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  Codex Greenskins: WFRP2 Rules 
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  Codex Greenskins:  
  WFRP2 Rules 
   
  by Jackdays 
   
  NOTE: PRODUCT NOT READY 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This document is completely unofficial and in no way endorsed by Games Workshop Limited. 
   
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  Chapter XXX: Greenskins 
   
  “Grobi! Wipe them out. All of them!" 
  – Gottri, Dwarf slayer giving his opinion about Goblinoids. 
   
  The Green Horde, Greenskins or sometimes just Goblinoids is a common name for a number of sub-species. They are a 
  barbaric and primitive group of races which often band together to invade the lands of more civilized cultures. From the 
  mighties Orc to the feeblest Snotling, the Greenskin races live only for war. All other activities are but a prelude to their 
  next battle. 
  Society 
  Greenskin society is tribal. Due in no small part to their natural aggression and their lack of a governmental system 
  beyond the most basic tribal functions, the Greenskins do not organize themselves into civilised nations but rather into 
  semi-formal groups known as tribes or clans. Each tribe is given a name, though this can often change with the 
  leadership or even if the tribe's leader has a sudden thought, there are a few that stand out, however these tribes can 
  range in size from no more than a dozen to upwards of hundreds of thousands to in a few times a million. Leadership is 
  gained through their social hierarchy by fighting and beating other Greenskins of higher rank. As they rise through the 
  ranks, they grow bigger in strength, size and cunning. Greenskins are universally happiest when they are fighting or in 
  conflict, and if there is no one else around to fight they often squabble (or even have large wars) between themselves. 
   
  At any given time, and in any given area, the largest, strongest and most cunning Greenskin is followed by the rest, as 
  long as there is fighting to be had. When the mood strikes or a particularly powerful leader wants, many tribes get 
  together and form what is known as a Waaagh!; a nearly unstoppable horde of marauding Greenskins that lays waste to 
  anything in their path and is more akin to an ocean than army. 
  Homeland 
  Greenskins, or Goblinoids, can be found all over the Warhammer World, but the greatest concentration of them is found 
  in the Dark Lands to the east of the Worlds Edge Mountains and in the area around the Badlands. Greenskins do not 
  have any homelands. 
  Religion 
  Gork and Mork are the Greenskin gods and sometimes a source of dispute as greenskins have trouble distinguishing 
  one from the other, since they both represent the prized greenskin traits of brutality and cunning. Gork is generally 
  regarded as cunningly brutal and Mork as brutally cunning. The Orcs also like to raise great Effigies to Gork and Mork, 
  wich are often made with scraps, wasted materials, and basically anything else the orcs can find. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Chapter XXX: Greenskin Races 
   
  “How many different Goblinoid-races you thing there is?” 
  – Pieter Schmidt, Scholar and Explorer asking this from his students in the University of Nuln. 
   
  Greenskins, the most common calling name, are so named for the color of their skin. Sometimes also referred as 
  Goblinoids. They are not a single race as such, but a group of distinct green-skinned sub-species who share a few 
  common cultural and physiological traits, but are biologically related. Note! Not all the sub-species are Greenskinned. 
  Black Orcs 
  Black Orcs were originally created by the Chaos Dwarves to use as slaves, but have since rebelled and found a place in 
  regular Orc armies. They are even bigger, stronger and meaner than regular Orcs, and so tend towards command roles. 
  They are not above forming their own units though. Though other Orcs tend to look down on Black Orc intelligence, 
  Black Orcs are, if not smarter, at the very least better organized. They are above the petty infighting (Animosity) that 
  happens in most tribes and settle their differences with other Greenskins with orderly head-butting contests. Being the 
  largest of Orcs and having an air of authority, Black Orcs confiscate large amounts of the heaviest armour from the camp 
  and march to battle carrying a variety of weapons. 
   
  Black Orcs are darker-skinned than other Orcs and even more massively muscled. They brook no failure from any of 
  their subordinates and live only to make war.  
  Black Orcs 
  WFB: Orcs & Goblins, WFRP1-3 
  Black Orcs are the biggest and strongest of all the Orc breeds and because of this they often provide the leadership for 
  Orc tribes. Black Orcs are not necessarily any more intelligent than any other Orcs, but they are almost invariably more 
  determined. It is said they fought their way out from under the whips of the Chaos Dwarfs many centuries ago, though 
  bringing up that subject with them is, essentially, suicide. 
  Iron Orcs 
  Knights of the Grail (WFRP2 sourcebook) 
  Iron Orcs are real enough, though it is unclear why only Carcassonian natives have so far encountered them. At first 
  sight they look like Black Orcs in plate armour but without a helmet, but closer encounters reveal the armour is set into 
  their skin. They are faster, stronger, and better armoured than Black Orcs, but Iron Orcs are less intelligent and more 
  savage. They normally serve under Black Orc leaders, and some accounts suggest that their numbers are increasing. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Orcs 
  Orcs are one of the biggest, meanest and most numerous races in the Warhammer World. Strong and tough by nature, 
  they are extremely belligerent and are always looking for a battle or fight. Orcs tend to become even stronger by fighting 
  in combat against other creatures or by topping their socials ranks, though it could be said that a bigger Orc 
  automatically assumes a higher social rank also, confusing the issue somewhat. Their lust for combat and carnage is 
  such that if there are no other enemies present for any real amount of time, Orcs will gladly fall upon each other for sport 
  and practice, and this is often how the strongest among them rises through the ranks to attain the position of warboss. 
   
  Orcs inhabit an extremely large portion of the Old World, and indeed much of the Eastern Hemisphere, for such was their 
  numbers and war-like tendency that few nations have never ever faced the wrath of these blood-thirsty beast. When in 
  the war-march these primitives can transform even the most common object into a lethal killing instrument either by 
  strapping it with other bits of metal to form a make-shift weapon or a strapped togather armor. The race is extremely 
  warlike, with a society geared towards constant and an every escalating warfare, living within numerous small tribal 
  groups with a strong chain of command. They are known for large, brutal armies of difficult-to-kill troops, usually 
  supported by a variety of units and war machines. 
   
  Orc "culture" is dominated by the concept of strength. There is no law, and therefore no crime. If an orc feels wronged, 
  he can challenge the source of his grievance to a pit fight. Once the fight is over, the matter is considered settled. Orcs 
  have no concept of pity; to an orc, the weak are simply weak, and are beneath them in society. An orc attains a higher 
  social rank by fighting and defeating members of that rank. Because of their bizarre physiology, orcs receive a steady 
  supply of adrenaline when preparing to challenge a superior, causing him to physically increase in size and muscle-
  mass. An alert superior will spot this occurring and promptly beat the challenger down before he becomes a threat. If the 
  superior fails to notice this development, then a battle inevitably results.    
  Common Orcs 
  WFB: Orcs & Goblins, WFRP1-3 
  Orcs are taller and broader than humans, with short legs and long arms much like a non-human ape. They have massive 
  heads which come directly forward on their necks, giving them a stooping appearance. Their jaws are lined with vicious 
  fangs that jut out from their underbite. They have beady red eyes, a generally foul demeanor, and are naturally hairless. 
  An average orc stands somewhere around six feet tall, though more like seven feet tall when stretched out of his 
  characteristic stoop. 
    
  Orcs have tough, thick, green skin which is highly resistant to pain. They can survive even the most horrific of injuries, 
  which is reflected in-game by an above-average Toughness value. Orcs have an "adrenaline-fuelled metabolism," which 
  means that they grow in size, strength, endurance, and belligerence as they fight and defeat opponents. An Orc will only 
  stop growing when he finds an opponent that he can't beat. 
  Savage Orcs 
  WFB: Orcs & Goblins, WFRP2-3 
  Savage Orcs are by far the most primitive breed of Orc. While most of the Greenskin races have an appreciation of 
  technology for its military applications, Savage Orcs have a primal, neolithic society, and shun these advances. Savage 
  Orcs do not wear any armour and use weapons made of wood, stone, and bone. They also daub crude warpaint upon 
  themselves, firmly believing these wards to protect them from harm, and in battle fighting as berserkers with little regard 
  to their own safety. This firm belief somehow generates a magical protection which indeed protects them somewhat. To 
  the Savage Orcs, this proves the superiority of their ways over the Orcs who have embraced technology. 
    
  Savage Orcs tribes inhabit the most remote areas of the world: large forests and especially the deep jungles of the 
  Southlands. Some live on the great plains, following the mighty herds of boars and other animals. In the Southlands, the 
  powerful sunlight and heat has strangely affected the already brutish brains of the Orcs, making the Savage Orcs single-
  mindedly savage and brutal. 
    
  Many centuries ago all Orcs were similar to the Savage Orcs, but it is said that it was the Chaos Dwarfs who taught the 
  Orcs the knowledge of metalworking. Some tribes either were too remote to gain from the knowledge, or intentionally 
  disregarded these new ways. Since then the Savage Orcs and the more advanced Orc tribes have become entirely 
  distinct.  
  
   
   
   
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  Swamp Orcs 
  WFB6: Orcs & Goblins (map) 
  Swamp Orcs are most commonly found from the great Marshes of Madness. Yet, it is possible that similar tribes are 
  found other parts of the world where huge bogs, marshes or swamps are found. Swamp Orcs are pretty savage tribes 
  (somehere between Savage Orcs and normal Orcs), but have become good swimmers and learned to use boats (or 
  other similar drafts). They are experts in living water-realm. 
   
  It is not uncommon that Swamp Orcs are joined by Boglars. 
  White Orcs ("Albino Orcs") 
  Archaon - Everchosen (novel) 
  In the Troll Country there are many strange creatures. One of those is the savage White Orcs (also referred sometimes 
  as "Albino Orcs") mounted on boars of war. Even the names "Greenskins" suggest that their race is green, yet there are 
  multiple tribes of these albino Orcs in the Troll Country and also in the Norsca. Nobody really knows how this is possible, 
  because Greenskins are very much immune (or resistant) to the effects of Chaos and simply - Green. Still many say they 
  are mutated sub-race. Other stories tell strange sub-races of Greenskins that come from the Dark Lands and that the 
  White Orcs could be one of these. Maybe experiment of the Chaos Dwarfs living there. Either way they are very rare 
  race, which have adapted the harsh cold environment better than their cousins.  
   
  White Orcs are very much similar to normal Orcs. Actually they are very primitive and even more barbaric than normal 
  Orcs making them more close to Savage Orcs. Their skin seems to have lost all the green color (no pigment at all) and is 
  usually white or different shades of grey (usually older White Orcs). This helps them to hide in winter-time more easily (in 
  snow), because they also do not need to wear that much clothing to cover themselves from the cold, which they have 
  developed immunity. 
   
  White Orcs do use some simple weaponry and even few pieces of armour. These are usually captured from their victims. 
  They are not very accustomed to the use of armour. 
   
  GM choise: It is possible that this, very rare, sub-spieces are found somewhere else in the cold hemisphere. One 
  possibility is the Naggaroth. See more information from Frost Goblins. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Goblins 
  Goblins, also known as Gobbos, are scrawny creatures, standing between three to four feet high. They have large, 
  pointed ears and noses and long, slender fingers perfectly adapted to pilfering what does not belong to them. Behind 
  their cruel eyes and mocking toothy grins lies a malevolent spirit and ruthless desire for self-preservation that feeds their 
  selfish and backstapping nature. Goblins rely on their keen cunning to survive. Like all Greenskins, they are not 
  renowned for their intellect, but their wits far outstrip those of the Orcs. They are cowardly creatures and will run away 
  from enemies they do not outnumber. Even then, they would far sooner shoot their foe from a distance, preferably from 
  behind. 
  Fire Kobolds 
  White Dwarf 268, WFB6: Orcs & Goblins (map) 
  Kobolds are green-skinned Goblinoids that are almost completely identical to the common Goblin. Only an exceptional 
  expert of Goblinoid studies can spot the distinction of their longer arm-span and smaller hip bones, which make a 
  Kobold's movement somewhat irregular and crooked compared to that of a common Goblin. Fire Kobolds on the other 
  hand are much more recognisable. 
   
  They are indigenous to the volcanic Red Cloud Mountains that lay south of the Badlands and other volcanic regions 
  around the globe. Although Fire Kobolds have a greenish skin tone, they are covered in large patches of deep red or 
  orange tones. In fact, at first glance they look like Goblins with some type of horrific skin disease, fungus infestation or 
  who are perhaps covered with blotches of red war paint. 
   
  Reports have suggested that these Goblinoids spit small wads of fire as a brutal attack and natural defence mechanism, 
  though others have reported that they simply favour the use of flaming arrows. At the same time, fire based weapons 
  seem to have little or no effect at all on these Kobolds, which would suggest that their volcanic environment has had a 
  profound effect on this species of Goblinoids. 
  Forest Goblins (or Jungle Goblins) 
  WFB: Orcs & Goblins 
  Forest Goblins are a breed of Goblins who live in the forests from the northern parts of the Warhammer World to the 
  steaming jungles. Hidden in deepests forests, Forest Goblins are always eager to raid and pillage isolated farms, 
  villages, and sometimes even cities. They decorate themselves with large colourful feathers, which are used in certain 
  combinations to distinguish tribesmen from foreigners. They also use warpaints, bones, and teeth as decoration. As 
  metal ores are lacking in the forests, Forest Goblins usually wield weapons made of wood, bone, and rock. Some 
  weapons and armours made of iron or steel might be traded and bartered from other Goblin or even Orc tribes. 
    
  Spiders have a very important role in the culture and daily life of the tribes. Small and succulent Spiders are eaten, while 
  others are kept as pets. Large horse-sized spiders are ridden as warmounts and small poisonous spiders are used by 
  the tribal shamans. A shaman will put these spiders inside his mouth so that the spiders bite him on the tongue. The 
  poisons will drive the shaman a bit mad but also stimulate the part of his brain that controls magic. 
    
  While all other Greenskin tribes worship the twin gods Gork & Mork the Forest Goblins are known to also worship the 
  Spider, and to adore the forests spiders as gods of the forest.  
  Frost Goblins (of Naggaroth) 
  WFB8: Orcs & Goblins 
  In the far west, the Greenskins of Naggaroth are the spawned descendents of captives taken by the Dark Elves 
  thousands of years ago. At one time the Witch King forced many tribes to fight for the Dark Elves in their wars with the 
  High Elves, altough in truth most took little presuading. Since then, many survivors have escaped and taken up 
  residence in the forests and mountains of that cold land. Goblins of this region, called Frost Goblins, have tunneled lairs 
  into still-moving glaciers. The Witch King's people have suffered more from Greenskins than they ever gained from their 
  enslaved armies and will slay any Greenskin they find, without mercy. 
   
   
   
   
  
   
   
   
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  Goblins (or Lesser Hill Goblins) 
  WFB: Orcs & Goblins, WFRP1-3 
  Goblins, also affectionately known as gobbos or grots, are small, greenskinned and mean little humanoids. They are the 
  counterparts to their brawny Orc cousins, making up in intelligence and sheer craziness what they lack in size and 
  stature. Another common trait amongst goblins is their remarkable cowardice. Instead of loving heads-up close combat, 
  as Orcs do, their favourite method of fighting is to shoot the enemy with bows from behind; if that can't be done, a spear 
  is second best. Normal Goblins are the most numerous of all the Goblin sub-species.  
  Hill Goblins (or Great Goblins) 
  White Dwarf 268, WFB6: Orcs & Goblins (map), WFB1: Forces of Fantasy 
  South of the Empire, across the shores of Tilea and the Border Princes, lays a barren plain of hills and grasslands at the 
  very edge of the Badlands. It is in this deserted region where the largest Goblins can be found. Generally reckoned as 
  Hill Goblins, but also known as Great Goblins, these Goblinoids are larger then ordinary Goblins, more aggressive and 
  as strong as Ores. The skin tone of a Hill Goblin is much darker than that of a common Goblin, with some shades even 
  resembling that of a Black Orc's hide. 
   
  Being much more brutally ambitious than the average Goblin, Hill Goblins enjoy fighting almost as much as Ores do and 
  will occasionally sell their services as mercenaries to armies that will put up with them. Wrestling and brawling are 
  favoured leisure activities for these hulking Goblins and they enjoy nothing more then bullying around their smaller 
  Goblinoid cousins. 
  Hobgoblins 
  WFB, WFRP1-2 
  Physically, Hobgoblins fall roughly between Orcs and Goblins. They are less muscular than Orcs, and somehow look 
  even more shiftly and mean than the smaller Goblins. They are a sneaky, evil-minded race of Greenskins. Treachery is 
  an innate characteristic of Hobgoblins, and the term "backstapping" has a very literal connotation for them. 
  Consequently, they have developed a hardened bony layer between their shoulder blades, which is always pockmarked 
  from previous differences of opinion. Hobgoblins have also a deep suspicion of any creature that dosen't betray its own 
  comrades as soon as it is slightly more advantageous to do so. 
   
  Hobgoblins live in the mighty Eastern Steppes (and also Dark Lands) where many  of the great Goblin clans are currently 
  under the servitude (not slave) of the Chaos Dwarfs or is part of Great Khanate Kingdom of the Steppes. Distinct from 
  their many "cousins" the Hobgoblins are estranged from their kin. They do not march to war with their Goblin comrades, 
  nor join the great WAAGH! of their larger cousins, and the closest thing to cooperation between their kin is often a bit of 
  opportunistic looting alongside their brethen if the circumstances are right. However the Hobgoblin race as a whole is 
  dreafully hated by all other Greenskin race, made infamous by their great Betrayal of the Greenskin uprising of the Dark 
  Lands against their Chaos Dwarves Overlord, which brought them the infernal hatred of their brethrens for all eternity. 
  Rather, the Hobgoblin's have their own kingdom on the Great Steppes east of the Worlds Edge Mountain range where 
  the legendary Hobgobla Khan rules the empire of the Hobgoblin Khanate.  
   
  The Hobgoblins are the scourge of the steppes; feared, hated and powerful. Their numberless hordes are most 
  unwelcomed in the Old World. The Hobgoblin Hegemony, the Empire of Hobgobla Khan, is the largest kingdom in the 
  known World. The tribe of the Mournguls have long been a threat to the lands of the east, for these Hobgoblins are a 
  truly different breed than the lowly slaves of the Chaos Dwarfs. The Mournguls and their allies are warriors almost equal 
  to Orcs, and the Great Horde, the army of the Hobgobla Khan, is by far the most numerous of the Hobgoblin clans in the 
  whole Warhammer World. 
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Jungle Kobolds 
  The Thousand Islas - A Guide to Piracy and the Southern Sea for WFRP (fan-made sourcebook) 
  Jungle Kobolds are identical in size to a common Goblin, a Kobold has a narrower waist and longer arms that give it a 
  distinctive gait that is crooked and irregular (misshapen ape-like look). Jungle Kobolds are a sub-species that have 
  adapted to living in the tree-tops of forested areas, swinging from vines to ambush those walking or sailing below. They 
  are one of the most primitive Greenskins and also savage creatures. Their looks and culture is also very much different 
  than Forest Goblins. 
   
  Jungle Kobolds are rare Greenskin sub-species and are usually found from the steaming jungles from the tropical islas of 
  Southern Sea to the Southlands and beyond.  
  Kobolds 
  WFB6: Orcs & Goblins (map) 
  Kobolds are identical in size to a common Goblin, a Kobold has a narrower waist and longer arms that give it a distinctive 
  gait that is crooked and irregular (misshapen ape-like look). They have tougher skin; they are usually stronger and more 
  resilient than average Goblin. Also they are primitive and very savage creatures. 
   
