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"Greenskins" is a general term used to call the various races of green-skinned barbarians who scourge the lands everywhere in the Warhammer world. The most prominent greenskins are the Orcs, warlike and diverse in their culture, and the cowardly and vicious Goblins. Orcs and Goblin tribes come in many varieties but they all share enormous numbers, natural aggressivity and the worship of their gods Gork and Mork. A good number of infamous Greenskin warleaders have made a name for themselves, most notably Skarsnik of the Crooked Moon Night Goblins and Grimgor Ironhide the Black Orc.
The Orcs and Goblin WAAAAGH! field a staggering variety of troops, reflecting their diversity in the lore. One constant is that they come in numbers and prefer to go into close-quarters combat, but are rather unreliable and undisciplined. Other than that, one may face different troops, from tough Orcs to the elite Black Orcs, the cowardly but underhanded Goblins, varied monsters over which they have shaky control and shoddily built war machines with great potential for both success and disaster.
The Orcs and Goblins have no real allies and only wish to bring destruction to the entire World. Nonetheless, Greenskins have little need for allies because of their numbers, and are too unruly to unite amongst themselves anyway, almost fighting among themselves as much as they fight the other races.
- Amazing Technicolor Population: While all Orcs and Goblins are green, the exact shade depends on a number of factors including environment and sub-species. The smaller species of Greenskin, such as Goblinsnote and Snotlings, tend to have a lighter shade to their skin, while their larger Orc cousins have darker shades with the mighty Black Orcs having skin so dark it could pass off as being black. Some background material also mentions other sub-species that have stranger skin tones, such as the Fire Kobolds of the Red Cloud Mountains who are said to have red and orange tinged skin, although some scholars believe that this could just be war paint.
- Authority Equals Asskicking: Goes both ways. The most powerful orcs tends to become the leaders but they also absorb more Waagh! energy because they are the leaders and grow bigger because of it. In game, the Orcs and Goblins are one of the factions whose leaders have natural stats increase the most compared to the footsoldiers.
- Ax-Crazy: They live to fight and are only really happy when they're having a punch-up. They exist only to crack skulls and don't care whose very much.
- Bald of Evil: The vast majority of Greenskins are bald, although the reason is unclear. The occasional model will bear a top-knot.
- Battle Cry: All Greenskins know and are known by their iconic warcry "WAAAGH!". In game, the Greenskin general can declare a Waaagh! once per battle and when charging someone, providing a bonus to combat resolution.
- Beware the Silly Ones: Greenskins are over-dramatic, not very bright, dress in whimsical and colorful outfits and are very Laughably Evil overall. None of those traits are good reasons to underestimate the unthinkable devastation the Greenskins are capable of, nor makes them funny to the people caught in the path of their rampages.
- Bizarre Alien Reproduction: Greenskins are fungal creatures that reproduce via spores. This serves to explain why the Greenskins outnumber every race in the Old World save the Skaven and why they're nigh-incapable of being eradicated despite constant efforts to do so.
- Blood Knight: They're perpetually angry if they're not in a fight right now. So it's safe to say they're the happiest race in Warhammer.
- Brutish Character, Brutish Weapon: Orcs, a culture of ferocious and brutal warriors, are usually depicted wielding an assortment of axes and cleaver-like blades called choppas.
- Confusion Fu: One of the most notable characteristics of the Orcs and Goblins is how random their units are, preventing the enemy from ever having a foolproof strategy against them. Will that unit pull off the flank charge you intend to do, pivot on the spot to engage a closer but less dangerous opponent, or throw weasels at the nearest friendly unit? Will that Squig Herd trample that unit or break and explode into a savage whirlwind of teeth? Where the hell will that Fanatic go? The Greenskin player doesn't know and neither will their opponents.
- Conlang: Greenskin language is a Newspeak variant of the troops, Orcs using variants of human words but "orcified" to accommodate their heavy accents. Swords become "choppas", "men" become "boyz" or, more famously, "war" is turned into "WAAAGH!", the screaming part being obligatory.
- Dirty Coward: Most Goblins are tiny and understandably easy to frighten. They are much more interested in uneven fights and inflicting pain on anything weaker than them. In-game, most Goblins have have a lower leadership score than Orcs usually do, and a much lower score than more disciplined factions like Elves or Dwarves have.
- The Dividual: In theory, the Orc gods Gork and Mork are two distinct entities with (theoretically) different personalities and interests. In practice, they're so strongly associated with each other that they're never seen apart or mentioned independently, and on the occasions where they show in person they're entirely indistinguishable anyway.
- Elite Mook: Strength and fighting ability varies among Orcs, and the bigger Orcs tend to gather into units of Big Uns to bash more heads together. One unit of Orcs in any given army can become Big' Uns, receiving a bonus to Weapon Skill and Strength to signify that they are tougher and stronger than the average boyz.
