Professional Documents
Culture Documents
Name
Snagla (20 , 411 pts) Snagla Grobspit
Type
Mv WS BS St To Wo In
At
1 Ca 4 4 3 4 4 2 4 3 7 5+ 6+* 115 Composition: Hero Forest Strider; Obstacle Strider; Hatred (Empire) Creeping Assault Do not have to dismount to assault building. May not garrison. Wall-crawler Treat ungarrisoned buildings as open terrain. May not finish move on or in building.; Shield; Fast Cavalry; Fear Elves 1 Poisoned Attacks and Multiple Wounds (D3) [0] 1 One use only. Throwing weapon with Poisoned Attacks and Multriple Wounds [0] (D3) 1 WB 7 3 3 3 1 4 1 2 [0] Forest Strider; Obstacle Strider; Poisoned Attacks; Swiftstride 18 Ca 4 2 3 3 3 1 2 1 6 5+ 296 Composition: Core Animosity; Strider - Forest; Strider - Obstacle Creeping Assault Do not have to dismount to assault building. May not garrison. Wall-crawler Treat ungarrisoned buildings as open terrain. May not finish move on or in building.; Devestating Charge; Musician ; Standard Bearer ; Hand Weapon; Short Bow; Spear; Shield; Fast Cavalry; Fear Elves 1 Ca 4 2 3 3 3 1 2 2 6 5+ [14] Hand Weapon; Short Bow; Spear; Shield 19 WB 7 3 3 3 1 4 1 2 [0] Forest Strider; Obstacle Strider; Poisoned Attacks; Swiftstride 1 In 4 5 3 4/5 5 2 3 3/5 8 6+ 125 Composition: Hero Wild Abandon When mounted, may use two hand weapons, but Dangerous Terrain tests are taken with -1.; Beserk Rage; Choppas; Size Matters - Orcs; Hand Weapon; Warpaint; Frenzy 1 Gains Armour Piercing and adds +1 to A and S. Bonus doubled if fighting [50] Dwarfs, and also causes Fear 1 In 4 3 3 3 4 2 2 1/2 7 5+ 2 155 Composition: Hero Warpaint; Beserk Rage; Choppas; Size Matters - Orcs; Level 2 Upgrade; Hand Weapon; Frenzy 1 Increases Warpaint save of bearer and unit to 5+, Wurrzag's save increased to [50] 4+ 17 In 4 4 3 4 4 1 2 1/3 7 6+ 253 Composition: Core Animosity; Beserk Rage; Choppas; Size Matters - Orcs; Musician ; Standard Bearer ; Big Stabbas; Hand Weapon; Extra Hand Weapon; Warpaint; Extra Attack: +1 Attacks; Frenzy 1 In 4 4 3 4 4 1 2 2/4 7 6+ [11] Beserk Rage; Choppas; Hand Weapon; Extra Hand Weapon; Warpaint; Extra Attack: +1 Attacks; Frenzy 1 In 4 4 3 4 4 2 4 3 6 45 Composition: Hero Hand Weapon; Fear Elves; Hatred (Dwarves) 1 All models in base contact must re-roll succesful ward saves [15] 25 In 4 2 3 3 3 1 3 1 5 6+ 228 Composition: Core Animosity; Musician ; Standard Bearer ; Nets; Hand Weapon; Spear; Shield; Fear Elves; Hatred (Dwarves) 1 In 4 2 3 3 3 1 3 2 5 6+ [3] Hand Weapon; Spear; Shield 3 Uq 2D6 5 3 1 3 D6 10 [75] Immune to Psychology Cannot be charged. Release the Fanatics: When unit concealing are within 8" of enemy release fanatics 2D6" in any direction. Further Movement: 2D6 in random direction. Splat: When moving through a unit, inflict D6 S5 armor piercing hits. Remove fanatic when: contacting any terrain, roll double for movement (except on release), unit ends move over (unit takes D6 S5 AP hits)
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Name
Arrer Boyz Mob (20 , 170 pts) Orc Arrer Boyz
Type
Mv WS BS St To Wo In
At
1
19 In 4 3 3 3 4 1 2 Composition: Core Animosity; Choppas; Size Matters - Orcs; Musician Bow; Light Armour Orc Boss 1 In 4 4 3 4 4 1 2 Choppas; Hand Weapon; Bow; Light Armour
; Standard Bearer
2 7 6+
; Hand Weapon;
[7]