  Normal Kobolds have adapted living in both above and under the ground. They are commonly found amont the cliffs and 
  rocky terrains jumping agile on the rocks or in huge caverns underground scaling the walls. They are rare Greenskin sub-
  species and usually found from the Badlands, mountains surrounding them, underground or from the lands of the Araby. 
  Night Goblins (or Mere-Goblins) 
  WFB: Orcs & Goblins, WFRP2-3 
  Night Goblins are a sub-species of the Greenskin race, the very existence is mostly spend in the dark and damp 
  undergrounds of the World's Edge Mountain's and many other places. These creatures of the night, mortally hate the 
  sunlight and any source of light, perfering to live in near total darkness. These creatures are adept in night time fighting, 
  often having better eyes then most land-dwellers. These Goblins are only known to leave their caves and hideouts only if 
  the sun is setting or down, and when there is little to no light and they are reinforced by considerable amounts of Fungus 
  Beer. Those who do come out during the sun-light, they would often wear dark clothing or plain black robes, for the sun-
  light seems to hurt or burn the Goblins' skins. 
   
  Many years ago a tribe of Goblins took to living in the caverns and tunnels of the World's Edge Mountain, and there they 
  lived in total darkness, wearing pitch black clothing and taking up the name of Night Goblins. Night Goblins are easily 
  marked out from other greenskins as they wear long, dark and hooded cloaks, in part to blend in with the poorly lit 
  tunnels, but mostly to protect themselves from the hated sunlight should they venture above ground. Given a choice, 
  Night Goblin's would almost never go above ground in the day-time, unless it's shourded by darkness or cloudy. When 
  they do emerge, Night Goblin's launch deadly raids, and ambushes against travellers in the mountain pass, and commit 
  countless other malicious deeds. Indeed, due to their proximity to the mountain caverns and tunnelway's, they are 
  considered the mortal enemy of the Dwarven Empire of Karaz Ankor. 
    
  In the moist darkness of their subterranean lairs, the Night Goblin's are inundated by all manner of moulds and 
  mushrooms. Many kinds of toadstool are grown for variety of uses. Fungus and Mushroom's are consumed, mixed in 
  potions, used as medical treament, used to fuel glow-lights and used as baid to attract cave creatures known as Squig's. 
  Night Goblin's are especially cowardly, but unlike those of other Goblin clan's, Night Goblin's create a special brew called 
  Fungus Beer, that enables their brethren to fight in a near maniacal state, where they are completely insane and 
  paranoid, and would enhance a Night Goblin's sense and reflexes, to fight better against other stronger foe. Perhaps it is 
  the lack of sunlight or the proximity of so much dank mould and mushroom, but Night Goblin's still produce more 
  buldging-eyed lunatic's than all the other Goblin tribes combined. 
     
  Displaying even more than the usual goblinoid lack of common sense, individual Night Goblin's gleefully ingest 
  dangerously hallucinogenic mushroom. Deep in their caves, Night Goblin's shaman's are one of the most feared 
  Goblinoid shamans in the World's Edge Mountain. Not only are they powerful magic user's, they are also expert brewers 
  and cultivators on mushroom's. These Shaman's grow and cultivate these mushroom's in order to create the infamous 
  Night Goblin brew's that make's the Night Goblin's into crazed pycho's.  
  
   
   
   
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  Troglagob 
  White Dwarf 268 
  Troglagobs are by far one of the most unusual types of Goblins. They are Goblins that dwell in the sea. making coastal 
  raids against the Empire, Tilea and even raiding the shores of Ulthuan and Lustria. Recently, many of these ocean-
  dwelling Goblins have been sighted on Albion in great numbers, in the muddy southern tip of the island that has come to 
  be known as Trogland. Troglagobs can have greenish skin like their Goblin cousins, though most tend to reflect a more 
  seaish green such as turquoise or similar blue-green colour. The hands and feet of a Troglagob are webbed like that of a 
  frog, making them excellent swimmers with exceptional speed. Troglagobs actually have both gills and lungs, allowing 
  them to breathe comfortably above and below water. However, Troglagobs will not venture too far from their aquatic 
  habitat as they need to refresh themselves at least every few days or else they will dry up and die. 
  Gnoblars 
  Gnoblars are about halfway in size between Goblins and Snotlings. They have thin, droopy ears and large noses, and 
  their skin is generally darker than other greenkins, sometimes even blue. The largest population is found around the 
  Mountains of Mourn, which is simply called Gnoblar Country, and they live as subservient vassals (or 'pets') to the Ogres 
  of the Ogre Kingdoms. Originally the bulk of the Gnoblar communities dwelt the Dark Lands until they were driven east 
  (some west and south) into the mountains by Chaos Dwarf slavers. Some Gnoblar tribes are found in other parts of the 
  Warhammer World also, even as far as Troll Country. 
   
  The Gnoblars of the Mountais of Mourn have developed a symbiotic relationship with the Ogre tribes, and most now live 
  either in, or on, the fringes of Ogre settlements. Living so close to the Ogre camps also provides the Gnoblars with 
  security from the many different creatures that would otherwise prey on them, the presence of the brutish Ogres a 
  presuasive deterrent. 
  Blood-Gnoblar (of Mountains of Mourn) 
  White Dwarf 310 
  High up in the peaks of the Mountains of Mourn dwell the Blood-Gnoblars. They look like ordinary Gnoblars except their 
  warty hides range from different hues of browns to dark reds. They also have a heightened sense of hearing, perhaps 
  due to the high altitude of their mountain top lairs, making them exceptional Trappers. Many Blood-Gnoblars spend all of 
  their time fortifying their lairs and setting traps for any curious interlopers. 
   
  In Gnoblar society it is the Blood-Gnoblars who were first responsible for teaching other Gnoblars the best techniques of 
  trapping and scouting. As a result many Gnoblar Trappers will go to great lengths to look like a Blood-Gnoblar, achieved 
  through a blood ritual in which a captive is drained of blood and once exsanguinate, the Gnoblars douse themselves in it. 
  Boglars  (or Bogarts, Boggarts, Marsh-Gnoblars, Marsh Goblins, Water Gnoblars, Swamp 
  Goblins) 
  White Dwarf 310 
  Boglars are a breed of Gnoblars that live in marshes, bogs and swamps. Boglars look like any other Gnoblar though their 
  skin is a greenish-grey and they have beady yellow eyes. They spend much of their time catching frogs, fish and other 
  amphibious or reptilian critters, dissecting them with broken sticks and eating them alive. 
   
  Boglars are extremely sensitive to sunlight and brigh light in general, only emerging from their swampy lairs at dusk. 
  Altough Boglars normally seem to affiliate only with other Boglars, Gnoblars and Goblins, a large tribe of Boglars in the 
  Marshes of Madness have been rumoured to be in alliance with strange, cyclopean creatures. 
  Gnoblar (or Lesser Goblins) 
  WFB: Ogre Kingdoms, White Dwarf 310 
  Gnoblars are mischievous Greenskins. They are also weaker and are more cowardly. However, Gnoblars have 
  absolutely no remorse, sympathy or compassion, even for the deaths of their other comrades. Gnoblars (quite rightly) 
  see themselves so low on the World food chain that they actually expect the Gnoblars around them to die, whether it is in 
  battle or by way of a hungry Ogre. 
   
  
   
   
   
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  Gnoblars enjoy nothing more than capturing and torturing small animals and also prisoners. All Goblinoids find inflicting 
  pain upon their captives delightful, but for Gnoblars the sense of power it gives them is highly addictive. These Gnoblar 
  Trappers excel at catching small game - ground hogs, snufflers and barrow rats are regularly caught in vicious barbed 
  traps or impaled by crude wooden stakes. 
   
  Gnoblars are superstitious creatures, often keeping small stones, coins or other trinkets as good luck charms. Other 
  common thing is a high-pitched giggle (can be heard when they flee or also seeing others flee or hurt). THe constant 
  bickering, bullying, biting and back stabbing is common among Gnoblars. 
  Toad-Gnoblars  (or Toad-Boglars) 
  White Dwarf 310 
  Toad-Gnoblars are mytical sub-race of Boglars. They are very similar to Boglars, but they are said to multiply in number 
  at the mere touch of water. Such bizarre theories have, of course, never been proven, nor has a Toad-Gnoblar ever been 
  actually seen (or at least correctly identified). Yet several breeds of Gnoblars have been described with similar 
  wondorous and mythical abilities to the of the Toad-Gnoblar. 
  Snotlings 
  WFB: Orcs & Goblins, WFRP1-3 
  Snotlings are smaller and weaker than goblins; about half their height (barely reach a couple of feet in height). They are 
  the smallest of Greenskins. Snotlings are far less intelligent than Goblins and can do little except in imitation of others. 
  They congregate on the edges of greenskin villages, hunting (and being hunted by) squigs, although they are often too 
  terrified to approach these strange creatures. In battle, they usually gather in large swarms that are too stupid to know 
  when they're beaten. Sometimes they manage to cobble together examples of the infamous snotling pump wagon; a 
  gigantic, uncontrollable wrecking machine. To Orcs, as long as they're smaller than themselves, they're all just weedy 
  little "grotz" to be bossed around. 
   
  Dust Goblins: 
  White Dwarf 268 
  In the deserts of Khemri, ancient Liche Priests raise mighty armies of Undead warriors for their mummified masters 
  known as the Tomb Kings. In these cursed domains the dead do not rest easy and those that dare venture to the Land of 
  the Dead are doomed to a life of Undeath. Occasionally, a teeming horde of Greenskins from the Badlands or the 
  World's Edge Mountains make their way into this realm of death intent on slaughtering, plundering and conquering. None 
  have ever succeeded, nor ever returned from the Land of the Dead... at least alive! 
   
  Once the armies of the Tomb Kings destroy the green-skinned interlopers, the Liche Priest summons the rotting 
  Goblinoid carcasses back from the grave, adding them to their lord's horrific legions. However, some of these Undead 
  Goblins somehow find their way back to their homelands. 
   
  Unlike Humans, Elves and Dwarfs, an Undead Goblin corpse retains a small pan of its mischievous and unpleasant 
  qualities from its previous malevolent life. These Undead Goblins, known as Dust Goblins, still bicker and taunt one 
  another like spiteful children. 
   
  The actual rules are out of this document. Dust Goblins are just small skeleton-warriors. 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Chapter XXX: Waaagh! 
   
  “I’m gonna stomp ‘em to dust, I’m gonna grind their bones. I’m gonna burn down dere towns and cities. I’m gonna pile 
  ‘em up inna big fire and roast ‘em. I’m gonna bash ‘eads, break faces and jump up and down on da bits dat are left. An’ 
  den I’m gonna get really mean.” 
  – Grimgor Ironhide, Black Orc Warboss rising Waaagh! among his troops. 
   
  A Waaagh!, Waaargh! or Waaagh! Energy is formed when a number of Greenskins unite for a particular purpose. Or 
  perhaps the purpose breeds the Waaagh! and the Greenskins are simply attracted to it. Or maybe the Waaagh! was 
  always there and Gork and Mork simply guide Greenskins to follow a particular one. No one really knows, and the 
  Greenskins do not much care, either. All they know is that the more they are, the bigger the Waaagh! becomes and the 
  bigger the Waaagh!, the more Greenskins will be drawn to join it. As the Waaagh! grows, the primal Waaagh! energies 
  grow, and it is these energies that Greenskin Shamans feed upon and channel into magical effects on the battlefield. 
  Waaagh! Energy 
  Greenskins generate their own magic field, often referred to as Waaagh! Energy. This energy is linked to an Greenskin 
  emotional state and is transmitted involuntarily to other Greenskins. So if one Greenskin becomes wildly exited, it does 
  not take long for those around him to become similarly aroused. As this energy is passed from one Greenskin to the 
  next, the feeling intensifies until it reaches a critical point where it must find an outlet, usually in violence. 
   
  Sometimes vast numbers of Greenskins are brought together in wave of violent euphoria. Normal tribal divisions fall 
  apart as thousands of ecstatic Greenskins unite to embark on a voyage of conquest and destruction. This is known 
  simply as the Waaagh!. 
   
  Once a Waaagh! starts it is almost impossible to stop, as the many nations that have been swept by its hurricane force 
  can attest. Fortunately its power cannot be sustained forever; once the Waaagh! has run its natural course it eventually 
  runs out of steam, and the component war bands then go their separate ways. Until the next time. 
   
  Waaagh! is both the Greenskin word for "crusade" or "warpath" or simply "carnage" and the term for the magical energy 
  Greenskins generate. 
  Starting Waaagh! 
  Waaagh! can start when just two Greenskins meet up. But more there are Greenskins in same location better is the 
  chance that it starts. This will cause a violent euphoria, which may run out there among the Greenskins gathering or it 
  can be the beginning of huge Green wave of violence lasting days, weeks or even months. But truly to rise the Waaagh! 
  you need powerful Boss, who can manipulate the Waaagh! Energy to build up among the Greenskins, keep it on and 
  point the direction to release this energy. This Boss can also be Shaman and actually Greenskin Shaman do have spells 
  to build up Waaagh!. And as more Greenskins became agitated by the Waaagh! Energy, more Shamans can build their 
  powers to produce magical effects (spells).  
   
  The actual chance for Waaagh! to build up and explode (consuming all the Greenskins in the area) comes every time 
  when few Greenskins meet up and spend multiple hours together. It is the presence of other Greenskins and is based on 
  the Waaagh! Energy Greenskins produce together. This energy agitates them finally causing the actual Waaagh!. To 
  make this simple in the rule point of view, GM should test once for Waaagh! every day multiple Greenskins group up (GM 
  decides the moment). The chance for this is based on the energy what different types of Greenskins produce and also 
  some other agitation bonuses. Every Orc raises the chance by 1%. The test chances are counted as Orc equivalents 
  (below). 
   
   
   
   
   
   
   
  
   
   
   
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  Orc Equivalents: 
  6 Snotlings = 1 Orc 
  2 Goblins, Gnoblars or Boglars = 1 Orc 
  1 Hobgoblin = 1 Orcs 
  Night Goblin Fanatic = 2 Orcs 
  Black Orc = 2 Orcs 
   
  When two Orcs meet up, there is 20% chance per day for agitation, that will cause Waaagh!. Every extra Orc gives 1% 
  more extra to this. Just add number of Orcs (or Orc equilevants) to the 20%. So, 5 Orcs (or Orc equivalents) would have 
  25% chance every day to get Waaagh! going on just staying together. Now, 50 Orcs would have 70% chance (this 
  meaning that you need 100 Goblins to do the same). 
  Agitation Bonuses: 
  Boss: Greenskin boss (the greatest) may help up to build the Waaagh! surge by agitating other Greenskins by his 
  speeches (these are not that good usually, yet effective). Chance for doing this is done by using either Charm or 
  Command skills. Successful test gives +10% to next Waaagh! chance test. Make successful Average Charm Test or 
  Challenging (-10%) Command Test. If Greenskin boss would have Public Speaking Talent, this will give +10% bonus for 
  the bosses test.   
  Shaman: Greenskin shamans have spells that help in the agitation. See Waaagh! Magic chapter. 
   
  Example: Orc Boss and shaman gather a horde of 20 Orcs and 60 Goblins. This gathering has 70% change every day 
  to start the Waaagh!. Boss wants to help that and tries few days to agitate his horde. Second day he succeeds in this by 
  using Command skill. For next day chance for Waaagh! is 80%. But to rise this even further, tribal shaman starts 
  inspiring prayer (making successful Lesser Magic spell), which rises the chance even further to total 100%. So, next day 
  Waaagh! is on and horde decides to follow their Boss and attack the close Dwarfen settlement. 
   
  When Waaagh! is on, then every Greenskin that comes across the agitated and raging horde of Greenskins must make 
  Challenging (-10%) Will Power Test to resist the urge to join this Waaagh!. For simple rule every Greenskin the raging 
  horde meets joins the Waaagh! also. Although some maybe hostile against this horde and resist the joining the actual 
  horde (or group), even they are agitated by the Waaagh! surge. 
  Waaagh! Bonuses 
  Waaagh! keeps Greenskins raging and violent. During the Waaagh! they are very aggressive and drawn to fight and 
  pillage. But it also gives some actual game bonuses: 
   
  Frenzy Trait, if Greenskin has this Trait then it is activated automatically. 
   
  Stout-Hearted Talent, if Greenskin has this Talent then Fearless Trait. 
   
  As good as it looks. This ability helps Greenskins to use their skills better, either copying something they have 
  witnessed or actually inventing suddenly something (which is very rare among Greenskins). Greenskin 
  constructions are usually very crude looking, but with this ability something may actually look good and not only 
  look, but also work. This ability gives Greenskins better chance actually building something working, cook 
  something good, forge a good quality weapon or piece of armour, heal someone by natural means, re-enforce 
  their fortress…etc. This surge gives a +10 bonus to any tests done by skills that use Strength, Agility, 
  Intelligence or Will Power. 
   
  Waaagh! Magic. Greenskin Shaman benefit most by the Waaagh! Energy. They use this energy to fuel (or 
  create) their spells. Bigger the Waaagh! (more Greenskins involved), larger the amount of this energy that they 
  can use. Without Waaagh! Energy spell creating is more difficult because they have channel the ambient 
  energy from themselves. 
  Keeping Waaagh! On 
  As Waaagh! has chance to build up and burst, it also has chance to cool down. GM should do every day new test for 
  this. This roll has 80% chance that Waaagh! will continue. Agitation bonuses (above) still apply if used. If it finally 
  happens, that Waaagh! cools down, then all the Greenskins lose their bonuses and will not be agitated by the energy 
  they produce for next 2d10 days (this is because they released so much energy and need little time to start building up 
  that again). Also Shamans lose any special bonuses (see Waaagh! Magic chapter). 
   
  
   
   
   
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  Chapter XXX: Waaagh! Magic 
   
  “As the orcs and Goblins massed beneath the rocky outcrop on which the Shaman stood, Scarbone felt the already 
  intense pain inside his head steadily increase until it was as if a dozen Big ‘Uns were trying to beat their way out from the 
  inside using their stone axes. The power of the Waaagh! was in him now, the magical energy searching for a means of 
  escape. Despite the incessant pounding inside his skull, in his mind’s eye Scarbone saw brutal Gork visiting his wrath 
  upon the Elf army in an orgy of devastating violence” 
  – Power of Scarbone, Shaman of Guzbad’s Horde 
   
  Greenskins are among the most belligerent and energetic creatures of the Warhammer World, and it’s natural that their 
  magic is as explosive as their nature – sometimes literally. It also works in a way completely unlike any other school of 
  magic in the Old World: no human or Elf mage has ever been able to tap its energies, or even to get a prober 
  understanding of how it works. Orcs and Goblins, needless to say, have no clue and don’t care: it lets them blow stuff up 
  and that’s what matters. 
  Greenskin Magic 
  Greenskins are creatures of little brain and almost no curiosity. Their single-minded enthusiasm for violence makes it 
  very hard for sorcery to get a grip on their consciousness. Altough they do have magic it is very different to the magic of 
  humans and Elves. Their power comes not just from the treacherous Winds of Magic, but from the inner psyche of the 
  Greenskin racial mind. Greenskin magic is called the Waaagh! Magic, and it is an enormously powerful energy that is 
  drawn from the violent moods of their race and channeled through the Greenskin shamans to a powerful effects. 
   