- Enemy Civil War: The Greenskins are in a constant state of this, which is often stated to be the sole reason they haven't conquered the world... yet.
- Even Evil Has Standards: Even the common Goblins (who will cheerfully eat each other when the chips are down) think the Hobgoblins are treacherous bastards and will shoot them on sight.
- Fantastic Caste System: Greenskin society is divided according to who is the killiest. At the top reign Bosses, Big Bosses and Warbosses who are the toughest and strongest of their species. Under them are the Boyz who, depending on what unit they are in, benefit from varying standing in the tribe. Beneath the Orcs come the Goblins or "Gobbos", and then the Snotlings who are pretty much pets or slaves depending on the mood. Because of this caste system based on pure brawniness, the Orcs & Goblins benefit from the Size Matters rule, as any unit considered bigger than routing units assumes that whatever made the smaller Greenskins run isnt necessarily that tough. So, Orcs are immune to Panic caused by Goblins and Goblins are immune to Panic caused by Snotlings.
- Fantasy Counterpart Culture: The speech patterns and slang of the Orcs are patterned after British soccer hooligans.
- Fantastic Vermin: Snotlings, tiny goblinoid beings, are the primary vermin of orc and goblin settlements, which they infest in great swarms that crawl in every nook and cranny, meddling with everything they find and stealing every object small enough for them to carry.
- Fantasy Pantheon: The Greenskins worship some number of gods, but none so fervently as their two Top Gods, Gork and Mork, who represent the ideals that all Orcs aspire to be. While Gork is brutal but kunning, Mork is kunning but brutal (or is it the other way around?). The Forest Goblins worship an additional deity in the form of the Spider God, which serves as their specialized patron.
- Full-Boar Action: Orcs disdain horses since they are not killy enough but make ample use of War Boars as either cavalry steeds or chariot beasts. Wild Boars have a bad temperament and it is not rare for a rider to be gored by his own mount. War Boars are slower than horses but have Toughness 4 and their Thick-skinned rule grants a +2 bonus to armour save. Their tusks also grant them a Horn Attack so they get +2 Strength on the charge.
- Funetik Aksent: As is standard for greenskins in Games Workshop products, orc-speech is reproduced in broken English and often includes Xtreme Kool Letterz.
- Golem: The Orcs have a unit called a Rogue Idol, which is a massive pile of rocks animated by the power of Gork (or Mork, the Orcs aren't picky) to crush foes.
- Grievous Harm with a Body: Goblin Doom divers. They fire goblins with catapults, and then the flying gobbos (equipped with a spiky hat) use wings to try steering themselves. In-game, having a Doom Diver hit an enemy unit is quite random but they inflict D6 Strength 5 hits.
- Horse of a Different Color: Goblins do not have normal cavalry but have Wolf Riders, which are Fast Cavalry who obviously ride on wolves with Movement 9. For their part, the Night Goblin ride Squig Hoppers with 3D6 Random Movement.
- The Horde: The greenskins take to this trope more than any other faction. Any group of greenskins larger than a small tribe inevitably turns into a rampaging, nomadic horde of bloodthirsty savages and lumbering monsters out to fling itself at the toughest things it can find and tear them to the ground, leaving nothing but burned ruins in its wake.
- Horns of Barbarism: Orcs, especially warlords and other leaders, tend to sport large helms adorned with the horns of large animals.
- Humans Through Alien Eyes: A breakdown of Greenskin relations with every other faction:
- Empire: Weak gitz dat deserve ta get stomped. Sometimes dey can be a gud fight, like if deyz got lotz of boomy barrels an' magic an' Stunty-made choppas or what 'ave ya, but usually dey don't.
- Dwarfs (or Stunties): Gud fights, even better loot. Boyz been fightin' da Stunties a long time an' so dey wanna fight us more than anyfink else in da world.
- Bretonnia: Like da Empire but less loot. If you see da fancy gits on da horses, ignore da runtier gitz and go fer them coz deyz da best fights.
- High Elves: Great loot an' great fights, but watch out coz boyz don't come back if da fancy gitz win fer some reason. Gobboz get scared of dem so ya need ta be even scarier ta keep 'em in da fight!
- Dark Elves: Great fights but watch out cos deyz sneaky gits. Sometimes dey don't wanta fight and dey pay us ta fight for 'em, but dey always fight us sooner or later, which don't matter ta us.
- Wood Elves: Super sneaky elf gits who sit in da trees and shoot arrers, not gud fights. Sometimes da trees fight too, deyz gud fights and da wood is gud fer chariots and rock chukkas an' what have ya.
- Ogres: Really, really gud fights, and sometimes dey even pay Orcs ta fight fer em and dey have gud loot.
