The Orcs and Goblins are not native to Albion, nor do they come with reverence for its haunted stones or mist-cloaked ruins. They come for war.
Driven by visions from mad shamans, the roar of some distant WAAAGH!, or simply the smell of something ancient worth smashing, these greenskin warbands crash into Albion like a flood of rust, rot, and fury. Orcs march at the head — brutal, bellowing, and eager for the next fight — while goblins scurry behind, laying traps, jeering at spirits, and unleashing wild magicks they barely understand. Where they pass, ley-circles are shattered, cairns desecrated, and sacred groves turned into crude war camps ringed in bone and squig droppings.
Though they bicker and scrap among themselves, the greenskins are bound by shared hunger: to conquer, to break, to prove strength. Whether led by an orc boss thirsty for power, a shaman with burning eyes and dripping tusks, or both, these warbands become tidal forces of chaotic momentum. They don’t care what secrets Albion hides beneath its hills. They only care who bleeds on top of them.
Why Play Orcs & Goblins?
Orcs & Goblins are a chaotic, aggressive warband built around pressure and momentum. Orcs bring raw strength and resilience, while goblins provide expendable bodies and unpredictable support. Unique faction traits like Green Tide and WAAAGH! Resilience reward players who fight in close formation and embrace the brawl. Though lacking finesse, they excel at overwhelming enemies through numbers,
toughness, and Waaagh-fueled brute force. Ideal for players who enjoy wild charges, volatile magic, and the thrill of barely controlled mayhem
Leadership Choices
Leadership choice costs gold, which is deducted from the starting Warband allotment of 250gc. For one-off games, players can choose one leadership option per game. In a campaign, the selected leadership option remains fixed unless the leader(s) die(s), or a scenario allows a change.
Option 2: Orc Shaman (Wizard) and Captain – 50gc
Option 3: Captain and Acolyte (Apprentice) – 25gc
Starting equipment is chosen from Arms and Armor List as normal. Orc Shaman/Captain have 5 slots available; Acolyte has 4 slots available. Orc Shaman /Acolyte may not wear any type of armor or carry shields as these interfere with spells.
Orc Shaman (Wizard) | ||||||
M | F | S | A | W | H | Notes |
6 | +2 | +0 | 10 | +4 | 14 | Waaagh! Magic |
- Waaagh! Magic - Choose 8 spells from Waaagh! Magic
Orc Boss (Captain) | ||||||
M | F | S | A | W | H | Notes |
6 | +2 | +1 | 10 | +3 | 12 | Stat Increase |
- Stat Increase - When creating a captain, you may choose one of the following stat increases for them: +1 Move, +1 Fight, +1 Shoot, +1 Will, +2 Health. The captain’s stat line should be changed accordingly.
Acolyte (Apprentice) Orc or Goblin | ||||||
M | F | S | A | W | H | Notes |
6 | +0 | +0 | 10 | +2 | 12 | Acolyte, Waaagh! Magic |
- Acolyte – If “Leader” is an Orc Shaman, knows same 8 spells as Shaman, casts at -2 penalty (per normal rules)
- Waaagh! Magic – If Captain is chosen as Leader, Chooses 4 spells from Waaagh! Magic (Still casts at -2).
Warband
Warband Builder Reference
Max models – 10 (including leaders)
Max Gold – 250gc
Max Specialists – 4 (Including any hirelings)
Warband Traits
- Green Tide: Once per game, the Orc Shaman or Orc Boss (Captain) may perform a Group Activation with up to 4 models instead of 3.
- Waaagh! Resilience: Orc and Goblin models gain +1 Will against all effects using this stat while within 3" of at least two other friendly models.
Specialists | Min/Max | |||||||
0-3 | ||||||||
Big ‘Un – Man-at-Arms | ||||||||
M | F | S | A | W | H | Notes | Cost | Min/Max |
6 | +3 | +0 | 12 | +1 | 12 | Hand Weapon, Shield, Light armor | 50gc | 0-2 |
Big ‘Un – Infantryman | ||||||||
M | F | S | A | W | H | Notes | Cost | Min/Max |
6 | +3 | +0 | 11 | +1 | 12 | Two-handed Weapon, Light armor | 50gc | 0-2 |
Orc Bow – Archer | ||||||||
M | F | S | A | W | H | Notes | Cost | Min/Max |
6 | +1 | +2 | 11 | +0 | 10 | Bow, Quiver, Dagger, Light armor | 50gc | 0-2 |
Troll | ||||||||
M | F | S | A | W | H | Notes | Cost | Min/Max |
4 | +4 | +0 | 14 | +2 | 16 | Large, Strong, Regrowth | 150gc | 0-1 |
o Regrowth - Regains 1 Health at start of creature phase (unless at 0)
Soldiers | Min/Max | |||||||
0-8 | ||||||||
Goblins – Crewman | ||||||||
M | F | S | A | W | H | Notes | Cost | Min/Max |
6 | +2 | +0 | 10 | -1 | 10 | Hand Weapon & Shield | Free | 0-6 |
Orc Boy - Melee | ||||||||
M | F | S | A | W | H | Notes | Cost | Min/Max |
6 | +2 | +0 | 11 | +0 | 10 | Hand Weapon & Shield, Light armor | 25gc | 0-8 |
Orc Bow – Ranged | ||||||||
M | F | S | A | W | H | Notes | Cost | Min/Max |
6 | +2 | +0 | 11 | +0 | 10 | Bow, Quiver, Dagger, Light armor | 25gc | 0-2 |
Cave Squig – Warhound | ||||||||
M | F | S | A | W | H | Notes | Cost | Min/Max |
8 | +1 | +0 | 10 | -2 | 8 | Animal | 10gc | 0-3 |
o Animal – Cannot pick up treasure tokens and have no item slots.
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