  Obviously no Orc is going to bandy about a weak-kneed Elf phrase like “racial mind” or “inner psyche”. As far as greenies 
  are concerned, the power of their shamans is God-given. The God (or rather Gods) in question are Gork and Mork – the 
  eternally squabbling brothers-gods of Orc and Goblin legend. Greenskin shamans are links between their tribe and its 
  Gods. By working themselves into a deep trance Orc and Goblin shamans can communicate with the great Gods and 
  orcish spirit creatures. Sometimes they meet ancient predecessors in the same way or they encounter other shamans 
  who happen to be wandering in the spirit-realm at the same time. The Orcs and Goblins call this spirit-realm the “Great 
  Green”. 
   
  For reasons not entirely known, every Greenskin generates a weak but tangible field of magical energy. This ambient 
  energy can be sensed by any person with Aethyric Attunement or Magical Sense (“Witchsight”) abilities when in very 
  close (touch) range. But the true power of this natural strange magic can be sensed even from the distance when large 
  numbers of Greenskins gather together, particularly before battle, and become elated and aggressive. Their lust for 
  mayhem is enormous and overwhelming (Waaagh!). As the Greenskins become more exited the magic within their 
  bodies flows more strongly, increasing in pressure until it is forced to find an outlet. This energy will always seek the path 
  of least resistance, which in most cases is the mind of the nearest Greenskin shaman. Note, that even human and Elven 
  mages may sense this strange magic, they still cannot tab its power anyway. This is why it is theorized that Greenskin 
  magic is in truth Chaos-infused or comes from the Daemons, but this hardly the case, because humans can tab Chaos 
  Magic and Greenskins are very immune to the effects of Chaos. 
   
  The sensitive psyches of Greenskin shamans are helpless against the onrush of wild excitement and building pain. The 
  only hope they have of surviving the mounting energy and the inevitable discharge is to release it in the form of spells. 
  Like Light Magic, the Wind of Hysh, the Waaagh! Magic channels the magical energy from a group through a single 
  spellcaster: the shaman. Unlike Light Magic, which is controlled intentionally, the Waaagh! Magic is discharged as a 
  sudden and violent burst of euphoric and destructive force. 
   
   
   
   
   
   
   
   
  
   
   
   
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  Greenskin Shamans 
  Greenskin shamans, those sensitive to the Waaagh! Magic, usually discover their power (or affliction, depending on how 
  you look at it) at an early age. Orcs and Goblins live to quarrel, and a potential shaman is easily identified as the one 
  who, when brawling begins, clutches his head in agony and howls before even being hit. At first such behavior is 
  amusing to his mates, but when nearby objects start exploding and striking out with whirlwind force, that’s when it’s time 
  to pack the young Greenskin off to the edge of the camp where he can be indoctrinated into the brotherhood of 
  shamanism. 
   
  Shamans are not only sorcerers, but also considered to be “priests” (or “holy ones” or "Yellerz") of Greenskins. They are 
  the respected (as much as any Greenskin ever respects another) messengers of their Gods Gork and Mork.  
  Snotling Shamans 
  Snotlings are oddities in the Greenskin World: too stupid to be evil, just too smart enough to be considered more than 
  animals. Despite that Snotlings can, at times, cast Waaagh! Magic. When on their own, Snotlings may occasionally 
  display innate Magical abilities. If this is very rare, it’s even more rare, that Snotling Shaman would gain more than Petty 
  Magic spells, although this is still possible. Like Goblins, also Snotlings, must use The Little Waaagh! Lores.  
  Communing with the Gods 
  Greenskin Shamans get their magic from communing with the Orcish Gods Gork and Mork, through the use of 
  hallucinogenic mushrooms that allow them to talk directly to their deities. Calling on the Gods for assistance and 
  protection in battle is central to the nature of Waaagh! Magic spells. More about their Gods and practices can be found 
  from the Religion Chapter. 
  Learning the Greenskin Magic 
  As a Greenskin shaman, your Magic Characteristic represents how much Waaagh! Magic you can channel. Spellcasting 
  is handled normally but is modified by some new rules, which present the ever changing Waaagh! To learn this magic 
  creature must meet following criteria: 
   
  It must be able to feel the power of Waaagh! (new racial trait for Greenskins) 
   
  It must have a Magic Characteristic of 1 or more. 
   
  It must know the Channelling skill. 
   
  Note! Greenskins do not need to learn Speak Arcane Language skill to learn to channel the Waaagh! Magic. 
   
  Note! Smaller Greenskins can only fuel power enough to create The Little Waaagh Lores. Larger Greenskins 
  (Orcs) can create The Big Waaagh Lores. 
   
  When criteria above are met then creature may take spells through: 
   
  Petty Magic (Waaagh!) 
   
  Lesser Magic 
   
  Waaagh! Lore (various) 
  Petty Magic (Waaagh!) (Talent) 
  Description: You have found yourself very sensitive to the mighty power of Waaagh! Because this you can channel the 
  energy of Waaagh! into magic. You do not need any Arcane Languages to learn the magic. This is power that comes 
  inside naturally.  Difference between other Lores and types of magic is, that Waaagh! Energy is the one, that creates 
  fuels this magic. 
  Waaagh! Lore (Talent) 
  Description: YYou have found yourself very sensitive to the mighty power of Waaagh! Because this you can channel the 
  energy of Waaagh! into magic. With this Lore you can harness the greatest power of Waaagh! to most destructive spells. 
  Waaagh! Lore is not one talent but many. You do not need any Arcane Languages to learn the magic. This is power that 
  comes inside naturally.  Difference between other Lores and types of magic is, that Waaagh! Energy is the one, that 
  creates fuels this magic. Smaller Greenskins can only channel power enough to create effects (Lores) called The Little 
  Waaagh. Larger Greenskins (Orcs) can channel The Big Waaagh. 
   
  
   
   
   
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  Greenskin Resistance to Chaos 
  Greenskins are about 99% resistant to Chaos (see below Optional Rules), including mutations. This also prevents them 
  from learning any other magic than Waaagh! Magic. Even Greenskin Resistance to Chaos trait disables Magic 
  Characteristic it still remains normal in purposes of using Waaagh! Magic, which is not similar to any other arcane or 
  divine magic. It is ability to channel the strange Waaagh! Energy, which is not really magic in the way other races know it, 
  but ambient energy created by all Greenskins that have Waaagh! trait. 
   
  Optional Rules (GM decision): 
   
  High corruption. Long time exposure to corruption may eventually cause mutations. This should be some high 
  exposure, like Warpstone. If this happens, then these Greenskins keep Greenskin Resistance to Chaos trait 
  (they still cannot learn other magic than Waaagh! Magic), But Greenskin Resistance to Chaos should be treated 
  as a +20 bonus to any tests against mutation, but not anymore almost immunity. 
   
  It is possible, but highly unlike, that Greenskins could be corrupted by the Dark Gods. If they would be willing 
  and are seen worthy to become servants, they could be corrupted. If this happens Greenskin loses his ability to 
  Waaagh! and also Greenskin Resistance to Chaos. This is almost unheard because Dark Gods do not see 
  Greenskins usually worthy servants and Greenskins just don’t have intelligence, wits or even will to start serve 
  other Gods. Also Greenskin must become servant worthy enough to gain Rewards of Chaos from the Dark 
  Gods. First reward will be that the Dark God will take the Resistance to Chaos. 
   
  Story of Radzog: 
   
  Even Greenskin races are almost immune to the effects of Chaos, there are still legend that even they can be corrupted. 
  This is true. Among the legendary Bloodaxe Alliance there was mighty warrior and priest who became the chief of the 
  Alliance. His name was Radzog. Radzog was very intelligent Orc warrior that was corrupted by the Dark Gods (namely 
  Tzeentch). He became servant of the great Changer of Ways, and Tzeentch rewarded him by corrupting his body. 
  Radzog lost his power to Waaagh! and produce the ambient energy of his kind and also to resist Chaos. For exchange 
  he learned new kinds of magic given by Tzeentch. In time Radzog also mutated like no other Orc ever.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Casting Spells 
  To cast spells the Greenskin shaman must be among other Greenskins. Shaman uses the Waaagh! Energy of others to 
  cast spells. It is also possible to cast spells without others, but then shaman must draw the energy from himself and this 
  is more difficult (see below Channelling). More there are other Greenskins around, more shaman gains energy that he 
  can release in the form of Waaagh! Magic. Even amount of Greenskins helps shaman to truly harness the great power of 
  Waaagh! Energy, the more likely he is to lose control of this energy with potentially disastrous results. See more 
  Waaagh! Miscast table. 
  Rules of casting: 
   
  When shaman is alone or surrounded by less than 10 Orc equivalents (see below), whom he can draw the 
  energy, he needs to roll Channelling Test (see below Channelling). 
   
  When shaman is under the influence of the Waaagh!, he doesn’t need to roll Channelling Test. 
   
  When shaman is surrounded by 10+ Orc equivalents (see below), whom he can draw the energy, he doesn’t 
  need to roll Channelling Test. Range 100ft. 
   
  When shaman is surrounded by 50+ Orc equivalents (see below), whom he can draw the energy, he doesn’t 
  need to roll Channelling Test and also gains an extra d10 to Casting Rolls. This counts as an extra die and also 
  purposes of Waaagh! Miscast. Range 100ft. 
   
  When shaman is surrounded by 100+ Orc equivalents (see below), whom he can draw the energy, he doesn’t 
  need to roll Channelling Test and also gains an extra 2d10 to Casting Rolls. These count as an extra dies and 
  also purposes of Waaagh! Miscast. Range 100ft. 
   
  When shaman is surrounded by 1000+ Orc equivalents (see below), whom he can draw the energy, he doesn’t 
  need to roll Channelling Test and also gains an extra 3d10 to Casting Rolls. These count as an extra dies and 
  also purposes of Waaagh! Miscast. Range 100ft. 
   
  Optional Rule: In GM decision you may roll an extra d10 to all Casting Rolls. This die doesn’t count to actual Casting 
  Rolls, but for the purposes of Waaagh! Miscast. Greenskin Magic is very unstable. 
   
  Orc Equivalents: 
  6 Snotlings = 1 Orc 
  2 Goblins, Gnoblars or Boglars = 1 Orc 
  1 Hobgoblin = 1 Orcs 
  Night Goblin Fanatic = 2 Orcs 
  Black Orc = 2 Orcs 
  Channelling 
  When natural Waaagh! has consumed Greenskins and also their shamans, then no Channelling Test is needed. But if 
  Waaagh! is not happening and in a case that shaman is alone (cannot channel the energy of others or there are too few 
  others – see above) all spells first need a Channelling Test (which requires a Use a Skill half action) to draw the needed 
  Waaagh! energy from the shaman himself. This Channelling Test does not provide a bonus to your Casting Roll; instead 
  it simply allows you to cast a spell. If your Channelling Test fails, you cannot cast a spell this round. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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   Ingredients 
  Greenskin shamans require the presence of many of their brethren to work their magic (draw the energy from them) – in 
  fact, the more the mightier. That is why the spells do not have individual Ingredients, but there are extra bonuses that 
  come from the amount of Greenskins that give the energy to the shaman (see Channelling above). However there are 
  some universal Ingredients that Greenskins like to use, which gives bonuses on the Casting Rolls. 
   
  Universal Ingredients: 
   
  Magic mushroom brews (various). Check details below. Sometimes Mushrooms are eaten raw (like they are 
  found), sometimes turned to powder and sometimes also to potions with other ingredients. Some ways may 
  even increase the effects, but commonly not. Greenskins also like to mix them to their fungus beers, but this 
  way they may also become drunk. 
   
  Magical Waaagh! Standards or spirit-totems (+2, very rare availability). Magically enchanted items that can be 
  used to fuel the Waaagh! Power. Works from range of 100ft. 
   
  Snotlings (+3). Large Greenskins (Orcs) can more easily consume small ones. Usually Orcs eat Snotlings. This 
  is called “Grot-Noshing”. If Shaman eats Snotling (Orc shaman may consume even few during a day) he gains 
  instantly Snotlings ambient Waaagh! Energy. This bonus actually remains for 1d10 hours. Shaman cannot 
  exchange this bonus by eating multiple Snotlings at same time. Only one bonus remains at any given time. 
   
  Spider Venom (+1, average availability). Mild venom from small spiders that cause almost trance like state 
  where victim becomes numb reducing his Movement by -1 and slowing his reaction causing -10 to Initiative Test 
  for the duration of the effect. The effect of this poison last for 3d10 rounds. The poison can be collected, but 
  most of the time Shamans use living small Spiders and let them live among their equipment or even in the body. 
  Spiders keep biting Shaman time to time basically providing this bonus all the time. Spiders are most common 
  among the Forest Goblins, but also common practice among the Savage Orcs and Night Goblins. 
   
  Magic Mushrooms: 
   
  Note that these Casting Roll bonuses are only for Greenskin magic-users. Creating Mixture means that you have Trade 
  Tools (Apothecary), spend 1d10 hours per draught, and succeed at a Trade (Apothecary) Test with given difficulty. 
  Mushrooms can be consumed also raw, as done many times by Greenskins, but this usually has side-effects. 
   
  Black Spot Mushroom aka “Berserk Speed” 
  Black spotted red Mushrooms. This rare hallucinogenic mushroom found from the dark wet forests and caves. When 
  consumed, the user slips into a strange boost that has many effects. This causes Frenzy state and user gains Frenzy 
  talent. If user has Frenzy it is activated immediately. User also gains a temporarily bonus of a +10 to Toughness and 
  Initiative. The effect of one dose lasts for 1d10/2 hours. At the end of the effect users gains a -10 penalty to all Ag tests 
  for a 2d10 hours. This is main ingredient for the infamous “Guzzia’s Battle Brew”. If the mixture (including “Guzzia’s 
  Battle Brew”) successful then Ag penalty only lasts for a 1d10 hours. 
  Casting Roll Bonuses: +2 
  Cost: 10s (Greenskins), 40gc (Everywhere else) 
  Market Availability: Average (Greenskins), Very Rare (Everywhere else) 
  Creating Mixture: Routine (+10%) 
   
  Bloodfang Mushroom 
  White mushrooms found from the caves. If consumed raw gives strange euphoric feeling of Strength actually giving +10 
  bonus to Strength. This effect will last 1d10 hours. This is actually very common battle drug among other races. Side-
  effect starts after the actual effect fades and causes -10% penalty to Strength and Agility for a 1d10 hours. If brewed 
  successfully as a draught, then there are no side-effects. 
  Casting Roll Bonuses: +1 
  Cost: 3s (Greenskins mountain/underground areas), 10gc (Dwarfs), 20gc (Everywhere else) 
  Market Availability: Common (Greenskins), Scarce (Dwarfs), Very Rare (Everywhere else) 
  Creating Mixture: Hard (-20%) 
   
   
   
  
   
   
   
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  Fire Cap Mushroom 
  Yellow capped hallucinogenic mushroom common in the dark wet forests. When consumed causes hallucinations and 
  strange warm effect, which in most worst cases can feel like users body is in fire. The effect of one dose lasts for 2d10 
  rounds. If the mixture fails the fire effect is so real-like, that user may actually feel like his body is on fire (and act on that 
  going into a panic). 
  Casting Roll Bonuses: +1 
  Cost: 1s (Greenskins), 10s (Everywhere else) 
  Market Availability: Plentiful (Greenskins), Scarce (Everywhere else) 
  Creating Mixture: Very Easy (+30%) 
   
  Green Ooze Mushroom 
  Green slimy mushrooms, with white spots found from the caves. They glow with green light. Very good healing herb if 
  done right. If consumed raw in only gives Casting Roll bonuses, which will last for a one hour. But if brewed successfully 
  as a mixture it heals 1d10 Wounds from a lightly injured character. 
  Casting Roll Bonuses: +2 
  Cost: 5s (Greenskins mountain/underground areas), 5gc (Dwarfs), 10gc (Everywhere else) 
  Market Availability: Common (Greenskins), Scarce (Dwarfs), Very Rare (Everywhere else) 
  Creating Mixture: Challenging (-10%) 
   
  Mad Cap Mushroom 
  Hallucinogenic mushroom found from the caves and mountain areas. When consumed, the user slips into a mad and 
  destructive rage. Users Strength Bonus attribute increases by +1 and he becomes oblivious to damage, further reducing 
  all Wounds taken by -1. In this madness, he can’t dodge or parry. The effect of one dose lasts for 2d10 rounds. At the 
  end of the effect, the mushroom deals 2 Wounds. If the mixture is successful then no Wounds are lost at the end. 
  Casting Roll Bonuses: +3 
  Cost: 3s (Greenskins in the mountain/underground areas), 3gc (Dwarfs), 30gc (Everywhere else) 
  Market Availability: Common (Greenskins), Average (Dwarfs), Very Rare (Everywhere else) 
  Creating Mixture: Challenging (-10%) 
   
  Spikespore Mushroom 
  Blue mushrooms, with white spots found from the caves and mountain areas. Very good healing herb, because numbs 
  the body and takes away the pain. When consumed user gains a temporarily bonus of a +10 to Toughness, which will 
  last for 2d10 rounds. If not done properly (boiled mixture) user becomes too numb gaining -10 penalty to Initiative Tests 
  and -1 penalty to Movement for the same duration as bonus. 
  Casting Roll Bonuses: +1 
  Cost: 1s (Greenskins mountain/underground areas), 3s (Dwarfs), 10s (Everywhere else) 
  Market Availability: Abundant (Greenskins), Common (Dwarfs), Scarce (Everywhere else) 
  Creating Mixture: Easy (+20%) 
   
  Yellow Spot Mushroom 
  White yellow spotted hallucinogenic mushroom found from the deep caves. There it glows with an eerie green light. 
  When consumed causes strong hallucinations and a -10 penalty to any physical Tests (WS, BS, S, Ag …etc.) for the 
  duration of the effect. The effect of one dose lasts for 2d10 rounds. At the end of the effect, the users usually vomits 
  strongly (user is considered to be stunned for a 2 rounds). If mixture is done right, this drops the penalty to -5. 
  Casting Roll Bonuses: +2 
  Cost: 1s (Greenskins mountain/underground areas), 1gc (Dwarfs), 10gc (Everywhere else) 
  Market Availability: Abundant (Greenskins), Average (Dwarfs), Rare (Everywhere else) 
  Creating Mixture: Easy (+20%) 
   
   
   
   
   
   
   
   
  
   
   
   
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  Optional Rule: Bad Mushrooms 
   
  There is always chance that mushrooms are rotten, corrupted, user fails in the mixture test or totally wrong type/amount 
  of mushrooms causing overdose. In GM decision you should roll d10 each time from the following table: 
   
  1-6 Good Mushrooms: No penalties. 
   
  7 Bad Mushrooms: No bonuses. 
   
  8 Rotten Mushrooms: Causes stomach pains, headache, vomit…etc. Penalties -10 to all actions for a 1d10 
  hours. Also -1 penalty to all Casting Rolls. 
   
  9 Corrupted Mushrooms & minor overdose: Effect is little too much. Make Average Toughness Test or user falls 
  into a strange trance/chemical trip and is considered Helpless for a 1d10 hours. 
   