- Lizardmen: Da scaly boyz iz dead killy, brilliant fights. Shame dey never have any gud loot unless you attack da rare cities wif lotz of gold in 'em. When ya take der gold, dey getz real mad an' keep comin' fer yer fer fightz, which iz gud, yeh?
- Vampire Counts: Bludd-drinkaz is really great fights like scaly boyz and Ogres. Da dead-uns, not so much, dey keep gettin' back up and dey never have any gud loot. Sometimes da bludd-drinkaz gotz gud loot but dat loot is weird and tries to talk to ya so I dunno any boyz hang on ta it fer long.
- Skaven: Not gud fights at all, dey are weaker gitz than even da humies. Dey gotz great loot though, and coz deyz so many, you never want fer food when you win.
- Warriors of Chaos: DA BEST FIGHTS OF ALL! Da spiky boyz are dead 'ard, more dan da bludd-drinkaz and da scaly boyz and da Stunties, and like fighting almost as much as da boyz do! Great loot too!
- Impossible Thief: The Goblin warboss who styles himself as the Great Grif, Snazgit Nosepicker, once defeated the chariot-heavy Bonerattlerz tribe by stealing or sabotaging every wheel in their army.
- Klingon Promotion: The way the Greenskin army hierarchy works — if an Orc wants to be the tribe's Warboss, he has to pick a fight with and kill the current boss. If a tribe is newly formed and doesn't have a boss or the boss died to a non-Orc, then he'll still have to fight and kill all the other Orcs who think they should be the boss.
- Magic Mushroom: Goblin Shamans have access to magic mushrooms that boost their magical power so in game they may add 1 dice to casting attempts but risk ingesting a poisonous mushroom instead, suffering a wound with no save allowed.
- Might Makes Right: The entire mindset of Greenskins when it comes to relationships between each other. The strong decide everything and runty weaklings have no say on the matter.
- Morton's Fork: The problem when dealing with Greenskin raids is that the Orcs love to find people who can put up a good fight against them. Manages an extremely successful defense? Now multiple Greenskin tribes will want to get a piece of the action by trying to invade themselves. Think you can hunt them down and stop their raids at the source? Their ridiculously fast reproduction makes wiping them out almost impossible, and all it'll accomplish is the other tribes planning out their own attacks so you'll go after them too because you've demonstrated that you're a Worthy Opponent. Eltharion the Grim found this out the hard way.
- Names to Run Away from Really Fast: Orcs tend to have threatening last names. Monikers like "Throatcrusha" and "Neckbreaka" adorn orcs and usually tell their preferred method of killing people.
- No-Holds-Barred Beatdown: Orcs use heavy weapons named Choppas, which are quite crude and dull but the Orcs more than make up for it by violently bashing enemies with them. On the first turn of a close quarters battle, units with Choppas have +1 bonus to Strength.
- Not So Stoic: Depending on the Writer, but some sources state that greenskins are capable of forming genuine emotional attachments, despite their rather stunted sense of empathy. This results in their actually being upset when that favored individual inevitably gets killed. The strongest example of this in canon is the Night Goblin Skarsnik, who displays a most un-goblinoid affection for his monstrous cave squig pet, Gobbla.
- Our Giants Are Different: Giants are towering, dim-witted and perpetually drunk brutes resembling humans several stories in height, and often join orc armies as bruisers and very heavy hitters. Giants enjoy following greenskins because they give them steady access to a constant stream of battles, food and alcohol, while orcs enjoy keeping giants around because they're very useful in battle and because they're everything they themselves want to be — huge, strong and unburdened by thought.
- Our Goblins Are Different: Small, green, devious and shamanistic; most get pushed around by Orcs. Forest Goblins ride spiders, Night Goblins live underground and enter a berserker rage by drinking mushroom brew. Related to Mongol-esque Hobgoblins, Ogre-abetting Gnoblars, and tiny expendable Snotlings who are so pathetic that most players appear to have sympathy for them. Below the Goblins are the Snotlings, really diminutive Greenskins who have brains the size of peas and are treated as pets by Orcs. Goblins on the other hand, do not appreciate these creatures as they not only compete for stealing things but are still intelligent enough to point an Orc to a Goblin who stole his goods.
- Our Kobolds Are Different: The background material for some editions mentions that Kobolds are a sub-species of Goblin with longer arms and smaller hips that give them a crooked appearance. While they have never been officially represented on the tabletop, one White Dwarf article for the game's 6th Edition did include unofficial rules for Fire Kobolds that have a red patches on their green skin, spit fire and are resistant to heat.
- Our Orcs Are Different: Big, green, tusked, dumb, mono-gendered Proud Warrior Race Guys who leave the thinking to the goblins. Black Orcs, meanwhile, are smarter, more focused, more organized, and generally pretty brainy in comparison. Fortunately, they're also rarer, so they tend to be tribe leaders rather than hordes of their own. Warhammer is a major Trope Codifier for Orcs being bright green.