Boyz Mob (30 , 355 pts) Gorbad's Big'Uns 29 In 4 4 3 4 4 1 2 1/2 7 6+ 355 Composition: Core Animosity; Choppas; Size Matters - Orcs; Musician ; Standard Bearer ; Hand Weapon; Extra Hand Weapon; Light Armour; Extra Attack: +1 Attacks Gorbad's Big'Uns 1 In 4 5 3 5 4 1 2 2/3 7 6+ [9] Choppas; Hand Weapon; Extra Hand Weapon; Light Armour; Extra Attack: +1 Attacks Wailing Banner 1 Causes Terror [50] Gorbad Ironclaw (1 , 375 pts) Gorbad Ironclaw
1 Ca 4 7 3 5 5 3 5 4 10 3+ 375 Composition: Lord Da Boss 'as a Plan! General and Battle Standard Bearer. Inspiring Presence and Hold Your Ground! increased to 18" Da Great Leader Friendly units within 18" that fail Animosity add Gorbad's current Wounds to Animosity table. Orcs are da Best Any number of units of Orc Boyz and/or Orc Boar Boyz may be upgraded to Big'Uns; Choppas; General; Size Matters - Orcs; Waaagh!; Heavy Armour Morglor the Mangler 1 Always Strikes First. Multiple Wounds (D3). No armor save. [0] Gnarla 1 WB 7 3 - 3/4 4 1 3 1 3 [0] Tusker Charge: +2 Strength when charging; Swiftstride 1 Ca 4 4 4 4 4 2 4 3 7 3+ 110 Composition: Hero Spear; Fast Cavalry; Fear Elves 1 Range 24", S3, Quick to Fire, Multiple Shots (3) [0] 1 4+ Armour Save [0] 1 9 3 3 3 1 3 2 3 [0] May re-roll any Pursuit or Flee rolls; Swiftstride 8 Ca 4 2 3/4 3 3 1 2 1 6 4+ 147 Composition: Core Animosity; Musician ; Standard Bearer ; Hand Weapon; Short Bow; Spear; Light Armour; Shield; Fast Cavalry; Fear Elves; Quick to Fire 1 Ca 4 2 3/4 3 3 1 2 2 6 4+ [13] Hand Weapon; Short Bow; Spear; Light Armour; Shield 9 WB 9 3 3 3 1 3 1 3 [0] Swiftstride 1 7 5+ 6+* 485
Boyz Mob (50 , 485 pts) Gorbad's Big'Uns 49 In 4 4 3 4 4 1 2 Composition: Core Animosity; Choppas; Size Matters - Orcs; Musician Light Armour; Shield Gorbad's Big'Uns 1 In 4 5 3 5 4 1 2 Choppas; Hand Weapon; Light Armour; Shield Big Boss (20 , 427 pts) Black Orc Big Boss
; Standard Bearer
2 7
; Hand Weapon;
[9]
5+ 6+*
1 In 4 6 3 4 5 2 3 3 8 3+ Composition: Hero Choppas; Quell Animosity; Size Matters - Black Orcs; Heavy Armour; Immune to Psychology 1 +1 Strength +1 Attack for every character in base contact 1 Shield. 5+ Armour save. 1 One use - re-roll single armour save 1 Character and unit gain 6+ wardsave against war machines
135
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Name
Type
Mv WS BS St To Wo In
At
Black Orcs 18 In 4 4 3 4* 4 1 2 1* 8 4+ 6+* 292 Composition: Special Choppas; Size Matters - Black Orcs; Musician ; Standard Bearer ; Hand Weapon; Armed to da Teef; Heavy Armour; Shield; Immune to Psychology Black Orc Boss 1 In 4 5 3 4* 4 1 2 2* 8 4+ 6+* [13] Choppas; Hand Weapon; Heavy Armour; Shield; Armed to da Teef Banner of Eternal Flame 1 Unit has flaming attacks [10]
1 WM 7 3 Composition: Special See rulebook p111 for Bolt Thrower rules 48", S6, Multiple Wounds (D3), Ignores Armour Saves. Slipshod: If you roll a 1 To-Hit, roll on Stone Thrower Misfire table. Goblin Crew 3 4 2 3 3 3 1 2 1 6 Hand Weapon; Fear Elves 1 WM 7 3 Composition: Special See rulebook p111 for Bolt Thrower rules 48", S6, Multiple Wounds (D3), Ignores Armour Saves. Slipshod: If you roll a 1 To-Hit, roll on Stone Thrower Misfire table. Goblin Crew 3 4 2 3 3 3 1 2 1 6 Hand Weapon; Fear Elves 1 Ch 5 4 3 Composition: Special Chariot; Scythed Wheels Goblin Crew 3 4 2 3 3 3 1 Hand Weapon; Short Bow; Spear; Fear Elves Giant Wolf 2 WB 9 3 3 3 1 Swiftstride 1 Ch 5 4 3 Composition: Special Chariot; Scythed Wheels Goblin Crew 3 4 2 3 3 3 1 Hand Weapon; Short Bow; Spear; Fear Elves Giant Wolf 2 WB 9 3 3 3 1 Swiftstride 1 Ch 5 4 3 Composition: Special Chariot; Scythed Wheels Goblin Crew 3 4 2 3 3 3 1 Hand Weapon; Short Bow; Spear; Fear Elves Giant Wolf 2 WB 9 3 3 3 1 Swiftstride 5+