  10 Corrupted Mushrooms & major overdose: Make a Challenging (-10) Toughness Test or user fall into a coma 
  for a 1d10 days. 
   Automatic Failure 
  Like other spellcasters, rolling all ones on your Casting Rolls results in automatic spell failure by losing the control of the 
  Waaagh! energy. Consult Waaagh! Miscast table. In addition, shaman must take a Will Power Test or gain an Insanity 
  point as the uncontrolled Waaagh! energy sears his mind. 
  Waaagh! Miscast Table 
  Minor ‘Eadbangerz Chart 
  01-10 Mushrooms: All kind of brightly coloured mushrooms appear in the two yard radius from the shaman. These can 
  be used as hallucinogenic brews. 
  11-20 Waaagh! Light: Shaman starts to glow strange green light brightly for a 1d10 minutes sparkling in time to time. 
  21-30 Waaagh! Vomit: Shaman’s eyes will glow / sparkle wild green energy and he also spits this energy every time he 
  opens his mouth for a 1d10 minutes. 
  31-40 Spooked: Waaagh! Energy seems to build uncontrolled and starts to burst wildly, but actually it doesn’t. Make 
  Average Will Power Test or shaman will piss his pants and be stunned for a 1d10/2 rounds. 
  41-50 Small Spores: Strange plant-like, brightly coloured spores appear for five feet from shaman in one direction (GM 
  decision). Few hours time they grow into a plant-like underground womb that nourishes 1d10 Snotlings. Underground 
  womb will nourish these small Snotlings for a 1d10 days and then small child-like Snotlings burst from the ground. Treat 
  as weak Snotlings, which will eventually grown into a normal member of its race, but without sex. 
  51-60 Little Explosion: Small, sudden explosion causes shaman to fly 1d10 feet backwards and down to the ground. 
  Shaman will be stunned for a round. 
  61-70 Physical Shock: The Waaagh! Energy channeled is little too much. This causes shaman to lose 1 Wound 
  regardless of Toughness Bonus or armour. 
  71-80 Mental Block: The Waaagh! Energy channeled is little too much. Shamans Magic Characteristic is reduced by 1 for 
  1d10 hours. 
  81-90 Mental Shock: The Waaagh! Energy channeled is little too much. This causes shaman to lose 1 insanity point. 
  91-95 Mork Might: The GM can choose any result from this chart or make up a comparable Minor effect. 
  96-00 Super Green: Roll on Major ‘Eadbangerz Chart instead. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Major ‘Eadbangerz Chart 
  01-10 Voice gone: Shaman loses his voice or his tongue is strangely tide up for 1d10 rounds. 
  11-20 Waaagh! Overload: Shaman is overhelmed by Waaagh! Energy and stunned for a 1d10 rounds. 
  21-30 Create Squig: Waaagh! Energy suddenly creates 1d10 small Squigs, which will eventually grow large in time. 
  31-40 Large Explosion: Large, sudden physical explosion of Waaagh! Energy causes damage to shaman and everyone 
  within small Template area. This explosion causes 1d10 Wounds regardless of Toughness Bonus or armour. 
  41-50 Large Spores: Strange plant-like, brightly coloured spores appear for five feet from shaman in one direction (GM 
  decision). Few hours time they grow into a plant-like underground womb that nourishes 1d10/2 Goblins. Underground 
  womb will nourish these small Goblins for a 1d10 days and then small child-like Goblins burst from the ground. Treat as 
  weak Goblins, which will eventually grown into a normal members of its race, but without sex. 
  51-60 Huge Spores: Strange plant-like, brightly coloured spores appear for five feet from shaman in one direction (GM 
  decision). Few hours time they grow into a plant-like underground womb that nourishes 1 normal Orc. Underground 
  womb will nourish these small Orc for a 1d10 days and then small child-like Orc burst from the ground. Treat as weak 
  normal Orc, which will eventually grown into a normal member of its race, but without sex. 
  61-70 Stinking Cloud: Shaman releases wind and that becomes huge green cloud of stink. Use large Template. Cloud 
  remains for 1d10 rounds and in wind may move. Everyone that can smell are disgusted by the horrible stink of the cloud 
  and this causes a -10% penalty to all actions.  
  71-80 Pain!: You suffer pain for 1d10 rounds, suffering a -10% penalty to all tests made in that time. 
  81-90 Waaagh! Minor Blast: Wave of uncontrolled Waaagh! Energy. This charge causes 1d10 Wounds (regardless of 
  Toughness Bonus or armour) and 1 insanity point to shaman unless he rolls successfully in Challenging (-10%) Will 
  Power Test. Also every Greenskin in the 50 yards range from the shaman must pass a Average Will Power Test or they 
  will suffer also same fate. Even they succeed on this they will be stunned for a 1d10 rounds. 
  91-95 Gork Might: The GM can choose any result from this chart or make up a comparable Major effect. 
  96-00 Mega Green: Roll on Catastrophic ‘Eadbangerz Chart instead. 
   
  Catastrophic ‘Eadbangerz Chart 
  01-10 Huge Explosion: Large, sudden physical explosion of Waaagh! Energy causes damage to shaman and everyone 
  within large Template area. This explosion causes 2d10 Wounds regardless of Toughness Bonus or armour. 
  11-20 Waaagh! Bombardment: Suddenly Waaagh! Energy burst into air and drops into close range area like small green 
  bombs causing 1d10 small Template area explosion that each cause Damage 4. GM should decide the targets, but 
  these should drop on own troops/companions, houses/huts, equipment…etc. causing much damage.  
  21-30 Waaagh! Coma: Shaman is overhelmed by Waaagh! Energy and must make Average Will Power Test or fall into a 
  coma for a 1d10 days. Even test is successful shaman is still stunned for a 1d10 rounds. 
  31-40 Mind Wreck: Waaagh! Energy courses through the mind of shaman and burns it. Shaman loses permanently 2d10 
  points of Intelligence and Will Power Characteristics. Shaman also gains few strange habits (starts drooling, speaks 
  strange, screams time to time without reason…etc.). 
  41-50 Body Wreck: Waaagh! Energy courses through the body of shaman and withers it. Shaman loses permanently 
  2d10 points of Strength and Toughness Characteristics. 
  51-60 Madness: The Waaagh! Energy channeled is little too much. This causes shaman to lose 1d10 insanity point. 
  61-70 Petrified: Shaman is suddenly turned to a green stone statue with his equipment by the bursting Waaagh! Energy. 
  71-80 Memento: The Waaagh! Energy channeled is little too much. Shaman loses his ability channel magic (Magic 
  Characteristic) for a 2d10 days. 
  81-90 Head hurts!: Waaagh! Energy courses through the tortured brain and shamans head explodes killing him instantly. 
  91-95 Waaagh! Nuke: Major wave of uncontrolled Waaagh! Energy. This charge destroys shaman totally and every 
  Greenskin in the 50 yards range from the shaman must pass a Challenging (-10%) Will Power Test or their heads will 
  blow up also. Even they succeed on this they will be stunned for a 1d10 rounds. Everyone else in the 50 yard range must 
  make also Average Will Power Test or be stunned also by the mind-blowing hit of this strange energy. 
  96-00 God Green: The GM can choose any result from this chart or make up a comparable catastrophic effect. 
   
   
   
   
   
   
   
   
  
   
   
   
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  Petty Magic (Waaagh!) 
  Petty Magic (Waaagh!) effects are very similar as any other Petty Magic. 
   
  - Bunch O’Waaagh 
  Casting Number: 6 
  Casting Time: Half action 
  Duration: Instant 
  Range: 16 yards (8 squares) 
  Ingredient: Check Ingredients above 
  Description: You can throw a bolt of green Waaagh! Energy  at an single opponent. Bolt is magic missile with Damage 2. 
   
  - Gedup 
  Casting Number: 5 
  Casting Time: Half action 
  Duration: Instant 
  Range: Touch (You) 
  Ingredient: Check Ingredients above 
  Description: Your touch brings the green energy of Waaagh! which heals an injured character of 1 Wound. A wounded 
  character can only receive such healing once during or after each battle of encounter in which Wounds are lost. You can 
  cast this spell on yourself. 
   
  - Green Light 
  Casting Number: 3 
  Casting Time: Half action 
  Duration: 1 hour 
  Range: 30 yards (15 squares) 
  Ingredient: Check Ingredients above 
  Description: You can cause any item in your grasp to glow with very bright greenish color (bright as a lantern) for one 
  hour or until you let it go. Even bright this will not hurt eyes of any Greenskin race. 
   
  - Minor Waaagh! Prayer 
  Casting Number: 6 
  Casting Time: Full action 
  Duration: Instant 
  Range: 24 yards (12 squares) 
  Ingredient: Check Ingredients above 
  Description: Your almost ritual-like Prayer for Greenskin Gods builds Waaagh! Energy among those Greenskins close to 
  you. Chance for Waaagh! rises by +10% for the next test. This spell cannot be combined with other similar spells. 
   
  - Mork’s Might 
  Casting Number: 6 
  Casting Time: Half action 
  Duration: 1 minute (6 rounds) 
  Range: Touch (You) 
  Ingredient: Check Ingredients above 
  Description: The touched character receives a +5% bonus to Weapon Skill and Strength and you can only benefit from 
  one Mork’s Might at a time. You can cast this spell on yourself. 
   
   
   
   
   
   
   
   
  
   
   
   
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  - You Weren’t Using Dat 
  Casting Number: 4 
  Casting Time: Half action 
  Duration: Instant 
  Range: 24 yards (12 squares) 
  Ingredient: Check Ingredients above 
  Description: You force a target character to drop whatever he is holding by sending green electric like sparkles. The 
  subject of this spell can resist it with a successful Will Power Test. 
  Lesser Magic 
  Lesser Magic effects caused by Waaagh! Energy are similar as other Lesser Magic even gained different way. You can 
  use Lesser Magic Spells from the WFRP2 Core Rulebook, with following names and some little changes. Also do not use 
  original Ingredients (check Ingredients rules above). The difference with Greenskin Lesser Magic and other Lesser Magic 
  is that users of these magical ways learn the magic different way, gain the power to use magic different way and not all 
  the spells maybe possible to produce by either way. 
   
  - Away! (Move): as the original spell. 
  Duration: Instant up to 2 rounds 
  Range: 24 yards (12 squares) 
   
  - Don’ Feel Nuthin (Aethyric Armour): This energy shield is not invisible, but sparkling green energy. 
  Duration: 1 minute (6 rounds) 
  Range: Touch (you) 
   
  - Gork’s Weapon (Blessed Weapon): Green energy glows from the weapon. 
  Duration: 1 hour 
  Range: Touch 
   
  - Major Waaagh! Prayer 
  Casting Number: 10 
  Casting Time: Full action 
  Duration: Instant 
  Range: 36 yards (18 squares) 
  Ingredient: Check Ingredients above 
  Description: Your almost ritual-like Prayer for Greenskin Gods builds Waaagh! Energy among those Greenskins close to 
  you. Chance for Waaagh! rises by +20% for the next test. This spell cannot be combined with other similar spells. 
   
  - Mork Flight (Skywalk): as the original spell. 
  Duration: Rounds/Magic 
  Range: Touch (you) 
   
  - Steal Yer Thunder (Dispel): as the original spell. 
  Duration: Instant 
  Range: 12 yards (6 square) 
   
  - Stuff, Safe, Here (Magic Lock): as the original spell. 
  Duration: 1 week 
  Range: 2 yards (1 square) 
   
  - Swallow Tongue (Silence): as the original spell. 
  Duration: Rounds/Magic 
  Range: 24 yards (12 square) 
   
  - ‘U goes there (Magic Alarm): as the original spell. 
  Duration: Triggered 
  Range: Touch 
  
   
   
   
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  The Little Waaagh! Lores 
  These are Lores (effects of Waaagh! Magic) created by the smaller Greenskin Shamans (Goblins and very rarely also 
  Snotlings). 
  Lore of Little Mork (Healing, bonuses) 
  Lore of Little Gork (Damage) 
  Lore of Little Da’ Green (Other & mix) 
   
  - Gaze of Gork 
  Casting Number: 8 
  Casting Time: Half action 
  Duration: Instant 
  Range: 18 yards (9 squares) 
  Ingredient: Check Ingredients above 
  Description: You create a number of bolts of green Waaagh! Energy  equal to your Magic Characteristic and can hurl 
  them at one or more opponents. Bolts are magic missile with Damage 2. 
   
  - Brain Bursta 
  Casting Number: 8 
  Casting Time: Half action 
  Duration: Instant 
  Range: 24 yards (12 squares) 
  Ingredient: Check Ingredients above 
  Description: You can throw a bolt of green Waaagh! Energy  at an single opponent. Bolt is magic missile with Damage 4. 
   
  - ‘Ere We Go! (BONUSES) 
  Casting Number: X 
  Casting Time: Full action 
  Duration: 1 minute (6 rounds) 
  Range: 18 yards (9 squares) 
  Ingredient: Check Ingredients above 
  Description: You can boost number of opponents equal to your Magic Characteristic times, giving Fearless Trait (anyone 
  with Fearless Trait becomes totally immune to Fear and Terror). 
   
  - Gork’ll Fix It 
  Casting Number: 8 
  Casting Time: Half action 
  Duration: 1 round/Magic Characteristic 
  Range: 24 yards (12 squares) 
  Ingredient: Check Ingredients above 
  Description: You can cast this spell on any one character or creature, inflicting a series of minor yet distracting, calamity. 
  Victim must make a successful Average Will Power Test. If unsuccessful, then victim will attack the nearest character 
  with an all out attack, be it friend or foe. If the nearest character is out of reach, victim must move towards him as fast as 
  possible and engage him in melee combat (making a charge attack if possible). 
   
  - ‘Ey, Quit Bleedin’ 
  Casting Number: 12 
  Casting Time: Full action 
  Duration: Instant 
  Range: Touch (You) 
  Ingredient: Check Ingredients above 
  Description: Your touch bursts green energy which heals an injured opponent of 1d10 Wounds. It still leaves some scars. 
  You can also heal youself. 
  
   
   
   
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  - Eeek! (BLAST) 
  Casting Number: XX 
  Casting Time: Half action 
  Duration: Instant 
  Range: 18 yards (9 squares) 
  Ingredient: Check Ingredients above 
  Description: XXX 
   
  - Squig Power 
  Casting Number: 18 
  Casting Time: Full action 
  Duration: 1 hour 
  Range: Touch 
  Ingredient: Check Ingredients above 
  Description: Greenskins have strange connection with Squigs. With this spell you can use your Waaagh! Energy to boost 
  the abilities of one Squig. Squigs physical size almost doubles (huge Squigs may also cause fear to smaller creatures 
  gaining this way Frightening Trait. GM decision). Also spell doubles the Wound amount and gives +20% bonus to 
  Weapons Skill, Strength and Toughness. 
   
  - The Foot of Gork (Da Krunch) 
  Casting Number: 9 
  Casting Time: Half action 
  Duration: Instant 
  Range: 24 yards (12 squares) 
  Ingredient: Check Ingredients above 
  Description: You can summon the almighty Foot of Gork to stomp down everyone in a Small Template area. All those 
  fully under a template are affected by the spell. Any targets only partially covered by a template can make an Average 
  Agility Test to leap out of the way and avoid the Foot. Foot causes Damage 6. 
   
  - The Hand of Gork 
  Casting Number: 9 
  Casting Time: Full action 
  Duration: Instant 
  Range: 24 yards (12 squares) 
  Ingredient: Check Ingredients above 
  Description: Every Greenskin within an area represented by the Small Template feel the power of Gork pushing them 
  into the fray. They each can take a bonus half action immediately which must be used either to move towards an enemy, 
  or make an attack. 
   
  - Mork Wants Ya! 
  Casting Number: 10 
  Casting Time: Full action 
  Duration: Instant 
  Range: 18 yards (9 squares) 
  Ingredient: Check Ingredients above 
  Description: The almighty Mork reaches down from the sky with a great green hand and seizes an unlucky foe, crushing 
  them to paste between giant green fingers. Hand can attack single opponent, who will suffer Damage 10 hit unless 
  succeeds on Average Dodge Test or Challenging (-10%) Agility Test. Hand will also throw victim for 2d10 yards, which is 
  partly the cause of damage. 
   
   
   
   
   
   
   
  
   
   
   
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  The Big Waaagh! Lores 
  These are Lores (effects of Waaagh! Magic) created by the larger Greenskin Shamans (Orcs). 
  Lore of Big Mork (Healing, bonuses) 
  Lore of Big Gork (Damage) 
  Lore of Big Da’ Green (Other & mix) 
   
  - Gaze of Mork 
  Casting Number: 10 
  Casting Time: Half action 
  Duration: Instant 
  Range: 24 yards (12 squares) 
  Ingredient: Check Ingredients above 
  Description: You create a number of bolts of green Waaagh! Energy  equal to your Magic Characteristic and can hurl 
  them at one or more opponents. Bolts are magic missile with Damage 3. 
   
  - ‘Eadbutt 
  Casting Number: 12 
  Casting Time: Half action 
  Duration: 1 round 
  Range: 24 yards (12 squares) 
  Ingredient: Check Ingredients above 
  Description: You can bash green Waaagh! Energy at a single opponent. Victim must make successful Challenging (-
  10%) Strength Test or is thrown backwards 1d10/2 yards and falls into ground. Victim is stunned 1 round and there is 
  possibility that victim also knocks others behind him down, but they are given Average Agility Test or Easy (+10%) 
  Dodge Test, to avoid this. 
   
  - Bash ‘Em Ladz 
  Casting Number: 12 
  Casting Time: Half action 
  Duration: 1 minute (6 rounds) 
  Range: 18 yards (9 squares) 
  Ingredient: Check Ingredients above 
  Description: You can boost number of opponents equal to your Magic Characteristic times 3, giving a +20% bonus on 
  their Initiative Tests. 
   
  - Breath of Mork 
  Casting Number: 12 
  Casting Time: Full action 
  Duration: Instant 
  Range: Touch (You) 
  Ingredient: Check Ingredients above 
  Description: Your touch bursts green energy which heals an injured opponent of 1d10 Wounds. It still leaves some scars. 
  You can also heal youself. 
   
   
   
   
   
   
   
   
   
  
   
   
   
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  - ‘Ard As Nails 
  Casting Number: 14 
  Casting Time: Full action 
  Duration: 1 minute (6 rounds) 
  Range: Touch (You) 
  Ingredient: Check Ingredients above 
  Description: You can boost one opponent of your choosing. This opponent gains +30% bonus to its Toughness, and also 
  +10% bonus on Strenght. Boosted opponent (Greenskins or sometimes also Mounts) will have extremely high tolerance 
  against pain. 
   
  - Yer A Weaklin’ 
  Casting Number: 14 
  Casting Time: Half action 
  Duration: 1 minute (6 rounds) 
  Range: 12 yards (6 squares) 
  Ingredient: Check Ingredients above 
  Description: You can weaken number of opponents equal to your Magic Characteristic, giving -20% penalties to their 
  Weapons Skill, Ballistic Skill and Strength, unless a successful Average Will Power Test is made. 
   
  - Leaky Brainz 
  Casting Number: 14 
  Casting Time: Half action 
  Duration: 1 minute (6 rounds) 
  Range: 18 yards (9 squares) 
  Ingredient: Check Ingredients above 
  Description: You can weaken number of opponents equal to your Magic Characteristic, giving -20% penalties to their 
  Intelligence and Will Power, unless a successful Average Will Power Test is made. 
   
  - Fists of Gork 
  Casting Number: 16 
  Casting Time: Full action 
  Duration: 1 minute (6 rounds) 
  Range: Touch (You) 
  Ingredient: Check Ingredients above 
  Description: Your fists are wreathed in crackling green energy. You gain +20% to Weapon Skill and Strenght, and your 
  hands now count as a Magical weapon (no minuses to attack even you don’t have Street Fighting talent), with Armour 
  Piercing and Impact Quality. Also you gain +1 to your Attacks. 
   