- Our Trolls Are Different: The Orcs and Goblins often ally with Trolls, fielding them by luring them with meat or Snotlings on the battlefield. Trolls themselves come in several kinds. All have a Healing Factor and thus the Regeneration rule, are utterly Dumb Muscle so are subject to Stupidity checks, and have a Troll Vomit attack, allowing them to switch all attacks to one attack with no armour saves allowed. River Trolls have the River Strider and Marsh Strider and and inflict a -1 penalty to hit them. Stone Trolls have stoney skin and Super Toughness, giving them Magic Resistance and Scaly Skin.
- Our Wyverns Are Different: Orc chieftains often ride Wyverns, smaller and armless relatives of dragons that lack their larger relatives' intelligence and fiery breathe but instead possess poisonous stingers.
- Psychopathic Man Child: An entire species of them. They fight wars because it's a fun game to them, pick on anything smaller than them and get really mad when they fight and lose repeatedly.
- Red Eyes, Take Warning: Greenskin eyes are said to flare up red whenever they are angry. Since they are angry most of the time, they effectively have red eyes.
- Right Makes Might: Greenskins follow the command of whoever is the largest and strongest among them. Greenskins who are in command tend to physically grow in size and power as they are empowered by the support of their underlings. Because the Greenskins believe that Might Is Right, that makes this trope applicable From a Certain Point of View.
- Shorter Means Smarter:
- Goblins are marginally more intelligent than Orcs. However the trope isn't played entirely straight; while Goblins are smarter than Orcs, in many ways their minds are much weaker, reflected in the game partly by their woeful leadership and partly by their lack of psychic strength (on the battlefield Orc Shamans can draw mental energy from the massed Orc troops while Goblins' minds provide far less power.)
- Averted by Snotlings, who are smaller than Goblins but barely even sapient.
- Inverted with Black Orcs, who are bigger and smarter than regular orcs.
- Siege Engines: Greenskins make use of crude engines such as the Rock lobbers, catapults launching rocks at the enemy troop, usually manned by Goblins overseen by a crippled Orc. They also have bolt throwers in the form of the Spear Chukkas. They stole the ideas for these weapons from the Dwarfs after getting shot at by Dwarfen artillery enough times.
- Sinister Schnoz: Goblins and Snotlings have voluminous crooked noses, and both species are sneaky and vicious killers, if not cowardly.
- Squishy Wizard: Averted in Orc Shamans, whose natural constitution means that attacking them is still a dangerous proposition. On the other hand, the Shamans are also just as dangerous to themselves as to others since they have a worse control over their magical abilities.
- Suicide Attack: One of the weapons the Goblins constructed is called the Doom Diver. When using it, goblins load themselves onto a catapult and launch themselves at their enemies. Naturally, the goblin dies upon impact, but he takes a few enemies with him.
- Transplanted Aliens: They're said by some of the fluff to have been accidentally introduced to the planet as spores that hitched a ride on the Old Ones' starships.
- War God: Gork and Mork, being the patron deities of a race of barbarians who live only to fight, are gods of physical combat, ferocity and aggression, and encourage the Greenskins to likewise be aggressive, fearsome and always ready to make war.
- We ARE Struggling Together: The Greenskins are so aggressive they are very prone to start infighting for the pettiest of reasons. Indeed, they love a good fight and seek any means to get stuck in. It makes the Greenskin units rather unreliable on the tabletop with a near faction-wide Animosity rule causing all units with this rule to, on a roll of 1 on D6, suffer animosity and either squabble with each other or attack an allied unit nearby, rarely declaring an immediate charge against the enemy.
- Why Did It Have to Be Snakes?: Goblins have an aversion against fighting Elves since they are haughty, unnatural and "stink funny". As a result, all Goblins are subject to Fear against Elves of all kind, except when Grom the Paunch is present.
- Zerg Rush: Orcs usually do not bother with tactics and prefer to form a big wave of infantry that crashes against the enemy ranks, counting on their numbers and natural strength to prevail. These strengths already make the Greenskin tribes quite dangerous, and when the occasional Warboss decides to learn about the basics of this "tactics" thing humies keep shouting about, he risks taking enemy commanders by surprise and can actually threaten to topple whole empires from the sheer shock value.
Black Orcs are the elites of the Orcish race, and are much larger, stronger and fiercer than their kin. In personality and outlook, they are in many ways the opposites of other Orcs — while your typical Greenskin horde is chaotic, undisciplined, shoddily equipped and prone to running when things turn sour, Black Orcs are disciplined, well-trained, clad head-to-toe in heavy armor and equipped with superior weapons, and extremely difficult to break. Luckily for everyone else, Black Orcs are very rare, and are much likelier to be found as leaders and small elite forces within the warbands of other greenskins.
- Battle Thralls: They were created by the Chaos Dwarfs to be an improved version of this. The Black Orcs weren't okay with it.