35
[0]
35
[0]
50
2 3
1 1
6 3
[0] [0]
5+
50
2 3
1 1
6 3
[0] [0]
5+
50
2 3
1 1
6 3
[0] [0]
1 In 4 2 3 3 4 3 2 1 7 6+ 4 585 Composition: Lord Arachnarok Spider; Level 4 Upgrade; Hand Weapon; Fear Elves Arachnarok Spider 1 Mo 7 4 5 6 8 4 8 - 4+ [330] Forest Strider; Obstacle Strider Venom Surge Before attacking nominate one attack and roll seperately. This attack has the Multiple Wounds (D6) rule. Wall-crawler Treat ungarrisoned buildings as open terrain. May not finish move on or in building.; Catchweb Spidershrine; Forest Goblin Crew; Causes Terror; Immune to Psychology; Large Target; Poisoned Attacks; Stubborn; Swiftstride; Thunder Stomp Forest Goblin Crew 8 2 3 3 2 1 6 [0] Crew are treated as part of the Spider. They may attack and shoot, but cannot be targeted in return.; Short Bow; Spear Skull Wand of Kaloth 1 Shaman only. Single enemy model in base contact at start of close combat [75] phase must take Ld test or be slain with no save of any kind. Bearer also causes Terror.
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Name
Pump Wagon (1 , 90 pts) Snotling Pump Wagon
Type
Mv WS BS St To Wo In
At
1 Ch 3D6 4/5 4 3 6+ 90 Composition: Rare Random Movement (2D6), Impact Hits (2D6), Unbreakable, Unstable. Pump Harder Ladz! : Roll 3D6 for Random Movement. Too Pumped Up : If you roll two or more 1s, re-roll Random Movement (including extra dice for 'pumping harder' if you used rule) and move in random direction. If you roll two 1s, remove model. If you hit friendly unit, causes 2D6 Impact Hits.; Explodin' Spores; Flappas; Giant Explodin' Spores; Spiky Roller; Out-rigga Snotling Crew 0 2 2 3 5 4 [0] 1 Ch 2D6 4/5 4 3 6+ 75 Composition: Rare Random Movement (2D6), Impact Hits (2D6), Unbreakable, Unstable. Pump Harder Ladz! : Roll 3D6 for Random Movement. Too Pumped Up : If you roll two or more 1s, re-roll Random Movement (including extra dice for 'pumping harder' if you used rule) and move in random direction. If you roll two 1s, remove model. If you hit friendly unit, causes 2D6 Impact Hits.; Explodin' Spores; Giant Explodin' Spores; Spiky Roller Snotling Crew 0 2 2 3 5 4 [0] 1 Uq 3D6 6 4 3 3 * 3 65 Composition: Rare Random Movement (3D6) Ker-splat : If move brings them into contact with unit, move through placing 1" beyond unit. Inflicts 2D6 S6 Armour Piercing hits. Gone Crazy : Once a Ker-splat attack is made, they move in a random direction in the Cumpulsory Move phase. Force of Total Destruction : Cannot be charged. Any unit moving into contact takes 2D6 S6 hits, and a further D6 S6 hits. Mangler Squig removed, and unit can continue move. Count as in soft cover when taegeted with shooting attacks. Completely Out of Control : Removed when they contact another Mangler Squig, roll triple for movement, or a unit moves into contact. Watch Out! : Take Dangerous Terrain test when moving over Forests, Marshland, Obstacles or Mystical Monuments. If movement would take them into contact with a Building, Impassable Terrain or off table, take Dangerous Terrain testt and stop 1" short.; Immune to Psychology 85