  - Gork’s Warpath 
  Casting Number: 25 
  Casting Time: Full action 
  Duration: 1 round to unlimited rounds 
  Range: 36 yards (18 squares) 
  Ingredient: Check Ingredients above 
  Description: You summon the almighty Gork and his big warty feet appear from the sky stomping over the area of your 
  choosing. This spell is similart to Gork’s Feet, but even more powerful, yet not so sure. Feet stomp down everyone in a 
  Large Template area. All those fully under a template are affected by the spell. Any targets only partially covered by a 
  template can make an Average Agility Test to leap out of the way and avoid the Foot. Foot causes Damage 6, regardless 
  of armour. Also after first round of attack you must roll a dice (d10) and consult the following chart: 
  1 
  Gork slips and stomps on one you. This will place you directly in the middle of Large Template and also 
  everyone close to you are in the danger now. After this spell ends. 
  2 
  Gork slips and stomps one of your allies. This will place that opponent directly in the middle of Large 
  Template and also everyone close to him are in the danger now. After this spell ends. 
  3-7 
  Gork gets bored and wanders off. The spell ends. 
  8-10 
  Gork stomps again next round. 
   
  
   
   
   
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   - Waaagh! 
  Casting Number: 31 
  Casting Time: Two actions 
  Duration: 1 hour 
  Range: 50 yards (25 squares) 
  Ingredient: Check Ingredients above 
  Description: Your green power boost all Greenskins around you to new rage. Everyone gains +1 Attack and +10% to 
  Weapon Skill and Ballistic Skill. Also all Greenskins become Fearless and if they already are (boosted by the Waaagh!) 
  then they become totally immune to Fear and Terror. This spell causes so big boom of Waaagh! energy that any person 
  with Magical Sense feels this energy from 10 miles away. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Chapter XXX: Greenskin Characters 
   
  “Snotlings are the smallest vermin. Orcs are the biggest. Rest somewhere between them. But all you need to worry is 
  that your enemy has a green skin. Then, just kill ‘em all!” 
  – Olmo “Goblinbane” Betruccioni, Tilean Mercenary Captain 
   
  Here are rules for creating “custom” Greenskins and even Greenskin characters if needed. However Greenskins do not 
  get along well with other race and full Greenskin adventures maybe little limited. Yet these rules give change to create 
  Greenskins from the beginning. 
  Creating Greenskins 
  Greenskins can be divided to five different sizes or species: Snotlings (tiny), Gnoblars (very small), Goblins (small), Orcs 
  (medium), Black Orcs (large). Inside every species there are variations (sub-species) with different abilities. Greenskin 
  culture is based on the idea that it is the right and indeed duty of the strong to oppressively rule the weak. Larger, 
  stronger are accorded higher status. Yet, it is possible that wiser and somehow powerful species may rule even the 
  bigger ones. For example intelligent and powerful Goblin Shaman may rule both Goblins and Orcs among his tribe. 
   
  Characteristics: 
  Snotlings 
  Gnoblars 
  Goblins 
  Orcs 
  Black Orcs 
  Weapon Skill (WS) 
  5+2d10 
  10+2d10 
  15+2d10 
  30+2d10 
  35+2d10 
  Ballistic Skill (BS) 
  2d10 
  20+2d10 
  20+2d10 
  10+2d10 
  10+2d10 
  Strength (S) 
  2d10 
  5+2d10 
  15+2d10 
  30+2d10 
  35+2d10 
  Toughness (T) 
  5+2d10 
  15+2d10 
  20+2d10 
  30+2d10 
  35+2d10 
  Agility (Ag) 
  20+2d10 
  20+2d10 
  15+2d10 
  20+2d10 
  20+2d10 
  Intelligence (Int) 
  2d10 
  10+2d10 
  15+2d10 
  10+2d10 
  15+2d10 
  Will Power (WP) 
  2d10 
  10+2d10 
  20+2d10 
  15+2d10 
  15+2d10 
  Fellowship (Fel) 
  2d10 
  5+2d10 
  10+2d10 
  10+2d10 
  15+2d10 
  Attacks (A) 
  1 
  1 
  1 
  1 
  1 
  Wounds (W) 
  1-3:3 
  4-6:4 
  7-9:5 
  10:6 
  1-3:5 
  4-6:6 
  7-9:7 
  10:8 
  1-3:7 
  4-6:8 
  7-9:9 
  10:10 
  1-3:11 
  4-6:12 
  7-9:13 
  10:14 
  1-3:12 
  4-6:13 
  7-9:14 
  10:15 
  Strength Bonus (SB) 
  first digit of S 
  first digit of S 
  first digit of S 
  first digit of S 
  first digit of S 
  Toughness Bonus (TB) 
  first digit of T 
  first digit of T 
  first digit of T 
  first digit of T 
  first digit of T 
  Movement (M) 
  3 
  4 
  4 
  4 
  4 
  Magic (Mag) 
  0 
  0 
  0 
  0 
  0 
  Insanity Points (IP) 
  0 
  0 
  0 
  0 
  0 
  Fate Points (FP) 
  1-4:0 
  5-7:1 
  8-9:2 
  10:3 
  1-4:0 
  5-7:1 
  8-9:1 
  10:2 
  1-4:0 
  5-7:0 
  8-9:1 
  10:2 
  1-4:0 
  5-7:0 
  8-9:0 
  10:1 
  1-4:0 
  5-7:0 
  8-9:0 
  10:0 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Snotlings 
  Type: Monstrous Humanoid 
  Size: Tiny (Snotling…) 
  - Snotling - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  15 
  10 
  10 (1) 
  15 (1) 
  30 
  10 
  10 
  10 
  Skills: XXX 
  Talents: XXX 
  Traits: XXX 
   
  Combat 
  Attacks: 1; Movement: 3; Wounds: 4 
  Armour: None (Head 0, Arms 0, Body 0, Legs 0) 
  Weapons: XXX 
  Slaughter Margin: XXX 
  Gnoblars 
  Type: Monstrous Humanoid 
  Size: Small (Goblin, Halfling…) 
  - Gnoblar - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  20 
  30 
  15 (1) 
  25 (2) 
  30 
  20 
  20 
  15 
  Skills: XXX 
  Talents: XXX 
  Traits: XXX 
   
  Combat 
  Attacks: 1; Movement: 4; Wounds: 6 
  Armour: None (Head 0, Arms 0, Body 0, Legs 0) 
  Weapons: XXX 
  Slaughter Margin: XXX 
  Goblins 
  Type: Monstrous Humanoid 
  Size: Small (Goblin, Halfling…) 
  - Goblins - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  25 
  30 
  25 (2) 
  30 (3) 
  25 
  25 
  30 
  20 
  Skills: XXX 
  Talents: XXX 
  Traits: XXX 
   
  Combat 
  Attacks: 1; Movement: 4; Wounds: 8 
  Armour: None (Head 0, Arms 0, Body 0, Legs 0) 
  Weapons: XXX 
  Slaughter Margin: XXX 
   
   
   
   
   
  
   
   
   
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  Orcs 
  Type: Monstrous Humanoid 
  Size: Medium (Human, Dwarf…) 
  - Orcs - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  40 
  20 
  40 (4) 
  40 (4) 
  30 
  20 
  25 
  20 
  Skills: XXX 
  Talents: XXX 
  Traits: XXX 
   
  Combat 
  Attacks: 1; Movement: 4; Wounds: 12 
  Armour: None (Head 0, Arms 0, Body 0, Legs 0) 
  Weapons: XXX 
  Slaughter Margin: XXX 
  Black Orcs 
  Type: Monstrous Humanoid 
  Size: Large (Black Orc, Centigor, Minotaur…) 
  - Black Orcs - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  45 
  20 
  45 (4) 
  45 (4) 
  30 
  20 
  25 
  20 
  Skills: XXX 
  Talents: XXX 
  Traits: XXX 
   
  Combat 
  Attacks: 1; Movement: 4; Wounds: 13 
  Armour: None (Head 0, Arms 0, Body 0, Legs 0) 
  Weapons: XXX 
  Slaughter Margin: XXX 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Racial Features: Snotlings 
  Snotlings 
  A Snotling gains the following skills and talents/traits: 
  Skills: Common Knowledge (Greenskins, native land or Under-Empire), Concealment, Outdoor Survival, Perception, 
  Swim, Scale Sheer Surfaces, Silent Move, Speak Language (Goblin Tongue/Snotgob) 
  Talents: Flee!, Provincial Expertise (native location)*, Rover or Tunnel Rat 
  Traits: Animosity*, Greenskin Resistance to Chaos*, Fearless, Night Vision, Resistance to Disease, Waaagh!*, Very 
  Small Attack* 
  Racial Features: Gnoblars 
  Blood-Gnoblar (of Mountains of Mourn) 
  A Blood-Gnoblar gains the following skills and talents/traits: 
  Skills: Common Knowledge (Greenskins, Mountains of Mourn), Concealment, Follow Trail, Outdoor Survival, 
  Perception, Ride, Scale Sheer Surfaces, Set Trap, Silent Move, Speak Language (Goblin Tongue/Ghazkah), Torture 
  Talents: Acute Hearing, Lighting Reflexes, Provincial Expertise (native location)* 
  Traits: Animosity*, Greenskin Resistance to Chaos*, Night Vision, Resistance to Disease, Waaagh!* 
  Boglars  (or Bogarts, Boggarts, Marsh-Gnoblars, Marsh Goblins, Water Gnoblars, Swamp 
  Goblins) 
  A Boglar gains the following skills and talents/traits: 
  Skills: Common Knowledge (Greenskins, native land), Concealment, Outdoor Survival, Perception, Scale Sheer 
  Surfaces, Silent Move, Speak Language (Goblin Tongue/Ghazkah), Swim, Torture 
  Talents: Flee!, Lighting Reflexes, Provincial Expertise (native location)*, Rover 
  Traits: Amphibious*, Animosity*, Greenskin Resistance to Chaos*, Hate Sun*, Night Vision, Resistance to Disease, 
  Swimmer*, Waaagh!* 
  Gnoblar (or Lesser Goblins) 
  A Gnoblar gains the following skills and talents/traits: 
  Skills: Common Knowledge (Greenskins, native land or Ogres), Concealment, Follow Trail, Outdoor Survival, 
  Perception, Ride or Swim, Scale Sheer Surfaces, Silent Move, Speak Language (Goblin Tongue/Ghazkah), Torture 
  Talents: Flee!, Lighting Reflexes, Provincial Expertise (native location)*, Rover 
  Traits: Animosity*, Greenskin Resistance to Chaos*, Night Vision, Resistance to Disease, Waaagh!* 
  Toad-Gnoblars  (or Toad-Boglars) 
  A Toad-Gnoblar gains the following skills and talents/traits: 
  Skills: Common Knowledge (Greenskins, native land), Concealment, Outdoor Survival, Perception, Scale Sheer 
  Surfaces, Silent Move, Speak Language (Goblin Tongue/Ghazkah), Swim, Torture 
  Talents: Flee!, Lighting Reflexes, Provincial Expertise (native location)* 
  Traits: Amphibious*, Animosity*, Greenskin Resistance to Chaos*, Hate Sun*, Night Vision, Resistance to Disease, 
  Swimmer*, Waaagh!*, Waterbirth* 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Racial Features: Goblins 
  Fire Kobolds 
  A Fire Kobold gains the following skills and talents/traits: 
  Skills: Common Knowledge (Greenskins, native land), Concealment, Outdoor Survival, Perception, Scale Sheer 
  Surfaces, Silent Move, Speak Language (Goblin Tongue/Ghazkah), Swim 
  Talents: Frenzy, Provincial Expertise (native location)*, Very Strong 
  Traits: Animosity*, Elveses Is Scary*, Greenskin Resistance to Chaos*, Night Vision, Resistance to Disease, Resistance 
  to Fire*, Spit Fire*, Waaagh!* 
  Forest Goblins (or Jungle Goblins) 
  A Forest Goblin gains the following skills and talents/traits: 
  Skills: Common Knowledge (Greenskins, native land or Under-Empire), Concealment, Outdoor Survival, Perception, 
  Prepare Poison, Ride, Scale Sheer Surfaces, Silent Move, Speak Language (Goblin Tongue/Ghazkah) 
  Talents: Frenzy, Provincial Expertise (native location)*, Rover 
  Traits: Animosity*, Elveses Is Scary*, Greenskin Resistance to Chaos*, Night Vision, Resistance to Disease, Resistance 
  to Poison, Waaagh!* 
  Frost Goblins (of Naggaroth) 
  A Frost Goblin gains the following skills and talents/traits: 
  Skills: Common Knowledge (Greenskins, Naggaroth), Concealment, Outdoor Survival, Perception, Ride, Scale Sheer 
  Surfaces, Silent Move, Speak Language (Goblin Tongue/Ghazkah), Swim 
  Talents: Coolheaded, Provincial Expertise (native location)*, Rover or Tunnel Rat 
  Traits: Animosity*, Elveses Is Scary*, Greenskin Resistance to Chaos*, Night Vision, Resistance to Cold*, Resistance to 
  Disease, Waaagh!* 
  Goblins (or Lesser Hill Goblins) 
  A Goblin gains the following skills and talents/traits: 
  Skills: Common Knowledge (Greenskins, native land or Under-Empire), Concealment, Outdoor Survival, Perception, 
  Ride, Scale Sheer Surfaces, Silent Move, Speak Language (Goblin Tongue/Ghazkah), Swim 
  Talents: Coolheaded, Flee!, Provincial Expertise (native location)*, Rover or Tunnel Rat 
  Traits: Animosity*, Elveses Is Scary*, Greenskin Resistance to Chaos*, Night Vision, Resistance to Disease, Waaagh!* 
  Hill Goblins (or Great Goblins) 
  A Hill Goblin gains the following skills and talents/traits: 
  Skills: Common Knowledge (Greenskins, native land), Concealment, Outdoor Survival, Perception, Ride or Swim, Scale 
  Sheer Surfaces, Silent Move, Speak Language (Goblin Tongue/Ghazkah) 
  Talents: Coolheaded, Provincial Expertise (native location)*, Street Fighting, Very Resilient, Wrestling 
  Traits: Animosity*, Elveses Is Scary*, Greenskin Resistance to Chaos*, Night Vision, Resistance to Disease, Waaagh!* 
  Hobgoblins 
  A Hobgoblin gains the following skills and talents/traits: 
  Skills: Common Knowledge (Greenskins, Eastern Steppes), Concealment, Outdoor Survival, Perception, Prepare 
  Poison, Ride, Scale Sheer Surfaces, Speak Language (Goblin Tongue/Harghazhakh) 
  Talents: Hardy, Provincial Expertise (native location)*, Very Strong, Warrior Born 
  Traits: Animosity*, Greenskin Resistance to Chaos*, Night Vision, Resistance to Disease, Waaagh!* 
  Jungle Kobolds 
  A Jungle Kobold gains the following skills and talents/traits: 
  Skills: Common Knowledge (Greenskins, native land), Concealment, Outdoor Survival, Perception, Scale Sheer 
  Surfaces, Silent Move, Speak Language (Goblin Tongue/Ghazkah), Swim 
  Talents: Expert Climber*, Frenzy, Provincial Expertise (native location)*, Rover, Very Strong 
  Traits: Animosity*, Elveses Is Scary*, Greenskin Resistance to Chaos*, Night Vision, Resistance to Disease, Waaagh!* 
   
  
   
   
   
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  Kobolds 
  A Kobold gains the following skills and talents/traits: 
  Skills: Common Knowledge (Greenskins, native land), Concealment, Outdoor Survival, Perception, Scale Sheer 
  Surfaces, Silent Move, Speak Language (Goblin Tongue/Ghazkah), Swim 
  Talents: Frenzy, Provincial Expertise (native location)*, Rover or Tunnel Rat, Very Resilient, Very Strong 
  Traits: Animosity*, Elveses Is Scary*, Greenskin Resistance to Chaos*, Night Vision, Resistance to Disease, Waaagh!* 
  Night Goblins (or Mere-Goblins) 
  A Night Goblin gains the following skills and talents/traits: 
  Skills: Common Knowledge (Greenskins, Under-Empire), Concealment, Outdoor Survival, Perception, Ride, Scale 
  Sheer Surfaces, Silent Move, Speak Language (Goblin Tongue/Ghazkah) 
  Talents: Lighting Reflexes, Provincial Expertise (native location)*, Specialist Weapon Group (Entangling), Tunnel Rat 
  Traits: Animosity*, Dwarfen Hatred*, Elveses Is Scary*, Greenskin Resistance to Chaos*, Hate Sun*, Night Vision, 
  Resistance to Disease, Waaagh!* 
  Troglagob 
  A Troglagob gains the following skills and talents/traits: 
  Skills: Common Knowledge (Greenskins, High Seas), Concealment, Outdoor Survival, Perception, Scale Sheer 
  Surfaces, Silent Move, Speak Language (Goblin Tongue/Ghazkah), Swim 
  Talents: Coolheaded, Flee!, Provincial Expertise (native location)*, Rover 
  Traits: Amphibious*, Animosity*, Elveses Is Scary*, Greenskin Resistance to Chaos*, Night Vision, Resistance to 
  Disease, Swimmer*, Waaagh!* 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Racial Features: Orcs 
  Common Orcs 
  A Common Orc gains the following skills and talents/traits: 
  Skills: Common Knowledge (Greenskins, native land or Under-Empire), Intimidate, Outdoor Survival, Perception, Ride or 
  Swim, Scale Sheer Surfaces, Speak Language (Goblin Tongue/Orrakh), Torture 
  Talents: Menacing, Provincial Expertise (native location)*, Specialist Weapon Group (Choppa), Stout-hearted, Street 
  Fighting, Strike Mighty Blow, Wrestling 
  Traits: Animosity*, Big 'Uns - Size Matters, Greenskin Resistance to Chaos*, Night Vision, Resistance to Disease, 
  Waaagh!* 
  Savage Orcs 
  A Savage Orc gains the following skills and talents/traits: 
  Skills: Common Knowledge (Greenskins, native land), Concealment, Intimidate, Outdoor Survival, Perception, Ride or 
  Swim, Scale Sheer Surfaces, Speak Language (Goblin Tongue/ Orrakh Primitive Version) 
  Talents: Frenzy, Menacing, Provincial Expertise (native location)*, Rover, Specialist Weapon Group (Choppa), Stout-
  hearted, Strike Mighty Blow 
  Traits: Animosity*, Big 'Uns - Size Matters, Greenskin Resistance to Chaos*, Night Vision, Resistance to Disease, 
  Waaagh!* 
  Swamp Orcs 
  A Swamp Orc gains the following skills and talents/traits: 
  Skills: Common Knowledge (Greenskins, native land), Intimidate, Outdoor Survival, Perception, Row, Swim, Scale 
  Sheer Surfaces, Speak Language (Goblin Tongue/Orrakh), Torture 
  Talents: Frenzy, Menacing, Provincial Expertise (native location)*, Specialist Weapon Group (Choppa), Stout-hearted, 
  Street Fighting, Strike Mighty Blow 
  Traits: Animosity*, Big 'Uns - Size Matters, Greenskin Resistance to Chaos*, Night Vision, Resistance to Disease, 
  Waaagh!* 
  White Orcs ("Albino Orcs") 
  A Savage White Orc gains the following skills and talents/traits: 
  Skills: Common Knowledge (Greenskins, Troll Country or Norsca), Concealment, Intimidate, Outdoor Survival, 
  Perception, Ride, Scale Sheer Surfaces, Speak Language (Goblin Tongue/ Orrakh Primitive Version) 
  Talents: Frenzy, Menacing, Provincial Expertise (Troll Country or Norsca), Rover, Specialist Weapon Group (Choppa), 
  Stout-hearted 
  Traits: Animosity*, Big 'Uns - Size Matters, Greenskin Resistance to Chaos*, Night Vision, Resistance to Cold*, 
  Resistance to Disease, Waaagh!* 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Racial Features: Black Orcs 
  Black Orcs 
  A Black Orc gains the following skills and talents/traits: 
  Skills: Common Knowledge (Greenskins, native land or Under-Empire), Intimidate, Outdoor Survival, Perception, Ride or 
  Swim, Scale Sheer Surfaces, Speak Language (Goblin Tongue/Orrakh), Torture 
  Talents: Menacing, Provincial Expertise (native location)*, Specialist Weapon Group (Choppa), Specialist Weapon 
  Group (Two-handed), Stout-hearted, Street Fighting, Strike Mighty Blow, Strike to Injure, Strike to Stun, Wrestling 
  Traits: Big 'Uns - Size Matters, Greenskin Resistance to Chaos*, Night Vision, Quell Animosity*, Resistance to Disease, 
  Waaagh!* 
  Iron Orcs 
  A Iron Orc gains the following skills and talents/traits: 
  Skills: Common Knowledge (Greenskins, Bretonnia), Intimidate, Outdoor Survival, Perception, Scale Sheer Surfaces, 
  Speak Language (Goblin Tongue/Orrakh) 
  Talents: Frenzy, Lighting Reflexes, Menacing, Provincial Expertise (native location)*, Specialist Weapon Group 
  (Choppa), Stout-hearted, Street Fighting, Strike Mighty Blow, Sturdy 
  Traits: Big 'Uns - Size Matters, Greenskin Resistance to Chaos*, Iron Skin (2)*, Night Vision, Quell Animosity*, 
  Resistance to Disease, Waaagh!* 
   
