| Big Boss Orcs respect size and strength above all else, and so it is the biggest, meanest and toughest Orcs that rise to become Big Bosses and lead the tribes. Though not yet as formidable as a Warboss, Big Bosses are brutish, hulking Orcs that get their own way by bullying those smaller than them. They lead the Greenskin hordes from the front and are deadly foes, driven solely by the urge to fight. | ||
| Black Orcs Black Orcs are the biggest, strongest and meanest of all Greenskins, and get their name from their dour, grim demeanour as much as from the colour of their skin, which is extremely dark green or black. They are bigger than normal Orcs and pride themselves on being the best fighters of all. They take war much more seriously than other Orcs and always have the best equipment. | ||
| Boar Boyz Orc Boar Boyz are rough, tough and belligerent – they need to be in order to ride their dangerous war boar mounts. Boar Boyz have also mastered the cunning art of hurling spears at the enemy. While some greenskin might frown on the Boar Boyz for this (why throw a spear when you can run up close and skewer someone with it, they say), the more successful Orc bosses understand how devastating Boar Boyz can be on the field of battle and will often trying to lure them from rival tribes (often with the promise of fungus brew). Orc Boar Boyz are rough, tough and very determined – they need to be in order to rid their dangerous war boar mounts. Though these beasts are brutal, vicious creatures, if an Orc can master riding one they prove to be deadly mounts. Boar Boyz have mastered the cunning art of hurling spears at the enemy. | ||
| Boars (mounts for heroes) War boars are evil-minded creatures that will take every opportunity to bite, maim and kick the enemy and also their Orc masters. Breaking in a war boar can be a long and dangerous business, but Orcs have thick skulls and do not feel much pain. In fact, you never really train a war boar, you just learn to hang on better while the creature goes crazy, goring and stamping, twisting and biting, and generally causing as much damage as it can. | ||
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Gorbash Captured by the Dark Elves in one of their slave raids, Gorbash was taken in chains to the icy realm of Naggaroth. He was forced to fight in brutal pit-fights for the amusement of the Dark Elf nobility, and he grew large and strong as he defeated everything thrown at him. Over the years he fought all manner of creature for the entertainment of the braying crowd. When Lilaeth purchased him from his slave-master and promised his freedom, Gorbash was suspicious. However, the sorceress lived up to her side of the bargain and transported him back to the Orc infested Bad Lands, telling him to raise an army and to cross the mountains – she would guide him to battles of a far grander scale than he could ever have dreamed of. So it was that Gorbash returned to his homeland. With his size and brute strength from years of pit-fighting, he slaughtered the Warboss of his old tribe and took the position himself. Leading his tribe, he headed for the mountains, eager for more slaughter and bloodshed. | ||
| Orc Great Shaman Orc Shamans tend to have a short life expectancy, as concentrated Waaagh! magic will often result in the shaman’s head exploding. Those able to control huge amounts of Waaagh! energy are known as Great Shamans, and the powers they are able to unleash are truly terrifying in their sheer destructive power. They are greatly feared – by both friend and foe. | ||
| Orc Shaman The Waaagh! magic wielded by the Orcs and Goblins is utterly unlike the magic used by the other races. Rather than tapping into the Winds of Magic to power their spells, Orc Shamans use the powerful magical energy unconsciously generated by the Greenskins themselves. The more Orcs and Goblins present, the more powerful the magic will be, and when they get excited (and nothing gets Greenskins as excited as violence), this magical energy is strengthened immensely. This power needs to be discharged, and it is the Shamans that mould this energy into powerful blasts of energy that can rip enemies limb from limb. | ||
| Wazog Wazog is the shaman of Gorbash’s tribe, a cunning Orc able to manipulate the powerful and destructive magic of the Big Green. Far more wild than the magic practised by other races, this raw Waaagh! magic can be devastatingly effective on the battlefield, but is also highly dangerous to the shaman wielding it. With so much power coursing through his body, it is no wonder that Wazog is slightly unhinged – the other Orc Boyz tend to regard him with a mixture of reverence and unease, and they prefer to keep him at arms distance just in case the Waaagh! magic becomes too much and his head explodes. | ||
| Rock Lobbers + Crew Stone throwing devices are common in Orc and Goblin armies, constructed by nimble-fingered goblins from wood, iron and bone lashed together with Squig-hide ropes. They are simple yet highly effective war machines, able to hurl massive blocks of stone and rock into the midst of the enemy, to the delight of their goblin crew. | ||
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Squigs + Herders One of the most deadly creatures in the deepest caverns beneath the mountains are the Cave Squigs. These are improbable hybrid creatures, part fungus and part flesh, with tough ball shaped bodies, clumsy taloned feet and massive gaping jaws. Night Goblins hunt Cave Squigs, and in battle Night Goblin Herders prod and goad them into a state of frenzy, before pointing them in the general direction of the enemy. | ||
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Goblins The majority of Goblins living in open areas, most notably in the Badlands and Dark Lands, are Common Goblins or just ordinary Gobbos. They are as common as muck throughout the hills, valleys and plains of the Old World and beyond. To give them their due, Goblins are prolific. There are lots of them and no matter how many die or run away there are always plenty left. Their preferred method of fighting is to shoot their enemy in the back from a good distance. They are half-way decent shots but in other respects are poor and often unwilling fighters. However, they are dangerous in large numbers and quite capable of overwhelming far better troops by sheer weight of numbers. | ||