1 WM 7 3 Composition: Rare See rulebook p114 for Stone Thrower rules 12-60", S3(9), Multiple Wounds (D6); Stone Thrower Goblin Crew 3 4 2 3 3 3 1 2 Hand Weapon; Fear Elves 1 WM 7 3 Composition: Rare See Orc & Goblin rulebook p48 for Doom Diver rules 12-60", S5, Ignores Armour Saves Goblin Crew 3 4 2 3 3 3 1 2 Hand Weapon; Fear Elves 1 WM 7 3 Composition: Rare See Orc & Goblin rulebook p48 for Doom Diver rules 12-60", S5, Ignores Armour Saves Goblin Crew 3 4 2 3 3 3 1 2 Hand Weapon; Fear Elves 1 WM 7 3 Composition: Rare See Orc & Goblin rulebook p48 for Doom Diver rules 12-60", S5, Ignores Armour Saves Goblin Crew 3 4 2 3 3 3 1 2 Hand Weapon; Fear Elves
[0]
80
[0]
80
[0]
80
[0]
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
Name
Shooty Things (4 , 80 pts) Goblin Doom Diver Catapult
Type
Mv WS BS St To Wo In
At
1 WM 7 3 Composition: Rare See Orc & Goblin rulebook p48 for Doom Diver rules 12-60", S5, Ignores Armour Saves Goblin Crew 3 4 2 3 3 3 1 2 Hand Weapon; Fear Elves Giant
[0]
19 In 4 4 5 3 1 3 2 3 173 Composition: Special Squig Herds : Missile hits and impact hits hit squigs on 1-4, goblins on 5-6. Characters may not join the unit. Squigs Go Wild : If the unit flees, or there are no herders alive at the start of the controllers turn, the squigs go wild. All units within 2D6" take D6 S5 hits and the unit is removed. Obnoxious: Characters cannot join unit.; Hatred (Dwarves); Immune to Psychology Night Goblins 7 In 4 2 3 3 3 1 3 1 5 [21] Hand Weapon; Fear Elves; Hatred (Dwarves); Immune to Psychology 11 Ca 4 2 3 3 3 1 3 1 3 6+ 132 Composition: Special Animosity; Random Movement (3D6) Extra Boingy : Gains Impact Hits (1) if you roll three 6s. Obnoxious: Characters cannot join unit.; Hand Weapon; Hatred (Dwarves); Immune to Psychology; Skirmishers Squig 11 Ca 3D6 4 5 3 1 3 2 5 [0] 4+ 85
Chariot (1 , 85 pts)
Orc Boar Chariot 1 Ch 5 5 4 Composition: Special Chariot; Scythed Wheels War Boar 2 WB 7 3 3 4 1 3 1 Tusker Charge: +2 Strength when charging; Swiftstride Orc Crew 2 4 3 3 3 4 1 2 1 Choppas; Size Matters - Orcs; Hand Weapon; Spear 1 Ch 5 5 4 Composition: Special Chariot; Scythed Wheels War Boar 2 WB 7 3 3 4 1 3 1 Tusker Charge: +2 Strength when charging; Swiftstride Orc Crew 2 4 3 3 3 4 1 2 1 Choppas; Size Matters - Orcs; Hand Weapon; Spear
3 7
[0] [0]
Chariot (1 , 85 pts)
Orc Boar Chariot 4+ 85
3 7
[0] [0]
Savage Boar Boyz Mob (15 , 380 pts) Savage Orc Boar Boyz 14 Ca 4 3 3 3 4 1 2 1/3 7 5+ 6+ Composition: Special Animosity; Wild Abandon When mounted, may use two hand weapons, but Dangerous Terrain tests are taken with -1.; Beserk Rage; Choppas; Size Matters - Orcs; Musician Standard Bearer ; Hand Weapon; Extra Hand Weapon; Warpaint; Extra Attack: +1 Attacks; Frenzy Savage Boar Boy Boss 1 Ca 4 4 3 4 4 1 2 2/4 7 5+ 6+ Beserk Rage; Choppas; Size Matters - Orcs; Hand Weapon; Extra Hand Weapon; Warpaint; Extra Attack: +1 Attacks; Frenzy War Boar 15 WB 7 3 3 4 1 3 1 3 Tusker Charge: +2 Strength when charging; Swiftstride Razor Standard 1 Armour Piercing
380
[20]
[0] [45]
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
Name