- Consummate Professional: Their hat. Unlike the other undisciplined bunches of gits, Black Orcs are dead serious about waging war. As a consequence, they train, take adequate weapons and armor with them always and maintain them, and have no discipline problems. In-lore, they are The Stoic. In-game, they are Immune to Psychology. Black Orc war leaders have also little patience for the antics of their inferior brethren and have the Quell Animosity rule so that the unit they are in suffers a random number of hits to cancel Animosity, representing said Black Orc bashing some skulls to reestablish discipline.
- Elite Mooks: They're easily the best and most expensive melee infantry of the Greenskins, and their rarity means that, instead of being found as tribes of their own, they typically tend to act as a core of elite and reliable infantry within other Orc warbands.
- Expy: The Black Orcs are one of the Uruk-hai of The Lord of the Rings, being magically created Orcs designed to be bigger, stronger, smarter, more disciplined and all-around more dangerous.
- Genius Bruiser: Black Orcs are bigger, meaner and tougher than the rest of their kind, and combine that with an intellect capable of matching most human soldiers and a calm enough temperament to be vaguely disciplined.
- Gone Horribly Right: Its precise level of canonicity varies from edition to edition, but Black Orcs were created by the Chaos Dwarfs to be a superior strain of orc, and thusly make better slaves. The Dawi Zharr succeeded in their aim of creating orcs that had superior strength, intelligence, patience and control, but the Black Orcs promptly used those gifts to start a slave revolt against their masters and escaped en-masse.
- Nerves of Steel: Black Orcs are "Immune to Psychology", and consequently do not suffer morale penalties when fighting units that cause Fear or Terror, making them immune to terror routs that can send their less disciplined kin running for the hills when facing monstrous foes while the Black Orcs stand their ground.
- The Stoic: The lore tends to portray them as grim, stoic and serious to a degree notable even among other factions, let alone among the Orcs. The typical Black Orc is humorless, grimly dedicated to battle, and unlikely to be impressed by even the most terrifying or extravagant foes.
- Walking Armory: Black Orcs are Armed to da Teef, carrying with them many weapons to have an answer to any type of battle. In game, Black Orc units can choose at the beginning of a fight what type of weapon they use, either a single weapon and shield, a pair of hand weapons, or a great weapon.
Savage Orcs are the most primitive and backwards of their already barbaric kindred. They chiefly live in the Badlands and the Southlands, where they follow the vast herds of boars that roam there. They do not make use of metal, instead relying on crude implements of wood, bone and rock, and are intensely superstitious, daubing themselves with patterns of warpaint that they believe will protect them from harm.
- Bad with the Bone: Savage Orcs often use bone to craft their crude weaponry, and it's not uncommon for a Savage Orc's weapon to just be the femur of some large animal.
- Barbarian Tribe: Although most Greenskins qualify, the Savage Orcs take the cake as they're considered barbaric by other Greenskins. They abhor the technology used by their more civilized kin (even refusing to use basic choppas since they're made of metal), do not even wear armor or any clothing beyond loincloths and use warpaints extensively (which truly protects them since their faith in their gods fuel power into the paint). To represent their savagery on the tabletop, they even have the Frenzy special rule.
- Blade on a Stick: Savage Orcs are used to living in desolate wastelands where big monsters roam. As a result, they use Big Stabbas, giant spears that require two Orcs to carry and are especially useful against large creatures. Savage Orcs unit with a certain minimum of troops can field a Big Stabba, gaining the Impact Hit (Strength 5) rule. Against large targets, the impact hits gain the Multiple Wounds rule.
- Clap Your Hands If You Believe: Some editions indicate that Savage Orc warpaint protects those who use it solely by their belief in it being lucky.
- Fantasy Counterpart Culture: The Savage Orcs embody common stereotypes about Darkest Africa, being Stone-Age tribes of loincloth-wearing cannibals who wear bones as jewelry and in their hair.
- Pelts of the Barbarian: On those occasions where Savage Orcs wear clothing of any real sort, it's typically just crudely cured animal skins draped over their bodies. Some tribes distinguish themselves by the specific type of animals they use for this purpose, such as the Boneklubberz (who favor tiger pelts) and the Snakeskinz (who drape themselves in the colorful hides of giant serpents).
- Skeletons in the Coat Closet: Savage Orcs often wear bones as jewelry, piercings and hair decorations.
- Tribal Face Paint: Savage Orcs cover themselves in warpaint meant to protect them. In the end it does protect them, since they have a 6+ ward save thanks to the sheer faith they have.
The ancient forests of the Old World are home to many terrible things, and among these are the countless tribes of the Forest Goblins. Forest Goblins lead secluded lives among the boughs and thickets of old-growth forests, living alongside colonies of monstrous spiders, and as many unfortunate loggers, hunters and villages have found are viciously protective of their territory.