  Animosity (Trait) 
  Description: Greenskins are a fractious lot and they need very little reason to squabble amongst themselves or mix it up 
  with other Greenskins. Even the merest shadow of an excuse will do. A Greenskins offered any kind of excuse must 
  make a Average Will Power Test or immediately attack the offending Greenskins. 
  Amphibious (Trait) 
  Description: Amphibious creatures are suited for life in and out of water. They can either breathe underwater or hold 
  their breath for sufficiently long periods that, as far as the rules are concerned, they cannot drown. Further, they may 
  take actions as normal while underwater, and do not halve their statistics (including Movement) while swimming. 
  Big 'Uns - Size Matters (Trait) 
  Description: Orcs just become bigger and 'arder. Because of their bizarre physiology, orcs receive a steady supply of 
  adrenaline when preparing to challenge a superior, causing him to physically increase in size and muscle-mass. When 
  their Characteristics grow, also their size grows. This gives following bonuses if these limits are reached: 
   
  WS50, S50, T50, W16 = Unsettling 
   
  WS60, S60, T60, W19 = Frightening 
  GM decision: You may also give a extra +2 Wounds per each career that Orcs finnish to show how they become bigger 
  and tougher with experience.  
  Dwarfen Hatred (Trait) 
  Description: Hate for Dwarfs is so passionate that this brings a +5 WS bonus when fighting them. 
  Expert Climber (Trait) 
  Description: Creatures with this talent may use the Scale Sheer Surface skill as a half action. They may also use this 
  skill as a full action to climb a number of yards equal to their Movement Characteristic for each successful test. 
  Elveses is Scary (Trait) 
  Description: Goblins find Elves extremely unnerving. Whether this is because of the ancient animosity between the two 
  races, or simply because of the Elves’ superior mannerisms and smell of cleanliness, a Goblin must make a Fear Test if 
  it and its allies do not outnumber the Elves present by at least two to one. 
   
   
   
  
   
   
   
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  Greenskin Resistance to Chaos (Trait) 
  Description: See Greenskin Resistance to Chaos chapter for further information. 
  Hate Sun (Trait) 
  Description: These Greenskins are custom to the darkness of underWorld and try only to surface during night-time. If 
  they are suddenly caught by the sunlight or similar very bright light they suffer -10 penalty to all tests. If they surface 
  World it will take few days (1d10) to get custom to the bright daylight. During that time they suffer the normal penalty. 
  Iron Skin (Trait) 
  Description: This is strange phenomena only found amongst the Iron Orc breed. Small metallic growths break through 
  Orcs skin, forming a hard shell of metal scales. This growth can easily be mistaken as pieces of armour. These pieces 
  become stronger and bigger as Orc grows in experience and size. First Orc has 2 Armour Points in all locations except 
  Head. Then with each Career it gains 1 more point to these locations until it reaches 5 points. Then it stops. This growth 
  can be combined with actual armour pieces, but only to maximum of 5 Armour Points. Example at the beginning Iron Orc 
  could wear both Leather and Plate (or Mail) atop his Iron Skin gaining total of 5 AP. Second career Iron Orc (with Iron 
  Skin 3) may only combine one armour type with his skin anymore. It is known that this is not mutation and speculated 
  that has come originally from the result of some experimental Chaos Dwarf sorcery. 
  Quell Animosity (Trait) 
  Description: These Orcs do not squabble amongst themselves, nor do they brook such infighting among Greenskins 
  they command. A Orc may quell any such infighting among Greenskins within 12 yards with a successful Routine (+10) 
  Command Test. 
  Resistance to Cold (Trait) 
  Description: Creature has developed high resistance to cold. This could be metabolism or something like heavy fur. 
  When you are using Cold Temperature Rules, the creature is considered to have Winter Clothing / Arctic Animals, when 
  it needs to make any cold environment tests (even if it is naked). Also any cold/frost damage (even magical) should be 
  divided by two. And after these bonuses remember too Familiarity to Cold. 
  NOTE! These rules are based on the Cold Temperature Rules that can be found from my Norsca Project. 
  Resistance to Fire (Trait) 
  Description: Creature has developed high resistance to heat or fire. This could be physiology or something like special 
  type of skin... Creature gets a +10 bonus to any tests against effects of heat (fatigue, thirst, uncomfortable feeling…), and 
  actually feels pretty comfortable in a warm (or hot) environment. Also it is very resistant to most heat damage and 
  subtracts 3 points on any fire-based attacks (this doesn’t include Toughness Bonus). Also after these bonuses 
  remember too Familiarity to Heat. 
  Spit Fire (Trait) 
  Description: This creature can take a full action to spit tiny stream of fire at enemy. The spit attack hits a melee 
  opponent if creature succeeds on Easy (+20) Ballistic Skill Test. If attack succeeds then the opponent is hit by small 
  fire which deals 1d10+4 damage that ignores armour. The spit may be dodged, but not parried. It is possible that any 
  flammable material will catch fire (like clothing). Make an Average Agility Test to avoid this. 
  Swimmer (Trait) 
  Description: These creatures are natural swimmers. This trait gives +20 bonus to Swim Tests. 
  Waaagh! (Trait) 
  Description: These creatures can be affected by the Waaagh! and it’s bonuses. Also their presence creates Waaagh! 
  Energy. More info can be found from the Waaagh! Chapter. 
   
   
   
   
   
  
   
   
   
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  Waterbirth (Trait) 
  Description: These creatures have a peculiar ability to multiply when immersed in water. In water creature may choose 
  to multiply. This takes 1d10 rounds and during these rounds the creature may not do anything else. Creature should be 
  naked. Creature is also counted as stationary or stunned target. Challenging (-10) Toughness Test must be done at 
  the end of those rounds. If this test is succesful, then the creature strangely seems to divide to two similar looking 
  creatures. The new creature, clone, is physically identical, but mentally new creature. Yet, it has the memories, 
  experience and knowledge of the original creature. Even so, it still has own identity (even they are very similar, like 
  twins). Note, that only the creature multiplies, not any of its equipments (weapons, armour...etc.). Creature usually uses 
  this power only in a stressful situation (like in combat), which means not very often. The "cloning" process is painfull and 
  uncomfortable. 
  Very Small Attack (Trait) 
  Description: Because these creatures are so tiny, any damage they cause bigger (over ten times bigger) creatures is 
  with a -2 penalty. 
   
   
  Warpaint 
  Greenskins (usually Savage Orcs) often paint themselves with magical designs and wear primitively lucky charms 
  (including body parts from slain enemies). They believe this to be pleasing to Gork and Mork and that the gaze of these 
  Gods will Protect them in battle. If in full warpaint Toughness Bonus is treated as though it were increased by +2. 
  Hobgoblin Poison 
  Hobgoblin skirmishers frequently poison their weapons. They use a mushroom derived poison called Kervalt. A weapon 
  coated with this poison that inflicts at least 1 Wounds deals 2 additional Wounds unless the target succeeds at a 
  Challenging (-10) Thoughness Test. 
  Specialist Weapon Group (Choppa) 
  Description: These brutal cleavers are nasty weapons indeed. Possessing a longhafted handle and a wide wedge-like 
  blade. Orc Choppas can cut through armour with ease. Only Orcs know how to use these weapons, counting them as 
  Ordinary weapons. All other races have difficulty managing their balance and weight. When wielded by an Orc, a Choppa 
  inflicts SB+1 damage on the first round of melee and SB damage thereafter. If wielded by a creature other than an Orc, a 
  Choppa is treated as a Hand Weapon but with the Slow quality. Big Choppa is larger and more unwielding than a 
  Choppa and only Black Orcs have been seen to use these weapons (more common among Iron Orcs). On the first round 
  of combat they do SB+2, and on later rounds SB+1. In the hands of normal Orc and non-Orc, they count as Great 
  Weapons (Two-handed). 
   
  Choppa: Cost – gp; Enc 150; Group Orc Choppa; Dmg SB (SB+1); Qualities Special; Avail Rare 
  Big Choppa: Cost – gp; Enc 250; Group Choppa; Dmg SB+1 (SB+2); Qualities Special; Avail Very Rare 
  Troglagob Poison 
  Troglagob skirmishers frequently poison their weapons. They use ichor from poisonous sea monsters. A weapon coated 
  with this poison that inflicts at least 1 Wounds deals 2 additional Wounds unless the target succeeds at a Hard (-20) 
  Thoughness Test. 
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Chapter XXX: Greenskin Careers 
   
  “Ere we go, 'ere we go, 'ere we go!"” 
  – Orc war chant 
   
  These careers are specially designed for Greenskins. They are based careers found from the WFRP2 Core Rulebook 
  and Old World Bestiary (WFRP2 sourcebook), with modifications. And I have added more careers. I have not tried to 
  create each and every different type of war-unit to a career (from WFB), just enough general careers that serve all those 
  and give clear multi-tier paths. I'm tryin to keep this simple. I have also used some names (and great ideas) given in the 
  old WFRP1 Goblinoid Culture Project: Da Book of Goblins (WFRP1 fan-sourcebook), other fan-project called: Sailing 
  Greenskins (WFB fan-sourcebook) and finally also Warhammer 40K (WFB) names. 
   
  All the careers are open to all the Greenskins, but few things should be remembered: 
   
  Snotlings rarely advance beyond Basic careers. They live short and violent lives usually, this preventing them 
  really becoming that experienced and powerful. 
   
  Gnoblars rarely advance to beyond Basic careers. Some, most powerful ones, probably start some Advanced 
  career, but rarely finish them. This is GM decision - do you want to make Gnoblars that powerful? 
   
  Goblins and Orcs can go all the way. But very rare individuals make it to the Tier3 and these are usually the 
  toughest, which means Orcs. You can rule, that Goblins do not advance beyond Tier2.  
   
  New talents are found at the end of this chapter. 
  Basic Careers 
   
   
  Arrer Boy (Basic) 
  Warrior 
   
  Arrer Boy are normally Greenskin archers. Among the Orcs they are viewed suspiciously by the rest of da boyz, for 
  archery is a bit "Gobliny". Among Goblins and Gnoblars this more common and they may use throwing weapons and 
  even blowpipes. There is also Snotling Arrer Boyz, but because Snotlings are too small to use bows they usually use 
  slings. Arrer Boyz rarely learn to use fine weaponry like Long Bows, or even crossbows. They use simple normal bows. 
   
  Special: This career is only open for Snotlings, Gnoblars, Goblins, Orcs and Black Orcs. 
  Career Entries: Boatboy, Brewboy, Craffter, Greenskin Brute, Driva an Rida, Greenskin Sneak 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +5 
  +15 
  +10 
  +5 
  +10 
  - 
  - 
  - 
  - 
  +2 
  - 
  - 
  - 
  - 
  - 
  - 
  Skills: Dodge Blow, Intimidate, Perception, Trade (Bowyer), Trade (Fletcher) 
  Talents: Hardy, Mighty Shot, Rapid Reload, Specialist Weapon Group (Throwing), Specialist Weapon Group (choose 
  one: Blowpipe, Entangling or Sling) 
  Trappings: Medium Armour (one piece of mail, two pieces of leather), hand weapon, Javelin, Bow with 10 Arrows (or 
  more Javelins or Blowpipe or Sling with stones) 
  Career Exits: Arrer Boy Boss, Boatboy, Brewboy, Craffter, Greenskin Brute, Driva an Rida, Fanatic, Greenskin Sneak, 
  Warboss 
   
   
   
   
   
   
   
   
  
   
   
   
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  Boatboy (Basic) 
  Warrior 
   
  It is rare that Greenskins go sailing, but it does happen. Time to time some even develope some skills for sailing. 
  Greenskin made draft full of angry Greenskins and just number of experienced "sailors", the Boatboyz, is accident 
  waiting to happen, but this doesn't worry or stop Greenskins. If they want to sail to the horizon to find new places to 
  pillage, then they just go - some may even make it to somewhere, most probably just sink and die in the open sea. 
  Greenskins do not trade, they are just Piratez, as they say it. 
   
  Boatboyz are the most common the sailing Greenskins working on Greenskin drafts (vast floating fortresses know as 
  Hulks, Bigchukkars and Drillakillas). They have some experience on sailing, boating, about fishing, whaling and even 
  navigation. 
   
  Special: This career is only open for Gnoblars, Goblins, Orcs and Black Orcs. 
  Career Entries: Arrer Boy, Brewboy, Craffter, Greenskin Brute, Greenskin Sneak 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +10 
  +5 
  +10 
  - 
  +10 
  - 
  - 
  - 
  - 
  +2 
  - 
  - 
  - 
  - 
  - 
  - 
  Skills: Common Knowledge (any one), Consume Alcohol, Dodge Blow, Navigation, Outdoor Surivival, Perception, Row, 
  Sail, Scale Sheer Surfaces, Swim 
  Talents: Seasoned Traveller 
  Trappings: Light Armour (Leather Jerkin), hand weapon, Bottle of some-Greenskin-brew 
  Career Exits: Arrer Boy, Boardin' Boy, Brewboy, Craffter, Greenskin Brute, Fanatic, Greenskin Sneak, Kaptin 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Brewboy (Basic) 
  Commoner 
   
  An army only marches with it's stomach. When others fight, someone has to prepare the food. These are the Brewboyz. 
  Even best of the Brewboyz make food that in human terms would be horrifying in taste and look. But it works for the 
  Greenskins. Brewboyz usually handle many other important things, like acquiring herbs and fungus. Foraging food (with 
  Sneaks), making poisons and concoctions and finally, but very importantly - making of fungus brews. Brewboyz are 
  actually very skilled Greenskins, even this is never noticed by others of their kin (or anybody). Brewboyz are sometimes 
  called also as Oddboyz. 
   
  Brewboy career includes basically all the servant type jobs among the Greenskins, like Gnoblar Scum or Tooth-
  Gnoblars. Only the toughest Brewboyz will actually be given the honour of cooking something for the rest of the tribe. 
  First time this is usually the body of former "main" Brewboy (or Kook). 
   
  Special: This career is only open for Snotlings, Gnoblars, Goblins, Orcs and Black Orcs. Even Black Orcs have the best 
  wits and abilities for this career, they rarely become Brewboyz. They like to leave this type of menial jobs for the "lesser" 
  Greenskins. Brewboy may seem like multi-talented career compared to careers available to other races. But remember 
  that even Greenskins have knowledge of multiple different fields they do not have the will and patience to execute and 
  learn their trades to the best, as other races do. Even how succesful their tests are, their works should never be beyond 
  normal quality. 
  Career Entries: Arrer Boy, Boatboy, Craffter, Dok, Driva an Rida, Greenskin Sneak, Wall Drummer 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +5 
  +5 
  +5 
  +10 
  +5 
  +5 
  +5 
  - 
  - 
  +2 
  - 
  - 
  - 
  - 
  - 
  - 
  Skills: Consume Alcohol, Outdoor Survival, Perception, Prepare Poison, Search, Trade (Apothecary) or Trade (Brewer), 
  Trade (Cook), Trade (Herbalist) 
  Talents: Hardy, Resistance to Poison 
  Trappings: Leather apron, crudely made pots and pans, hand weapon (meat cleaver), devices for brewing. 
  Career Exits: Arrer Boy, Boatboy, Craffter, Greenskin Brute, Dok, Driva an Rida, Fanatic, Greenskin Shaman, Greenskin 
  Sneak, Kook 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Craffter (Basic) 
  Commoner 
   
  Craffterz are the artisans and handymen of the Greenskin world. Greenskins are not really very good on any craft, except 
  hurting others. Greenskin constructions are usually very crude looking and rarely even work well. Even best of things 
  they manufacture is about common quality and most just poor. But they still manage to build stuff time to time and 
  especially Waaagh! helps them archieve sometimes (very rarely) great success (see Waaagh! chapter). Craffterz are 
  sometimes called also as Oddboyz. 
   
  Craffterz are pretty rare among the Greenskins. They just don't have that in them. But time to time more "handy" 
  Greenskins step forward and are given change to prove themselves. All Craffterz know basic construction and repair skill 
  - carpentry and metalworking. With these skills they can build most of needed things (forge weapons, build huts, walls, 
  defences, watchtowers, siege engines, machines of war, ladders, chariots, wheels...etc.). But all the Craffterz also 
  specialise on something, which could be basicly anything. Greenskins maybe stupid and clumsy, but they have strange 
  ability to mimic things and this way start building someting by themselves. For example they have managed to build vast 
  floating fortresses know as Hulks (Men O' War), Bigchukkars and Drillakillas. Even these ships, in best of luck, are not 
  the even close to safe for sailing, they still float. We recommend choosing from following trades: Armourer, Miner, 
  Prospector, Shipwright, Stoneworker, Tanner or Weaponsmith. 
   
  Craffterz act also as crews of Greenskin war machines, like Gnoblar Scraplaunchers, Goblin Rock Lobbers, Goblin 
  Spear Chukkas, Doom Diver Catapults, Snotling Pump Wagons...etc. Also Craffterz include characters like Torch-
  Gnoblars and less experienced Scrapper Gnoblars. 
   