Warboss (2 , 198 pts) Night Goblin Warboss
#
1
Type
MC
Mv WS BS St To Wo In
4 5/10 3 4 4 3 5
At
4/5
Composition: Lord Hand Weapon; Shield; Fear Elves; Hatred (Dwarves) 1 3D6 4 5 4 3 3 3 [0] Extra Boingy : Gains Impact Hits (1) if you roll three 6s. Loners : May only join Squig Hopper units. Supreme Bounder : May re-roll Random Movement as long as character still alive. If in unit, re-roll for whole unit.; Hatred (Dwarves); Stomp; Swiftstride 1 Paired Weapons, gives bearer WS10 [35] 1 Light Armour, -1 to hit when attempting to hit wearer in close combat [25] 1 2+ Ward vs Flaming attacks [5] 1 Wearer is Stubborn [35]
Total Cost: 5999
Option Footnotes Armed to da Teef Big Stabbas Bow Catchweb Spidershrine Explodin' Spores Extra Hand Weapon Flappas Giant Explodin' Spores Giant Special Attacks Options The Black Orc can count as having two choppas, a Great Weapon, or a single Choppa, chosen at the start of each combat. A unit with 2+ ranks of 5 models has the Impact Hits (D3) rule. Strength 5. Against Large Targets causes Multiple Wounds (D3). 24" Range, Strength 3. Volley Fire Goblin Great Shaman has Loremaster (Little Waaagh!) rule. He and any friendly Wizard within 12" add +2 to Channelling. Base can make single shooting attack, and stand and shoot reaction. Throwing weapon, hits automatically, no armour saves allowed. +1 Attack. Requires two hands. Only take Dangerous Terrain tests if they finish move in terrain. First set of Impact Hits inflicted in game ignores armour saves. When fighting big things (ogres and larger, including chariots) : 1) Yell and Bawl 2-4) Thump with Club 5-6) 'Eadbutt When fighting little things : 1) Yell and Bawl 2) Jump Up And Down 3) Pick Up And... 4-6) Swing With Club Yell and Bawl : Neither the giant nor any models in contact fight if they haven't already, but the giant wins the combat by 2. Jump Up And Down : Test to fall over. If the giant stays on his feet, he inflicts 2D6 S6 hits, allocated like shooting hits. The giant will continue to Jump Up And Down until he falls over or the combat ends. Swing With Club : Causes D6 Strength 6 hits, allocated as if from shooting. Thump With Club : Target must take an Initiative test, or take 2D6 wounds with no armor save. On a double, the giants club embeds itself in the ground and he cannot attack next round (unless the combat ends before then). 'Eadbutt: Causes 1 wound with no armor saves. If the target is not slain, he loses his next set of close combat attacks. Pick Up And... : Pick a model in base contact. The model may make 1 attack, if he hits and wounds nothing further happens. Otherwise, roll a D6: 1) Stuff into bag - the model is considered dead unless the giant is slain, at which point he is released from the bag. 2) Throw back into combat - The victim takes 1 wound with no saves, and his unit takes D6 strength 3 hits. 3) Hurl - The victim takes 1 wound with no saves, and is thrown into a random unit within 12", which takes D6 strength 3 hits. (If none, treat this as 'throw back into combat'.) 4) Squash - The victim dies. 5) Eat - The victim dies. 6) Pick Another - Treat this as 'stuff into bag', then the giant tries to pick up another model. 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted. 5+ Armour save. 6+ Armour save.
