an orc!). His bitterness and hate eventually led him to track down the beast that took his leg and allow it to eat the rest.
Peet’s Peg Leg reduces the user’s movement value by 1. In addition, the user is always affected by the rules for frenzy and hatred, even after losing a combat and in combat rounds following the first.

Mem-poh 50 Points
This grimacing mask taken from the corpse of a warrior of the east exudes a palpable aura of terror.
The bearer causes Terror.

Turtle Bones 25 Points
Carrying turtle bones offer a pirate the same protection as a hard shell.
The bearer has a 5+ ward save.

Golden Ear Danglies 15 Points
The hoops and charms formed by these bent earrings are said to act as extra eyes, affording the wearer better sight.
The wearer gains +1 BS and I.

Hydra Skin Loincloth (Savage orcs only) 15 Points
The wearer of this crude item of clothing is granted the fire-breathing abilities of a hydra… though he doesn’t necessarily breathe the fire.
Once per game, the wearer may make a S4 Breath Attack.

Talismans:

Da Butcha’s Eye 45 Points
This shriveled eye ball is abnormally large, supposedly taken from a living Ogre Butcher who would really, REALLY like it back.
Bound Spell 4. The bearer of Da Butcha’s Eye has an abnormally large appetite as well as an ability to see the flow of raw magical energy. The bearer gains one randomly determined Gut Magic spell that he can cast as a bound spell with a power level of 4. All ogres hate the bearer and an army including Da Butcha’s Eye may not include any ogre mercenaries. Note: Spells that normally only affect Ogres may still be used, though they only affect Orcs (i.e., not goblins or gnoblars).

Sireen’s Song 35 Points
This crude clay vessel supposedly houses the echo of a siren’s call, waiting to be unleashed.
One use only. The bearer may break the pot at any time to release the song. All enemy units within 2D6” must pass a leadership test or they will be unable to march or charge in their next movement phase. Models that are normally immune to psychology must still test, though they may roll three dice and pick the lowest two.

Arcane Items:

Shark Jaw Necklace 40 Points
This large set of shark jaws continue their reckless devouring even after death.
The Shark Jaw Necklace removes one power dice and dispel dice from the enemy’s pool in their respective magic phases (these dice are lost, NOT transferred to the Orc player’s pool).

Bang Juice 15 Points
A concoction of urine samples from the most powerful orc shamans in all the world, when imbibed it causes… powerful effects.
One use only. Before the Shaman casts a spell he may opt to drink the Bang Juice. For that casting attempt he will cast with irresistible force on any double except double ones. Should the spell be cast with irresistible force the shaman takes a strength 10 hit.

Bladder of Sea Squig 10 Points
Not only does this inflated Sea Squig bladder help the bearer to stay afloat, it provides him a means with communing with the water itself.
The bearer knows the Mistress of the Marsh spell from the lore of life in addition to his usual spells.

Banners:

Da Jolly Rotfang 75 Points
While most orc pirates use a variant of the orc skull and crossbones, the original Jolly Rotfang has been so suffused with the magic of the sea that the boyz carrying it become an extension of the sea itself.
The bearer and any unit he joins become aquatic. In addition, they benefit from the regenerate rule, though they only regenerate on a 5+. Should the unit suffer a wound from a flaming attack while occupying a water feature, they may still roll to regenerate.

Da ‘orrible 55 Points
Life aboard a ship is never a pleasant affair, even less so amongst orcs! This “banner” is actually the piece of old sail used by the crew for the purposes of wiping themselves after a trip to the poop-deck.
All models attacking the unit with this banner suffer a -1 to hit penalty.

Monkey Pelt on a Stick 40 Points
The apes found in the Southlands and Lustria are often captured by orc pirates as entertainment. The kind of entertainment that orcs enjoy rarely leads to these monkeys living long. The orcs under this banner are inspired to behave like the monkey that became their totem, the orcs hurl their own dung at their enemies as they charge, distracting them and causing them to slip.
Any enemy unit charging the unit with this banner loses all bonuses for charging.

Oar 25 Points
Pirate morale greatly increases when a flotation device is near at hand.
The unit may reroll its first failed psychology or break test.

Powder Keg 25 Points
While not a standard in a strict sense, the unit bearing the powder keg revels in their destructive potential.
Should the unit be destroyed in close combat or forced to break, the keg’s fuse will be lit and it will be left behind. Place the 3” template anywhere on an enemy unit that was involved in the combat – any model fully under the template takes a S3 hit, any model partially covered takes a S3 hit on the roll of a 4+. The enemy does not gain victory points for capturing this standard.

Da Sashimono 15 Points
Another artifact of the Far East, this standard was once carried into battle in defense of the Isle of Nippon.
Da Sashimono imbues the unit carrying it with a deep sense of honor (an odd thing for an Orc!). Enemy attacking from the flank or rear gain no bonus to combat resolution (though they cancel rank bonuses as normal) – the unit carrying this can also never gain a combat resolution bonus for attacking a unit’s flank or rear (though they, too, will cancel rank bonuses).

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