- Ethnic God: Forest Goblins are the only Greenskins to worship a deity outside of Gork and Mork — although they do revere them as well — in the form of the Spider God, which serves as a patron for their sub-race as a whole.
- Giant Animal Worship: Forest Goblin tribes often worship Arachnaroks as living avatars of the Spider God, zealously guarding the giant spiders' nesting grounds and providing them with living offerings to feast on when they wake.
- Giant Spider: Forest Goblins are heavily themed around outsized spiders, which they live alongside, ride into battle and worship as gods.
- Forest Goblins ride Giant Spiders for cavalry and Goblin Bosses sometimes ride a Gigantic Spider for a mount. The Spiders have Movement 7 but have the Forest Strider and Obstacle Strider rules letting them navigate terrain with ease; their Wall Crawler rule also lets them treat ungarrisoned buildings as open terrain. Moreover, being spiders, they have Poisoned Attacks and their Creeping Attack rule allows Spiders to attack during assaulting a building since scaling a building is an easy thing for them.
- Forest Goblins also worship and ride Arachnarok Spiders, truly humongous Spiders as large as a Giant is tall. These giant spiders have Toughness 6, 8 Wounds and possess 8 Strength 5 Attacks, making them horrific monsters that should be considered a priority target. The Arachnarok carry on them a Howdah Crew of Goblins attacking safely perched above the ground and their Venom Surge rule gives them one attack with Multiple Wounds rule.
- Horse of a Different Color: They typically ride giant spiders, allowing them to scramble amongst the branches of their home forests with ease.
- The Savage Indian: Older Forest Goblin art tends to take multiple clues from this trope, most notably giving them the warpaint and feathered bonnets associated with the archetype, so that Forest Goblins end up looking like short, green-skinned evil Indian stereotypes.
The Night Goblins make their homes deep below the surface of the world, lurking amongst the caves that run among the roots of the Old World's mountain ranges and in the ruins of ancient Dwarf holds. They loathe intense light, and when they must surface their cover themselves in dark, hooded cloaks. Their choice of habitat has made them enemies of Dwarf and Skaven alike, and the Night Goblins are forever warring against them for living space.
- Arch-Enemy: While the Greenskins collectively regard the Dwarfs as this, the Night Goblins have a longstanding history of war against Dwarfs, either being exterminated preemptively or mounting assaults on Dwarf Karaks and other strongholds. In game, all Night Goblins models have Hatred against Dwarfs.
- The Berserker: Night Goblins Fanatics imbibe fungus potions that turn them into raving madmen on the battlefield.
- Epic Flail: Goblin Fanatics are Night Goblins fed with a particular brew of hallucinogenic mushrooms, giving them strength beyond the norm and then given a huge metal ball to fling on a chain. Night Goblins have the habit of fielding these loons hidden among units and then push them toward the enemy. Their Force of Destruction rule states that all units that come in contact with Fanatics take D6 Strength 5 hits Armour Piercing.
- Junkie Prophet: Night Goblin Shamans consume vast quantities of hallucinogenic mushrooms to power their spells and out of cultural habit alike. This is something of a double-edged sword, as eating too many magic fungi risks turning the shaman into a giant, magically saturated mushroom — which, since this particular breed of Shamanshrooms are highly coveted by still-mobile goblin shamans, also risks the unfortunate shaman being eaten alive.
- Spectacular Spinning: Night Goblin Fanatics cannot really lift the giant metal ball they're given, but they can spin it around themselves so that the balls eventually lifts themselves thanks to the momentum. However, while it adds quite a punch to Fanatics, they are also Out of Control and have Random Movement with a sizeable chance of mishaps.
Squigs are strange, aggressive creatures that live deep beneath the mountains. Their bodies consist chiefly of large, round heads dominated by wide mouths bristling with teeth, and they're well-known for their terrible tempers, low intelligence and ravenous appetites. Despite their aggressive attitudes, Night Goblins have formed a sort of rapport with the creatures — while squigs are nothing like domesticated, the goblins have more or less learned the tricks of herding them into opposing armies and of riding them (for a given value of "riding") into battle.
- Armless Biped: A squig's sole limbs are a pair of muscular legs.
- Attack Animal: Night goblins use squigs as powerful but unreliable variant of this. A herd of enraged squigs can reliably chew its way through even determined opposition, but the creatures aren't actually domesticated in any manner and need to be herded towards the enemy by their handlers prodding them with pointed weapons and playing offensive noise from drums and bagpipes; this keeps the animals going in the right direction and also makes them angrier. As long as this works like it ought, the herd can inflict considerable damage to whatever it rampages towards; if the goblins don't exert as much control as they ought, or are disrupted or attacked, the squigs will however rampage out of control and attack both "friend" and foe.