  Special: This career is only open for Snotlings, Gnoblars, Goblins, Orcs and Black Orcs. Even Black Orcs have the best 
  wits and abilities for this career, they rarely become Craffterz. They like to leave this type of menial jobs for the "lesser" 
  Greenskins. Also Snotling Craffterz are pretty rare. Craffter may seem like multi-talented career compared to careers 
  available to other races. But remember that even Greenskins have knowledge of multiple different fields they do not have 
  the will and patience to execute and learn their trades to the best, as other races do. Even how succesful their tests are, 
  their works should never be beyond normal quality. 
  Career Entries: Arrer Boy, Boatboy, Brewboy, Dok, Driva an Rida,Greenskin Sneak 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +5 
  +5 
  +10 
  +5 
  +10 
  +5 
  - 
  - 
  - 
  +2 
  - 
  - 
  - 
  - 
  - 
  - 
  Skills: Drive, Evaluate, Perception, Search, Set Trap, Trade (Carpenter), Trade (Smith), Trade (choose one) 
  Talents: Hardy, Savvy 
  Trappings: Medium Armour (one piece of mail, two pieces of leather), hand weapon, Javelin, Bow with 10 Arrows (or 
  more Javelins or Blowpipe or Sling with stones) 
  Career Exits: Arrer Boy, Boatboy, Brewboy, Greenskin Brute, Dok, Driva an Rida, Fanatic, Endjineer, Greenskin 
  Shaman, Greenskin Sneak 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Driva an Rida (Basic) 
  Ranger 
   
  Drivaz an Ridaz are Greenskin charioteers and riders. They act as any other cavalry and some tribes always use riders 
  (like Hobgoblins). Greenskin Drivaz an Ridaz are also beastmasters, herders ("herdas"), tenders, handlers and trainers 
  for their own beasts. Beasts, that may anytime turn against their own master and eat them. Drivaz and Ridaz do not learn 
  to use any fine cavalry techniques or weaponry. They use their normal rude weaponry. Many are skilled archers or may 
  even use throwing weaponry, webs or slings. 
   
  Boar Boyz or Gruntaz (skill tests with a -10 penalty): Orcs (and primitive Savage Orcs) use mighty war boars as 
  riding beasts. War boar is a stubborn and vicious animal that stands nearly as tall as a horse and is considerably bulkier. 
  It is extremely tough beast that is notoriously bad tempered, loudly flatulent, wholly dangerous and unpredictable. These 
  are just the sort of qualities Orcs greatly admire. A Savage Orc may ambush a boar just before battle, headbutting the 
  beast into submission. Once captured, many Savage Orcs adorn their malodorous mounts with good luck charms, use 
  dyes to mark out tribal symbols on the boar's fur, or push bonuse through the creature's lips, ears and nose. All of this 
  makes the already enraged swine even angrier. 
   
  Orc War Boar Chariot (skill tests with a -10 penalty): Sometimes Orcs also lash together roughly hewn logs, make 
  few crude (but round) wheels and are able to construct formidable chariot (Savage Orcs have not been so skilled with the 
  wheels). They use war boars in these chariots also. Many Orcs see it as prestigious to ride in a chariot. Usually various 
  things (rocks, javelins...etc) are thrown from the chariots as they crush to the enemy lines. 
   
  Goblin Wolf Riders - the Wulf Boyz (average skill tests): The giant wolf stands taller than a pony and is a slavering 
  beast with a ravenous appetite. Long ago the predatory packs were so large and forminable that they prowled the lands 
  unchecked, holding back the rising civilisations of mankind for millenia. To this day the mighty wolf packs are still a 
  threath. Giant wolves are not just voracious beasts, but skilled hunters that show a great deal of animal cunning. Perhaps 
  it is their mutural instincts to pick on the helpless, the injured and the isolated but, for whatever reason, there has always 
  been a strong bond between Goblins (especially Hobgoblins) and giant wolves. The two creatures recognised in each 
  other an ally, albeit a fierce one, that was apt to remain loyal only while times were good. Goblins soon began to ride 
  atop giant wolves in the same way that other races ride upon horses. 
   
  Goblin Wolf Chariots (average skill tests): It wasn't long after they first strating using giant wolves as cavalry that 
  Goblin armies began to field wolf-drawn chariots. Cobbled together out of crudely hacked wood or scavenged materials 
  and lashed tight with gutsrings cords, all Greenskins hold such rickety constructions in high regard. Many tribal chieftains 
  prefer to ride in chariots, trying to outdo their rivals by having the fastest and flashiest contraption. It is not unusualy for 
  Goblins to tinker with their battle-chariots. They sometimes add cruel scythes, an additional wolf, or perhaps they find 
  space for an extra warrior to make the chariot even fightier. Not to mention any markings, shields, trophies, banners...etc. 
   
  Forest Goblin Spider Riders (average skill tests, with possibility to be eaten): The giant spider breed grows large 
  enough to serve as mount for Goblins, who capture and hand-rear these scuttling nightmares. THere are many sub-types 
  of giant spider, such as Tilean Greybacks, Drakwald Mancatchers, and the Scarlet Deathheads of the Great Forest, to 
  name just a few. All are poisonous and have steely, pincer-like mandibles that can punch through platemail to deliver a 
  toxic bite. While not as fast as wolves or horse, these spiders can move at speed through the most dense patches of 
  woods. Forest Goblin Spider Ridas have become masters at stalking their prey, nimbly guiding their multi-legged beasts 
  to scuttle across the treetop canopy in order to get into ideal position before pounching. In battle Spider Ridas act as light 
  cavalry, altough the shrewd gobbos always look to manoeuvre into dense terrain. Might Arachnarok Spiders are the most 
  colossal spider found in the wild woods - predator bigger than an Empire townhouse. They can be used as great war 
  beast ridden by a small mob of Greenskins in a howdah.  
   
   
   
   
   
   
  
   
   
   
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  Night Goblin Squig Hoppers (skill tests with a -20 penalty, with good possibility to be eaten): Once, in a reckless 
  mood, a Goblin Squig Herder dared to leap upon the back of one of this cathces. Driven to new heights of fury by the 
  unexpected rider, the cave Squig responed by bounching with unflagging enthusiasm. The rida flailed about, screaming 
  in a high-pitched manner, while desperately holding on. This provided great entertainment and the remaining Herders 
  cheered and cackled every time the Squig nearly useated its unwanted quest. Altough the incident ended with both 
  Squig and the rida skewered on top of a wickedly sharp stalagmite, it was an impressive enough spectacle to inspire the 
  onlookers. Thus the tradition of riding atop Squigs was born and the first mob of Squig Hoppers soon followed. Now 
  Squig Hoppers are held in awa by other Night Goblins. They are undeniable daredevil bravados to leap upon a ferocious 
  Cave Squig - the ravenous beasts are more than capable of swallowing a Night Goblin whole (which they do time to 
  time). 
   
  Gnoblar Rihonoxen (skill tests with a -10 penalty, with possibility to be trampled): Rhinoxen are huge, hairy cave-
  beasts with giant horns, used sometimes by Gnoblars to pull their traiding caravans and chariots (also war engines). 
  Sometimes an especially pompous or foolhardy Head Honcho (Boss) will keep a Rhinox as his personal pet and do his 
  best to hang onto its back as he guides it into battle, often shortly before being trampled to death by it. 
   
  Gnoblar Pickback Riders (average skill test, no risks): These are not really true ridaz. Actually they are something 
  most other Greenskins, except Snotlings, found just silly. Gnoblars take part in many obscure and dangerous sports; 
  among the most popular of these is "pig jousting". Two Gnoblars sit across from each other on the back of pigs with large 
  spears and charge at each other in an attempt to unseat their opponent. When a Gnoblar horde goes to war, some 
  Gnoblars will attempt to play "pig jousting" with the enemy. Real pigs will not siffice in the intense circumstances of 
  warfare so instead Gnoblars ride atop each other in a "piggy-back" manner using their same "pig-jousting" tactics to slay 
  (or at least irritate) the enemy. Gnoblars ridden are usually the toughes and strongest, which means Greenskin Brutes.  
   
  Special: This career is only open for Gnoblars, Goblins, Orcs and Black Orcs. 
  Career Entries: Arrer Boy, Brewboy, Craffter, Greenskin Brute, Greenskin Sneak, Greenskin Tunnel Runner, Wall 
  Drummer 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +5 
  +10 
  +5 
  - 
  +10 
  - 
  - 
  +10 
  - 
  +2 
  - 
  - 
  - 
  - 
  - 
  - 
  Skills: Animal Care, Animal Training, Charm Animal, Dodge Blow, Drive or Ride, Outdoor Survival, Silent Move  
  Talents: Combat Driver [NEW] or Greenskin Daredevil [NEW], Specialist Weapon Group (Throwing), Specialist Weapon 
  Group (choose one: Entangling, Flail, Sling, Two-handed) 
  Trappings: Medium Armour (one piece of mail, two pieces of leather), Spear, Javelin, Bow with 10 Arrows (or more 
  Javelins or Blowpipe or Sling with stones) 
  Career Exits: Arrer Boy, Beast'erder, Brewboy, Craffter, Greenskin Brute, Fanatic, Greenskin Sneak, Greenskin Tunnel 
  Runner, Warboss 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Dok (Basic) 
  Academic 
   
  Dokz, or Painboyz, are responsible for fixing injuries among the Greenskins. In their best they are about sadistic barber-
  surgeons. They are relative untrained, but eventually learn batching of other Greenskins through failure (and death). As 
  with some other, very rare, Greenskins some individuals among them just strangely learn these skills. These are usually 
  called as Oddboyz. It's also no wonder that Dokz are good torturers among the Greenskins. Besides Shamans, the Dokz 
  are usually the most intelligent Greenskins. 
   
  Special: This career is only open for Gnoblars, Goblins, Orcs and Black Orcs. Even Black Orcs have the best wits and 
  abilities for this career, they rarely become Dokz. They like to leave this type of menial jobs for the "lesser" Greenskins. 
  Snotling tribes commonly have minor Shaman, who has needed healing abilities. 
  Career Entries: Brewboy, Craffter 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +5 
  - 
  - 
  +10 
  +5 
  +10 
  +10 
  +5 
  - 
  +2 
  - 
  - 
  - 
  - 
  - 
  - 
  Skills: Common Knowledge (Greenskins), Consume Alcohol, Heal, Perception, Search, Torture, Trade (Apothecary) 
  Talents: Greenskin Surgery [NEW], Savvy 
  Trappings: Leather apron, basic medical instruments (blades), herbs, pestle and mortar. 
  Career Exits: Brewboy, Craffter, Greenskin Brute, Driva an Rida, Fanatic, Greenskin Shaman, Greenskin Sneak, Mad 
  Dok 
   
   
   
  Fanatic (Basic) 
  Warrior 
   
  Fanatics, Madboyz, are just crazed individuals that usually get themselves intoxicated with various fungus brews. They 
  are sometimes holded down by their mob-mates until finally released against the enemy. Fanatics are Greenskin 
  berserkers, wild, unstable warriors that wield huge weaponry spinning crazily and recklessly hitting everything from their 
  comrades to enemies. Most famous are Night Goblin Fanatics, also Savage Orcs and more primitive Goblins have 
  Fanatics. Probably it is not suprise that many of the dreaded Doom Divers (Doom Diver Catapult) are Fanatics. 
   
  Special: This career is only open for Gnoblars, Goblins, Orcs and Black Orcs. Use various brews and other intoxicating 
  substances regularly. 
  Career Entries: Arrer Boy, Boatboy, Brewboy, Craffter, Dok, Drive and Rida, Greenskin Brute, Greenskin Sneak, 
  Greenskin Tunnel Runner, Wall Drummer 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +10 
  +5 
  +10 
  +5 
  +10 
  - 
  +5 
  - 
  - 
  +2 
  - 
  - 
  +1 
  - 
  - 
  - 
  Skills: Consume Alcohol, Dodge Blow, Intimidate 
  Talents: Deadly Whirlwind [NEW], Frenzy, Hardy, Specialist Weapon Group (Flail or Two-handed), Stout-hearted 
  Trappings: Light Armour (one piece of leather), Flail or Two-handed weapon, narcotics or fungusbrew 
  Career Exits: Driva an Rida, Nob, Warboss 
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Greenskin Brute (Basic) 
  Warrior 
   
  Brute is the most common career among the Greenskins. Basic brutes make most of the Greenskins. They are tough 
  warriors trained for battle. Fighting is what they do best and this means mostly melee combat. Average Goblins, Orcs, 
  Savage Orcs, Night Goblins, Ganggobz, Gnoblar Fighters, Gnoblar Woodbellies, Gnoblar Bullies...etc. are all Brutes.  
   
  Special: This career is only open for Gnoblars, Goblins, Orcs and Black Orcs. 
  Career Entries: Arrer Boy, Boatboy, Brewboy, Craffter, Dok, Driva an Rida, Greenskin Sneak, Greenskin Tunnel Runner 
  Main Profile 
  Secondary Profile 
  WS 
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  Int 
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  Fel 
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  TH 
  M 
  Mag 
  IP 
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  +15 
  +5 
  +10 
  +10 
  +5 
  - 
  - 
  - 
  +1 
  +2 
  - 
  - 
  - 
  - 
  - 
  - 
  Skills: Consume Alcohol, Dodge Blow, Intimidate 
  Talents: Hardy, Street Fighting, Strike Mighty Blow, Strike to Injure, Specialist Weapon Group (Flail or Two-handed) 
  Trappings: Medium Armour (one piece of mail, two pieces of leather), hand weapon or Choppa, Shield or Flail or Two-
  handed weapon 
  Career Exits: Arrer Boy, Boatboy, Driva an Rida, Fanatic, Greenskin Sneak, Nob, Warboss 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Greenskin Shaman (Basic) 
  Academic 
   
  An Greenskins Shaman is a living conduit to Gork and Mork and can wield such arcane might that even the crustiest old 
  Warbosses have to be impressed. The power of a Shaman comes not just from the Winds of Magic, or 'da Great Green' 
  as greenskins know it, but also from the raw energy radiated by their fellow Greenskins. As they advance into battle, the 
  Waaagh! energy rises, allowing a Shaman to focus that force through the power of his mind. What erupts out of the 
  Shaman are spells as brutal as the Greenskins themselves. 
   
  While an Shaman can mystically squash a foe in a variety of ways, he is at times unable to attend to is own bodily needs. 
  It is as if being so close to the powers of the Greenskin gods is enough to unhinge a Shaman's mind. Inarguably 
  Shamans are a bit mad, being prone to trances and sudden spasms of fitful dancing. This embarrassing behaviour can 
  cause scenes around the camp that are awkward at best. Other Greenskins typically look the other way during such 
  moments and many Black Orcs refuse to even acknowledge a Shaman's presence. 
   
  While Orc Shamans tend to be seen as trance-addler buffoons, Goblin Shamans are cagey and cunning, if no less odd. 
  Many Shamans, especially Goblin Shamans, work their way into a top position, either directly advising the Warboss or 
  even taking the command role themselves. 
   
  The supertitious primitive Greenskins observe even more rituals, and put up with even more bone-rattling, feather-waving 
  dances by their mumbo-jumbo-chanting Shaman. As the Shamans provide the magical warpaint that protects them, such 
  activities are generally accepted. If there is any kind of change that the magic ju-ju work, the Greenskins will put up with 
  any amount of shamanistic prancing. 
   
  Special: This career is only open for Snotlings, Gnoblars, Goblins, Orcs and Black Orcs. Snotlings Shamans rarely 
  advance beyond this Tier. Gnoblar Shamans are very rare and they rarely neither advance beyond this Tier. See more 
  information from Chapter XXX: Waaagh! Magic. 
  Career Entries: Brewboy, Craffter, Dok 
  Main Profile 
  Secondary Profile 
  WS 
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  Int 
  WP 
  Fel 
  A 
  W 
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  Mag 
  IP 
  FP 
  - 
  - 
  - 
  +5 
  +5 
  +10 
  +10 
  +10 
  - 
  +2 
  - 
  - 
  - 
  +1 
  - 
  - 
  Skills: Channelling, Charm, Common Knowledge (Greenskins), Heal, Magical Sense, Performer (Dancer), Speak 
  Language (any one), Trade (Herbalism) 
  Talents: Petty Magic (Waaagh!) [NEW], Public Speaking 
  Trappings: Simply robes, Staff, symbols 
  Career Exits: Greenskin Great Shaman 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Greenskin Sneak (Basic) 
  Ranger 
   
  Sneaks, or Mappboyz, are scouts, hunters, trappers, skirmishers, spies, thiefs, foragers, gamblers ("Cheetin' Git"), Squig 
  hunters and "assassins" of the Greenskin tribes. They have lesser amount of combat skills, but they have alot more other 
  skills, which makes them good in skulduggery and stealth. They pride themselves on their (sometimes less than brilliant) 
  map reading and navigational skills and some can even navigate by the stars. 
   
  It is not uncommon that Sneak is a former Driva or Rida, or other way around. Mounted sneaks move fast and special 
  creatures like Giant Spiders can be used to silently and effortlessly clamber up and over wooden palisades or even high 
  stone walls. 
   
  Special: This career is only open for Snotlings, Gnoblars, Goblins and Orcs. 
  Career Entries: Arrer Boy, Boatboy, Brewboy, Craffter, Dok, Driva and Rida, Greenskin Brute, Greenskin Tunnel 
  Runner, Wall Drummer 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +5 
  +5 
  - 
  +5 
  +5 
  +5 
  +5 
  - 
  - 
  +2 
  - 
  - 
  - 
  - 
  - 
  - 
  Skills: Concealment, Follow Trail, Navigation, Outdoor Survival, Perception, Pick Locks or Sleight of Hand, Scale Sheer 
  Surfaces, Set Trap, Shadowing or Swim, Silent Move, Search or Gamble 
  Talents: Specialist Weapon Group (choose one: Entangling, Sling, Throwing) 
  Trappings: Light Armour (one piece of leather), hand weapon, Javelin, Bow with 10 Arrows (or more Javelins or Web or 
  Sling with stones) 
  Career Exits: Beast'erder, Boatboy, Brewboy, Craffter, Greenskin Brute, Greenskin Tunnel Runner, Driva an Rida, 
  Fanatic, Wall Drummer, Warboss 
   
   
   
  Greenskin Tunnel Runner (Basic) 
  Ranger 
   
  Tunnel Runners are used in large underground Greenskins lairs to send communication between sections of the hold. 
  They are very much similar as Dwarfen Runebearers, except much more unrealiable. A Tunnel Runner will often flee 
  rather than fight anything he faces in the nastier tunnels, probably a wise choice but one earning Tunnel Runners the 
  nickname of "running jeebies". Jeebies are sometimes forced above ground when tunnels collapse or are taken by 
  hostile forces or any of the nastier creatures that can (and do) stalk some of the deeper Greenskin tunnels. 
   
  Also outside messengers are often called as Tunner Runners. It is not uncommon that Tunnel Runner becomes Rida in 
  outside. They also learn Greenskin Drumming code. 
   
  Special: This career is only open for Snotlings, Gnoblars, Goblins and Orcs. 
  Career Entries: Driva and Rida, Greenskin Sneak, Wall Drummer 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +5 
  +5 
  - 
  +10 
  +5 
  +5 
  +5 
  - 
  - 
  +2 
  - 
  - 
  +1 
  - 
  - 
  - 
  Skills: Concealment, Dodge Blow, Navigation, Outdoor Survival, Perception, Silent Move, Speak Secret Language 
  (Drumming Code), Swim 
  Talents: Flee! Orientation 
  Trappings: Light Armour (one piece of leather), hand weapon, Lucky charm, "Pretty" good boots 
  Career Exits: Driva an Rida, Fanatic, Greenskin Brute, Greenskin Sneak, Wall Drummer 
   
   
   
  
   
   
   
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  Wall Drummer (Basic) 
  Commoner 
   
  Many Greenskin tribes live in large underground caves or in deserted dwarven tunnel systems. The need to 
  communicate over long distances brought up some (for Goblinoid measures) innovative ideas. While Tunnel Runners are 
  used, they can prove to be either too unreliable in the face of grave danger to the tribe or (in the case of Orcish runners) 
  too massive to run through the narrowest tunnels, for example when the main tunnels have been taken by enemies. 
  Therefore a special (and still primitive) communication technique has been developed by some tribes, Wall Drumming.  
   