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Goblin Spear Thrower These Goblins have shown an aptitude for throwing Spears and have become part of the Goblin Spear Throwers. Not that they have shown any extraordinary type of skill, but have rather figured out that staying a bit further from the enemy may help the chances of staying alive. It’s not uncommon to see infighting without the presence of a strong leader. They may not be incredibly accurate, but the rate at which they throw the spears usually finds a target. | ||
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Night Goblins Night Goblins are adapted to life underground where they subsist on fungi, Cave Squigs, beetles and bits of each other. They live under the mountains throughout the Old World and Southlands in tunnels and caverns that are cool and dark. Night Goblins have a strong aversion to daylight and when forced above ground wear black or very dark enveloping robes to protect themselves from the sun’s rays. Like all greenskins, Goblins are quarrelsome and fractious. They fight amongst themselves both on and off the battlefield. They feel little sense of loyalty to their own kind let alone anyone else, and will cheerfully maim, kill, and even eat their comrades if they can get away with it. | ||
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Night Goblin Schamane & Night Goblin Great Shaman Greenskins are creatures of little brain and almost no curiosity. Their singleminded enthusiasm for violence makes it very hard for sorcery to get a grip on their consciousness. Although they do have magic, it is very different to the magic of humans and Elves. Their power comes not from the treacherous winds of magic, but from the inner psyche of the greenskin racial mind. Every Shaman can access energy through the Great Green (the greenskin spirit-realm), but localized energy makes a difference too. | |
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Night Goblin Spearthrowers Night Goblin Spear Throwers are essentially like the Goblin Spear Throwers, showing a preference for throwing spears at the enemy. They pick up and sharpen the scraps leftover from previous battles to keep plenty of spears on hand. If the enemy does get close enough, they will attempt to run them through with stick at hand. The range of their throw is also not great, but is able to cause some damage for other greenskins to finish them. As with the typical Goblin units, the Night Goblin Throwers travel in larger mobs, thus gaining a number advantage over their enemy. | ||
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Night Goblin Fanatics Night Goblin Fanatics bear ball and chain weapons so large that it would be impossible for a Goblin to even pick it up in normal circumstances. Having imbibed a brew made of a very rare and very special fungus called the Mad Cap, the Fanatic’s strength is boosted beyond belief, enabling him to swing the heavy ball round and round (and round and round…) in a whirlwind of bone-shattering death. | ||
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Orc Boyz Orcs are the largest as well as the toughest, meanest and by far the most dangerous of the greenskins. Even the smallest Orc packs a great deal of bone muscle and bloody-mindedness into a body as tall as a man and substantially broader. Orcs vary a great deal in size and appearance, with the biggest individuals in charge of the rest. The pecking order within each tribe is established by constant fighting, so only the meanest and nastiest Orcs get to the very top of the tribal ladder. The average Orcish cleaver or club is a big, crude affair much like the Orc on the blunt end of it. This is the standard armament for Orc foot troops and characters. Orcs refer to such weapons as ‘choppas’. Such a chunk of metal would be difficult for a human to wield in one hand, but Orcs are musclebound beasts with fists as big as a man’s head (and only marginally more dexterous). | ||
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Orc Arrer Boyz The Orc Arrer Boy carries a ‘choppa’, just like the Orc Boyz, but that is not their primary weapon. The Orc Arrer Boy prefers to use the bow, to soften up their victims before going in and chopping them to little bits. The Orc Arrer Boy isn’t known for their accuracy, but ability to withstand a lot of punishment. | ||
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Giant Millennia ago, the Giants lived in castles hewn from the vast peaks of the Mountains of Mourn, their realm a peaceful archipelago of plateaus surrounded by a sea of white cloud. Civilisations rose and fell below, but these Sky Titans remained hidden from the eyes of the smaller races. This world was shattered when the Ogre homelands were destroyed by the coming of the Great Maw, forcing the Ogres into the mountains. A war in the heavens ensued. Though the Sky Titans were mighty, the Ogres' numbers prevailed, and they held feast after feast in the castles of their victims before pulling down their fastnesses and hurling them into the valleys below. The few surviving Sky Titans fled. Forced into small tribes, they became inbred, their intellect dwindling. Now the last remaining Giants are nomads, terrorising the Old World as mercenaries or brutes. | ||
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Troll These are large creatures, very strong but also rather stupid. There are many different kinds because, like greenskins, Trolls vary a great deal in appearance. However, it is fair to say that they are universally big, ugly, hungry and best avoided where possible. All types of Trolls are rightly feared because of their unthinking ferocity and indiscriminate appetite. They will eat anything they can find including flesh and bone, wood, rocks, bits of metal and even sprouts! The digestive juices of Trolls are prized by alchemists as the most corrosive substance known to science. The other unusual characteristics of Trolls is that if their flesh is damaged it regrows almost immediately, including claws, hands, feet, and even entire limbs. To kill a Troll it is necessary to either inflict a great deal of damage or to burn it in order to prevent it from regenerating. Fire is the second greatest ally of the Troll fighter, the Troll’s own stupidity being the first. | ||












































