Age of Fantasy – Orc Army

08/19/2022

Here is the Orc army.

Background Story
Orcs are the largest and strongest version of greenskins, and are known for being brutish and stupid. They are armed with jagged axes and use improvised armor, but mostly they use their raw power to squish their foes. They live in nomadic tribes led by the meanest individuals that fought their way to the top, known as the boss. They rely on constant warring in order to loot for food and equipment and only settle down when they have to resolve tribal disputes.


Orcs are extremely aggressive, barely being able to stand still before a battle as they can’t wait to jump into the enemy and tear them apart. Their biggest strength relies on charging into the blood bath first, whilst also bringing some rather heavy weapons to bear. Anyone standing in the way of their fury better watch out, because Orcs won’t stop at nothing to grab some sweet loot.

Name [size]QuaDef EquipmentSpecial RulesUpgradesCost
Boss [1]3+4+Hand Weapon (A3)Furious, Hero, Tough(3)2 Hand Weapons55pts
Shaman [1]5+5+Hand Weapon (A1)Furious, Hero, Tough(3), Wizard(1)45pts
Giant Boar Rider[1]3+3+Hand Weapon (A1), Tusks (A3, AP(1))Fast, Furious, Impact(4), Tough(3)80pts
Orcs [3]5+ (+4 Sergeant)5+Hand Weapons (A1)FuriousSergeant35pts
Orcs [3]5+ (+4 Sergeant)5+Hand Weapons (A1)FuriousSergeant35pts

Special Rules

AP(X): Enemy units taking hits from weapons with this special rule get -X to Defense rolls.

Fast: Units with this special rule move 9” when using Advance actions and 18” when using Rush or Charge actions.

Furious: Whenever a model with this special rule charges an enemy it gets +1 attack with a weapon of your choice.

Hero: Friendly units within 12” of a model with this special rule may use its quality for morale tests instead of their own, as long as it is not Stunned.

Impact(X): Whenever a model with this special rule charges it deals X automatic hits.

Rending: Whenever you roll an unmodified to hit result of 6 whilst using this weapon that hit counts as having AP(4) and it ignores the Regeneration rule.

Tough(X): Models with this special only roll to check wound effects once they have taken at least X wound and are only Knocked Out on rolls of 5+X or more. When Stunned and charged or hit by shooting, they take one wound instead of being Knocked Out, unless they already have X or more wounds.

Wizard(X): Models with this special rule may cast one spell at any point during their activation before attacking. To cast a spell select one from the wizard’s army list, pick a target in line of sight, and roll D6+X. If the result is equal to or higher than the number in brackets, then you may resolve the spell’s effects. Spells may target a single unit or split their hits/wounds or bonus/penalties evenly among all friendly/enemy units within 6” of a single model (target picks how). Enemy wizards within 18” and line of sight may also roll D6+X at the same time, and if the result is higher than that of the casting wizard, then the spell’s effects are blocked instead. Note that each wizard may only either try to cast a spell or try to block a spell each round.

Here is the entire 250-point Orc Army. There are 9 figures in this group, all of them are melee except the Shaman.

Here are the Boss and the Shaman. The shaman I believe is from Massive Darkness and the Boss is the pale orc from the Hobbit movies. (I think it was on a Heroclix base when I found it).

The Boss gets 3 attacks and is good in a fight. The shaman has a list of spells that is half for enemies and half for his team.

Wizard Spells
Evil Gaze (4+): Target a friendly unit within 12” gets Stealth next time it’s shot at.
Burst (4+): Target an enemy unit within 6” must take a dangerous terrain test.
Magic Fists (5+): Target a friendly unit within 12” gets Rending in melee next time it fights.
Headbutt (5+): Target an enemy unit within 12” takes 1 hit with AP(4) and Deadly(3).
Let’s Go (6+): Target a friendly unit within 12” may immediately move by up to 6”.
Godly Foot (6+): Target an enemy unit within 12” takes 4 automatic hits with AP(2).

Here are the two groups of Orcs (three to a group). Each group has a Sergeant leading them that is a little better at attacking. All of these miniatures are from Massive Darkness.

Finally, we have the Giant Boar Rider. I am using this Mage Knight figure of an Orc on the back of an armored lizard/turtle as a good stand-in. This is the better figure for the attack with a lot of attacks (4 total) and good damage output. The downside is that everyone will know this is the big bad of the army and probably focus a lot of attacks on it, although it does save on 3+.

Keep on gaming!

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