- Cephalothorax: Squigs are essentially large heads with legs and a little tail, with the majority of their bodies seeming to consist of a large set of jaws.
- Chain Pain: Mangler squigs are a special unit of squigs. While a Great Cave Squig is already dangerous enough, the Night Goblins have had the bright idea of chaining two of those together and launching them in the general direction of the enemy so that either the squigs, or the metal chain between them, will send enemy troops flying.
- Horse of a Different Color: Night goblin squig hoppers ride squig mounts into battle, although "riding" is somewhat generous a term — in practice, the goblin clings on for dear life while the squig hops to wherever it feels like going. Night goblin warbosses ride a rarer, larger breed, and exert considerably more control over their mounts.
- More Teeth than the Osmond Family: Squig bodies are dominated by their wide mouths, which are filled with row after row of dagger-like teeth.
- Pet Monstrosity: Night Goblins train squigs to fight for them, but to call them pets is a stretch — not the monster part, though. Squigs are bouncing balls of muscle, fanged mouths, biting and attacking anything in sight with a vicious temper. Night Goblins drive the squigs forward with spears to mangle the enemy, and the biggest ones are used as monstrous mounts for their warlords.
Infamous WAAAGH-mongers among the Greenskins
Perhaps the most infamous of all the Orc warbosses to have ever threatened the Old World. Having carved himself a huge army of Orcs by conquering different tribes in the Badlands, Gorbad launched perhaps the most disastrous Waaagh! in the history of the Old World in 1707 and would go on to scour the Empire, destroying Solland and stealing its Runefang. He even managed to reach Altdorf and slay the Emperor Sigismund, and afterwards headed for the Grey Mountains. Gorbad perhaps represented best the ideals of cunning and brutality among Orcs, being a great warrior and an even greater general.
- An Axe to Grind: Morglor the Manglar, his massive and enchanted axe. It was one of the most feared weapons of all and its rules show. It grants the Always Strikes First and Multiple Wounds rule and ignores armour.
- Asskicking Equals Authority: As is traditional for Orc warbosses.
- Bolivian Army Ending: The last time Gorbad was seen, he was being attacked by a Dwarf throng. The Dwarfs never mentioned what happened nor did anyone hear about Gorbad afterward.
- Decapitation Presentation: He had the head and crown of the last Emperor of Solland on the trophy rack on his back.
- Elite Army: Gorbad was so famous that he attracted the greatest specimens of Greenskins of the Old World. As a result, his armies tended to incorporate a great number of especially strong Orcs. In game, his Orcs Are da Best rule allows his army to upgrade Orcs units to Big 'Uns any time he wishes.
- Four-Star Badass: Gorbad was a great warrior but much more renowned for his sheer threat as a general, making actual campaign plans and knowing tactics that allowed him to best anyone on his path. In game Gorbad has the Da Boss 'as a Plan! rule, making him the General and Battle Standard Bearer at the same time and increasing his Inspiring Presence bubble to an 18" range. His Da Great Leader rule also allows him to whip nearby unit into discipline and helps alleviate the effects of the Animosity rule.
- Genius Bruiser: Gorbad has in lore bested two Giants at the same time, but was also an Orc who knew how to utilize the weapons at his disposition, managing to conquer many Orc tribes and devastate the Empire until he wanted to carry on to other things. In game, his model has Weapon Skill 7, Strength and Toughness 5, and 3 Attacks confirming the "bruiser" part at the least.
- Guile Hero: From the perspective of Orcs and Goblins. This caught his enemies unaware as they were expecting a stupid thug like all other Orc Warbosses.
- Horse of a Different Color: He rode a giant war boar named Gnarla.
- Posthumous Character: Gorbad was alive centuries before the game is set, yet he remains playable.
- Surrounded by Idiots: Gorbad could have truly laid ruin to the Empire if it weren't for the proverbially poor discipline of the Orcs. While he was laying siege to Altdorf, his Orcs began to disperse because sitting around waiting for an enemy that wouldn't come out was boring, and on one occasion he lost precious days because the Boyz stopped to loot a local town, allowing an Elector Count to gather enough troops to challenge him.
- What Happened to the Mouse?: Gorbad's ultimate fate is unknown, as no records say what happened after he went into the Grey Mountains and the Dwarfs aren't talking about it.
- Wound That Will Not Heal: He got one from a Runefang, which led to his downfall.
A legendarily savage and belligerent Black Orc warboss often regarded as the greatest living orc. Grimgor lives to fight, and has scoured the Old World, going to the World's Edge Mountains to conquer other Orcs, having ravaged Clan Moulder's Hellpit and even defeating Archaon in single combat before being forced to retreat as he lost the greater battle.
- Ax-Crazy: Even other orcs think Grimgor is a fight-crazy savage.