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Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform. Nets Roll a D6 at the start of each close combat phase - on a 2-6, choose an enemy unit to net, which receives -1 to strength until the end of the phase. On a 1 the goblins net themselves, and suffer -1 strength instead. Out-rigga Movement increased to 3D6". If you 'pump harder', moves 4D6" Shield +1 Armour save bonus. Short Bow 18" Range, Strength 3. Volley Fire Spear Fight in Extra Rank (does not apply if charging); +1 Strength when mounted and charging. Spiky Roller Impact Hits have +1S +1 to Combat Resolution; Standard can be captured if unit Flees. Standard Bearer Warpaint 6+ Ward Save. Special Beserk Rage Must declare charge if able to unless a Leadership test is passed. Cannot choose to restrain pursuit. Choppas +1S in first round of each combat. Devestating Charge +1 Attack when charging Fall Over A Giant must test when *It is beaten in close combat (test before Break test) *It is fleeing at start of Movement phase *It crosses obstacle *It 'Jumps Up and Down' Roll a D6. On a 1, the Giant falls over. A slain Giant automatically falls over. Roll scatter dice and place template touching base. Anything hit takes a Strength 6 hit with the Multiple Wounds (D3) rule. If in combat, this counts towards combat resolution. A Giant that falls over suffers 1 Wound. If in combat, this counts towards combat resolution. Once on ground, the Giant may get up in it's following Movement phase, but may not move aswell. Whilst on the ground, the Giant may not attack, but can defend. If forced to flee, the Giant is slain. If he may pursue, he gets up instead. Quell Animosity If the Black Orc's unit fails an Animosity test, the unit takes D6 S5 hits and counts as passing instead. Quick to Fire Do not suffer -1 to hit when moving and shooting. May always stand and shoot Size Matters - Black Orcs Do not take Panic tests caused by Snotlings, Squigs, Goblins or Orcs. Size Matters - Orcs Do not take Panic tests caused by Snotlings, Squigs, or Goblins. Stomp 1 automatic hit at creature's strength, Always strikes last Swiftstride When charging / fleeing, units made entirely of models with Swiftstride roll 3D6 and discard the lowest instead of 2D6 for distance. Thunder Stomp D6 automatic hits at creature's strength, Always strikes last Waaagh! If a Warboss is your General, may call once per game. Must declare charge first, and before reaction. Every unit of 5+ Orc Boyz, Savage Orc Boyz, Black Orcs, Boar Boyz and Savage Orc Boar Boyz (including Big'Uns) adds +1 to combat resolution. The General and his unit add +D3. Musician Roster Design Information Units of Goblins Fear Elves . Animosity : Roll D6 for each eligible unit. On a 1, roll on chart: 1- Get 'Em: Inflict D6 S3 hits (2D6 if Horde) on nearest eligible unit, unit does same back. 2-5- Squabble: Charge if possible, or do nothing. 6- We'll Show 'Em: Move towards closest visible enemy, or straight forward. Must declare charge. Validation Report Edition: 8th Edition; Game Type: Normal Game; Army Subtype: Orc & Goblin Horde; Special Rules: Allow Obsolete Armies, Allow Forge World, Allow Unofficial Units, Allow Warhammer Forge Roster satisfies all enforced validation rules Roster Statistics General's Ld: 10 # Models: 313 Total Characters: 1843 Total Core: 1934 Total Magic Items: 440 Total Rare: 855 Total Special: 1367 % Characters: 30.7 % Core: 32.2 % Magic Items: 7.3 % Rare: 14.3 % Special: 22.8
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
Group Points of Lords Points of Heroes Points of Core Points of Special Points of Rare
Min 0 0 1500 0 0
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.