  Wall Drummers are valuable members of their tribes as they transport important messages in times of danger. Of course, 
  Wall Drumming has also weak points as most tribes have different drumming codes, which sometimes causes fatal 
  misunderstandings. Also, in huge tunnel complexes the drumming can be heard over a very long distance by applying an 
  ear to the tunnel wall, but its source is often much less easy located. In some tribes each patrol 'gang' contains a Wall 
  Drummer. 
   
  Wall Drummers are often called on for Greenskin religious rites and celebrations. During these times they are basically 
  the best what Greenskins have for entertainment - which, again, is not really much.  
   
  Special: This career is only open for Snotlings, Gnoblars, Goblins and Orcs. 
  Career Entries: Greenskins Sneak, Greenskin Tunnel Runner 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +5 
  +5 
  - 
  +5 
  +5 
  +5 
  +5 
  +5 
  - 
  +2 
  - 
  - 
  - 
  - 
  - 
  - 
  Skills: Concealment, Consume Alcohol, Follow Trail, Navigation, Outdoor Survival, Perception, Performer (Musician), 
  Perfomer (any one) or Search, Speak Secret Language (Drumming Code) 
  Talents: Acute Hearing 
  Trappings: Light Armour (one piece of leather), hand weapon, Javelin, Bow with 10 Arrows (or more Javelins or Web or 
  Sling with stones) 
  Career Exits: Brewboy, Driva an Rida, Fanatic, Greenskin Sneak, Greenskin Tunnel Runner 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Advanced Careers (Tier2) 
   
   
  Arrer Boy Boss (Advanced) 
  Warrior 
   
  Arrer Boy Boss is similar to regular Nob, a veteran warrior among the Greenskins, who has specialised to long-range 
  combat. This individual has seen many wars, been among Waaagh! (or few) and has many scars to show. Most 
  experienced Greenskins fall to this career. They are rarely good leaders, but they are very tough and deadly followers. 
  They are bigger, stronger and even fightier than regular Greenskin Brutes. 
   
  Special: - 
  Career Entries: Arrer Boy 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +10 
  +30 
  +15 
  +15 
  +20 
  +5 
  +10 
  +5 
  +1 
  +5 
  - 
  - 
  - 
  - 
  - 
  - 
  Skills: Dodge Blow, Intimidate, Outdoor Survival, Perception, Search, Speak Language (any one), Trade (Bowyer), 
  Trade (Fletcher) 
  Talents: Menacing, Sharpshooter, Sure Shot 
  Trappings: Medium Armour (Full Mail Armour), hand weapon, Javelin, Bow with 10 Arrows (or more Javelins or 
  Blowpipe or Sling with stones) 
  Career Exits: Nob, Warboss 
   
   
   
  Beast' Erder (Advanced) 
  Ranger 
   
  Beast' Erderz, the Pack Masterz, are veteran Drivaz, Ridaz and Sneaks, who are the best trainers and hunters of the 
  monsters among the Greenskin tribes. They have survived years among those beasts. Beast' Erderz are the ones that 
  make capture and train creatures like Giant Spiders, Trolls, Wyverns, Giants, Great Cave Squigs and the horrifying 
  Arachnarok Spiders. 
   
  Some Beast' Erders are called Sneakin' Gitz. They are masters of intelligence and scouting, using the beasts they have 
  trained. Others are called Snortaz, who are the most experienced members of Greenskin cavalry. 
   
  Special: - 
  Career Entries: Driva and Rida, Greenskin Sneak 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +15 
  +15 
  +15 
  +15 
  +15 
  +10 
  +15 
  +10 
  +1 
  +4 
  - 
  - 
  - 
  - 
  - 
  - 
  Skills: Animal Care, Animal Training, Charm Animal, Command, Dodge Blow, Drive or Ride, Follow Trail, Outdoor 
  Survival, Perception, Scale Sheer Surfaces, Set Trap, Silent Move  
  Talents: Beastmaster [NEW] 
  Trappings: Huge robes, mangless, trained beast 
  Career Exits: Nob, Warboss 
   
   
   
   
   
   
   
  
   
   
   
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  Boardin' Boy (Advanced) 
  Warrior 
   
  Boardin' Boyz, or Swashbukklaz, are the biggest, toughest, meanest and drunkest of the sailing Greenskins. Because 
  they are scarred veterans of many sea battles, they have the privilige of being the first over in a boarding action. 
  Experienced sailing Greenskins have adapted few ideas from other races they have encountered. Example they use alot 
  more hooks, blades, peglegs to replaces any previously removed limbs (this could have been lost in a raid, to some sea-
  monster or just to the ships Dok). They also like grog alcohol. Many mimic clothing and style of their victims (sailors hats 
  and head-gear, jackets...etc.) and take pieces of clothing from the dead. Many also use weapons of other races, like 
  Cutlas. Even Boardin' Boyz are experienced sailors, that doesn't mean they are really known for their seamanship. 
   
  Special: - 
  Career Entries: Boat Boy 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +20 
  +20 
  +20 
  +20 
  +15 
  +5 
  +10 
  +5 
  +1 
  +4 
  - 
  - 
  - 
  - 
  - 
  - 
  Skills: Common Knowledge (any one), Consume Alcohol, Dodge Blow, Navigation, Outdoor Surivival, Perception, Row, 
  Sail, Scale Sheer Surfaces, Speak Language (any one), Swim 
  Talents: Menacing, Street Fighting, Strike Mighty Blow, Strike to Injure, Strike to Stun, Specialist Weapon Group 
  (Throwing) 
  Trappings: Light Armour (Leather Jerkin), hand weapon, Bottle of grog, Harpoon ('Arpoonz), "fancy" clothing 
  Career Exits: Nob, Kaptin 
   
   
   
  Endjineer (Advanced) 
  Commoner 
   
  Endjineers are the machine making geniuses and artillerists of the Greenskin tribes. It is these boffins who make the war 
  machines the Greenskins use (and which aren't scavenged from elsewhere), which they are also fully capable of firing 
  given a crew to command (after all, they did design them). They have the highest craft knowledge among the Greenskins 
  that can be achieved. 
   
  Special: - 
  Career Entries: Craffter 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +10 
  +15 
  +20 
  +15 
  +20 
  +20 
  +10 
  +10 
  - 
  +4 
  - 
  - 
  - 
  - 
  - 
  - 
  Skills: Command, Common Knowledge (any one), Evaluate, Gamble, Perception, Search, Set Trap, Speak Language 
  (any one), Trade (Carpenter), Trade (Smith), Trade (choose one) 
  Talents: Very Resilient 
  Trappings: Artisans Tools, Crew 
  Career Exits: Warboss 
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Greenskin Great Shaman (Advanced) 
  Academic 
   
  Great Shamans are the key religious figures of the Greenskin tribes. Under them there could be number of Shamans 
  serving the Greather Shaman. Gork and Mork power, "the Green Spark", is strong in them. They receive stronger visions 
  and inspiration. Their magic is much stronger than normal Shamans. Also they are much more insane in many ways and 
  the power they wield becomes even more wilder and dangerous. Some powerful Shamans may even become leaders of 
  their tribes. 
   
  Special: - 
  Career Entries: Greenskin Shaman 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +10 
  +10 
  +5 
  +10 
  +10 
  +15 
  +20 
  +15 
  - 
  +4 
  - 
  - 
  - 
  +2 
  - 
  - 
  Skills: Channelling, Charm, Command, Common Knowledge (Greenskins), Heal, Intimidate, Magical Sense, Outdoor 
  Survival, Perception, Performer (Dancer), Performer (Storyteller), Ride or Swim, Speak Language (any one), Trade 
  (Herbalism) 
  Talents: Master Orator, Waaagh! Lore (The Small Waaagh!) or Waaagh! Lore (The Big Waaagh!) 
  Trappings: Better robes, Staff, symbols 
  Career Exits: Greenskin Shaman Lord 
   
   
   
  Kaptin (Advanced) 
  Warrior 
   
  Kaptins are Da Bosses in the Greenskin ships. They may use other names they have heard other races to use - like 
  Adm'ruls. And sometimes Kaptins of Orc Hulks are called Hulkbosses. Like with any other Greenskin society, the sailing 
  Greenskins are led by the biggest and brawniest of their kind. These hulking individuals have pummelled their way to the 
  top in a culture where only the strongest survive. Even Kaptins are experienced sailors, that doesn't mean they are really 
  known for their seamanship. 
   
  Special: - 
  Career Entries: Boat Boy 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +25 
  +20 
  +25 
  +25 
  +10 
  +5 
  +10 
  +15 
  +1 
  +5 
  - 
  - 
  - 
  - 
  - 
  - 
  Skills: Academic Knowledge (Strategy/Tactics), Charm, Command, Common Knowledge (any one), Consume Alcohol, 
  Dodge Blow, Navigation, Outdoor Surivival, Perception, Row, Sail, Scale Sheer Surfaces, Speak Language (any one), 
  Swim 
  Talents: Menacing, Public Speaking, Street Fighting, Strike Mighty Blow, Strike to Injure, Strike to Stun, Specialist 
  Weapon Group (Throwing) 
  Trappings: Medium Armour (Full Mail Armour), hand weapon or Choppa, Ship & crew, "fancy" clothing 
  Career Exits: Big Boss 
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Kook (Advanced) 
  Commoner 
   
  Experienced Brewboyz. 
   
  Special: - 
  Career Entries: Brewboy 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +10 
  +10 
  +15 
  +20 
  +15 
  +15 
  +15 
  +5 
  - 
  +4 
  - 
  - 
  - 
  - 
  - 
  - 
  Skills: Evaluate, Command, Common Knowledge (any one), Consume Alcohol, Gamble, Outdoor Survival, Perception, 
  Prepare Poison, Search, Trade (Apothecary) or Trade (Brewer), Trade (Cook), Trade (Herbalist) 
  Talents: Very Resilient 
  Trappings: Ready products (poisons, herbs) 
  Career Exits: Warboss 
   
   
   
  Mad Dok (Basic) 
  Academic 
   
  Mad Dokz are even more sadistic and blood-thirsty than normal Dokz. They are experienced "surgeons", who can treat 
  many problems (most usually wounds). But they have learned the trade of torture also. 
   
  Special: - 
  Career Entries: Dok 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +10 
  - 
  +10 
  +20 
  +15 
  +25 
  +20 
  +10 
  - 
  +4 
  - 
  - 
  - 
  - 
  - 
  - 
  Skills: Evaluate, Command, Common Knowledge (Greenskins), Common Knowledge (any one), Consume Alcohol, 
  Heal, Perception, Search, Speak Language (any one), Torture, Trade (Apothecary) 
  Talents: Strike to Stun, Very Resilient 
  Trappings: Torture euipment & racks, healing herbs 
  Career Exits: Warboss 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Nob (Advanced) 
  Warrior 
   
  Nob, sometimes called also as Bully, is a veteran warrior among the Greenskins. This individual has seen many wars, 
  been among Waaagh! (or few) and has many scars to show. Most experienced Greenskins fall to this career. They are 
  rarely good leaders, but they are very tough and deadly followers. They are bigger, stronger and even fightier than 
  regular Greenskin Brutes. Career includes Gnoblar Manbiters & Groinbiters, Orc and Goblin Boss, Orc Big 'Uns...etc. 
   
  The term "Nob" is believed to be an Greenskin bastardisation of the word "noble". Even Nobz are not rulers they still 
  posses some auhtority amongst other Greenskins, because of their greater-than-average size and strength. 
   
  Special: - 
  Career Entries: Arrer Boy Boss, Beast' Erder, Boardin' Boy, Fanatic, Greenskin Brute 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +25 
  +10 
  +25 
  +25 
  +15 
  - 
  +15 
  +5 
  +1 
  +5 
  - 
  - 
  - 
  - 
  - 
  - 
  Skills: Consume Alcohol, Dodge Blow, Intimidate, Perception, Speak Language (any one) 
  Talents: Menacing, Street Fighting, Strike Mighty Blow, Strike to Injure, Strike to Stun, Specialist Weapon Group (Flail or 
  Two-handed), Wrestling 
  Trappings: Medium Armour (Full Mail Armour), hand weapon or Choppa, Shield or Flail or Two-handed weapon 
  Career Exits: Slayur, Warboss 
   
   
   
  Warboss (Advanced) 
  Warrior 
   
  Greenskins are led by the biggest and brawniest of their kind. These hulking individuals have pummelled their way to the 
  top in a culture where only the strongest survive. The most powerful leaders are known as Warbosses (Honchos and 
  Head Honchos for Gnoblars) and Gang Cheefz, though any number of violent activites, major victories or well-known 
  domains are layered into the commander's title, such as Chief Headtaker, Skullkrumba of da Stunties, or Grand Rula of 
  Spikepeak, Wolf-Khan, Grand Despot, Potentate, Bogtator, Chieftain-King... Longer titles are favoured and the number of 
  bragging rights an Warboss has accumulated can be used to gauge his power level. Warbosses are usually the 
  chieftains of their tribes, but sometimes just advisors and captains under the great Big Boss. 
   
  Special: - 
  Career Entries: Arrer Boy, Arrer Boy Boss, Beast' Erder, Driva and Rida, Endjineer, Fanatic, Greenskin Brute, 
  Greenskin Sneak, Kook, Mad Dok 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +30 
  +10 
  +30 
  +30 
  +10 
  +5 
  +10 
  +15 
  +1 
  +6 
  - 
  - 
  - 
  - 
  - 
  - 
  Skills: Academic Knowledge (Strategy/Tactics), Command, Consume Alcohol, Dodge Blow, Intimidate, Perception, 
  Speak Secret Language (Drumming Code), Speak Language (any one) 
  Talents: Menacing, Street Fighting, Strike Mighty Blow, Strike to Injure, Specialist Weapon Group (Flail or Two-handed), 
  Wrestling 
  Trappings: Medium Armour (Full Mail Armour), hand weapon or Choppa, Shield or Flail or Two-handed weapon, horde 
  Career Exits: Big Boss 
   
   
   
   
   
   
  
   
   
   
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  Advanced Careers (Tier3) 
   
   
  Big Boss (Advanced) 
  Warrior 
   
  Big Bosses are the toughest, meanest and the biggest of all the Greenskins. They truly have survived longer than 
  anyone and become true kings and chieftains of Greenskins. These creatures lead huge Waaaghs! against the enemies 
  of the Greenskins. 
   
  Special: - 
  Career Entries: Warboss 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +40 
  +20 
  +40 
  +35 
  +20 
  +15 
  +20 
  +25 
  +2 
  +9 
  - 
  - 
  - 
  - 
  - 
  - 
  Skills: Academic Knowledge (Strategy/Tactics), Command, Consume Alcohol, Dodge Blow, Intimidate, Perception, 
  Speak Language (any one) 
  Talents: Da Boss [NEW], Lighting Parry, Lighting Reflexis, Quick Draw 
  Trappings: Mighty horde 
  Career Exits: none 
   
   
   
  Greenskin Shaman Lord (Advanced) 
  Academic 
   
  Greenskin Shaman Lords are the mighties, craziest and the deadliest of Greenskin magic-users. Tribal chiefs look to 
  them for advice on nearly everything and they treated with something approaching awe. In some tribes, Shaman Lords 
  become chiefs themselves. A few become powerful enough that they dominate several tribes and have many lesser 
  Shamans in their service. 
   
  Special: - 
  Career Entries: Greenskin Great Shaman 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +15 
  +15 
  +10 
  +15 
  +15 
  +20 
  +25 
  +20 
  +1 
  +6 
  - 
  - 
  - 
  +2 
  - 
  - 
  Skills: Channelling, Charm, Command, Common Knowledge (Greenskins), Heal, Intimidate, Magical Sense, Outdoor 
  Survival, Perception, Performer (Dancer), Performer (Storyteller), Ride or Swim, Speak Language (any two), Trade 
  (Herbalism) 
  Talents: Fearless, Green Spark [NEW], Mighty Missile 
  Trappings: Even fancier robes, Magical item 
  Career Exits: none 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  ©2014 Jackdays 
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  Codex Greenskins: WFRP2 Rules 
  Version 0.5 
   
   
  Slayur (Advanced) 
  Warrior 
   
  Slayurz are the most experienced Greenskins. They are the Champions of their kind. Only one bigger and greater are 
  the Big Bosses. 
   
  Special: - 
  Career Entries: Nob 
  Main Profile 
  Secondary Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  A 
  W 
  SB 
  TH 
  M 
  Mag 
  IP 
  FP 
  +35 
  +20 
  +35 
  +35 
  +25 
  +5 
  +20 
  +5 
  +2 
  +8 
  - 
  - 
  - 
  - 
  - 
  - 
  Skills: Consume Alcohol, Dodge Blow, Intimidate, Perception, Scale Sheer Surfaces, Speak Language (any one) 
  Talents: Da Enemy (choose one) [NEW], Lighting Parry, Lighting Reflexis, Quick Draw 
  Trappings: Heavy Armour (Full Heavy Armour) 
  Career Exits: Warboss 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Codex Greenskins: WFRP2 Rules 
  Version 0.5 
   
  Beastmaster (Talent) 
  Description: You are an expert at training different monstrous beasts (including primitive humanoids, like Trolls, 
  Beastmen, Ymir, but also creatures from Basiliks to Mammoth…etc.). When trying to train these monsters you gain a 
  +20 bonus to Animal Training tests and +10 bonus to Animal Care and Charm Animal tests. Beast or animal you will 
  always gain a +10 bonus to Animal Care tests. 
  Combat Driver (Talent) 
  Description: You are skilled charioteer when it comes to action. Any combat tests in full speed usually gain a -10 or 
  even -20 penalty (both melee and missile; and also to Dodge Blow and any Casting Rolls gain too a -2 penalty). You can 
  subtract up to 20 points from these penalties (this also takes away Casting Roll penalties). 
  Da Boss (Talent) 
  Description: You are an expert when it comes to agitate your horde to Waaagh!. You gain a +10 bonus to all tests 
  related to Waaagh!. You also gain a +10 bonus to Command tests. 
  Da Enemy (Talent) 
  Description: You have become expert of fighting one of the traditional enemies of Greenskins. You gain a +1 bonus on 
  damage rolls with melee and missile weapons against these enemies. Da Enemy is unusual in that it is not one talent, 
  but many and each must be acquired individually. Common enemies are Dwarfs, Humans, Skaven, Undead, Lizardmen. 
  Deadly Whirlwind (Talent) 
  Description: Can only be used during Frenzy-state. You swing wildly with your weaponry, whilring round in circles. You 
  gain a +1 bonus on damage rolls with melee weapons with these reckless attacks. But everytime you roll 90-00 you hit 
  one of your own side - if this is possible (they are close enough). GM decision and random target can be used. Make 
  normal attack. If there is nobody close enough, then make Average Agility Test or you stumble and fall down (knocked 
  down). 
  Green Spark (Talent) 
  Description: You have become master of calling the unstable powers of Waaagh! Energy. You gain a +2 bonus to all 
  Casting Rolls. 
  Greenskin Daredevil (Talent) 
  Description: Similar to Trick Riding Talent, but you are capable of amazing feats on top of traditional Greenskin riding 
  beasts (Giant Spiders, Giant Wolves, War Boars, Squigs...) and also controlling them. You gain a +10 bonus on Animal 
  Training and Ride tests on these beasts. 
  Greenskin Surgery (Talent) 
  Description: Even to the most skilled Greenskin "Surgery" is just brutal torture, with good possibility to death (or loosing 
  limbs), eventually you may learn something. Also highly regenerative Greenskin psychology helps little - Greenskins just 
  can take more pain and bleeding than most other races. You gain a +10 bonus on Heal tests. 
   
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Kalevala/Codex Greenskins.pdf