- An Axe to Grind: He wields a monstrous enchanted axe known as Gitsnik. Gitsnik was forged in Zharr-Nagrond and is supernaturally sharp. In game, all attacks are resolved at +2 Strength and have the Always Strikes First rule.
- Badass Boast: "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 bit dat are left. An'den I'm gonna get really mean".
- The Berserker: He has Hatred of everyone and he is renowned for fighting with wild abandon.
- Blood Knight: To such a degree that even his own army is afraid of him. If he goes a day without a fight, he'll pick a fight with you as soon as you get within hearing range. After two days without a fight, he kills your ass if you do anything even slightly irritating, like stand too close to him or breathe where he can find out. After three days... no-one knows. People usually volunteer to fight him rather than find out.
- Empowered Badass Normal: The Wind of Beasts chose Grimgor as its master after it flew far to the east after the Great Vortex was unravelled.
- Fantastic Racism: Grimgor holds goblins in utter contempt even by orcish standards, considering them worthless, pathetic weaklings who actively hinder his horde.
- Praetorian Guard: Grimgor is always accompanied by a band of elite Black Orcs named Da Immortulz who act as his personal bodyguards. The Immortulz receive a +1 bonus to Weapon Skill, have universal Hatred as long as Grimgor is with them, and no other character than Grimgor may join them.
- Tin Tyrant: Clad in a suit of heavy plate. His Blood-Forged Armour was cooled with the blood of Dwarf Runepriest and grants his a 1+ armour save plus a 5+ ward save.
- To Be a Master: Exploited by Malekith. When Grimgor shouts "GRIMGOR IS DA BEST!" after Malekith surrenders to him, the latter tells him that there's a guy named Archaon who thinks that HE'S da best and is in need of krumping. Grimgor then leads the greenskins against Archaon's forces in order to prove his own superiority over this new upstart.
- World's Best Warrior: As far as the Greenskins are concerned, Grimgor is the toughest if not the most inspired Orc Warboss of all time. He managed to best Archaon in single combat, which is no mean feat at all. The revenge fight didn't happen quite as well.
Gorfang Rotgut, also known as the Troll-Eater, is the chieftain of the Red Fang and Broken Toof tribes and the King of Black Crag, the former ancient Dwarf hold known originally as Karak Drazh.
- Arch-Enemy: Kazador Dragonslayer, king of Karak Azul. Gorfang captured most of Kazador's family and shamed his son by shaving his beard.
- BFS: His sword Red Fang, a serrated blade that is said to be the size of a giant Cave Squig (almost the size of a large dog, in other words).
- Eyepatchof Power: Lost an eye in battle and grafted an iron plate over the wound.
- Fantastic Racism: Not that the Greenskins are ever nice to the Dwarfs, but Gorfang is especially hateful towards them. In-game he has the rule Hatred: Dwarfs.
- Improbable Weapon User: In battle against the Skaven of Clan Mors, Gorfang killed Ska Bloodtail with the stone leg of a statue.
- Orcus on His Throne: Gorfang is noted to do very little other than sitting around the Hold eating and drinking. His above picture being a perfect example.
- Please Select New City Name: After conquering Karak Drazh, he renamed it Black Crag.
- Saved by Canon: Subverted. According to the 8th Edition rulebook, Gorfang was killed by Thorgrim Grudgebearer. The End Times, however, retcons this and has him die by Belegar Ironhammer's hand at a later time.
An Orc warboss who led his army with unprecedented mystical might and tactical skill thanks to wearing the Crown of Sorcery, a relic once worn by Nagash himself. He would carve a bloody path in the Empire, only stopping when, in a moment of struggle between Azhag and the fragment of Nagash held within his crown, he was slain by a Grand Master.
- Armor and Magic Don't Mix: Averted in part because of his magical power stemming from his crown. Azhag's 'Ard Armour grants him a 5+ armour save and ward save even though he is a Wizard.
- Cool Crown: Azhag wore the Crown of Sorcery, making him a Level 3 Wizard in the Lore of Death. The only downside is the soul of Nagash constantly trying to possess him, so he also gets the Stupidity rule thanks to having to beat back the possession attempts.
- Dragon Rider: Azhag rode the wyvern Skullmuncha into battle, having tamed the mighty monster when it was fully grown rather than raising it from an egg as is usually the case.
- Dual Wielding: Azhag wields Slagga's Slashas, a pair of magic hand weapons, allowing him to reroll failed to hit roll in the first round of combat.
- Enraged by Idiocy: Azhag (and more probably Nagash) didn't tolerate indiscipline among his ranks. He's Get On Wiv It! rule allows nearby units to reroll the Animosity test.
- Grand Theft Me: He was the target of this as a fragment of Nagash' soul trapped inside the Crown kept trying to overtake him. However, Azhag was no weakling and was as such locked in a daily psychic struggle for dominance.
- Magic Knight: A powerful Orc warrior granted with potent magic thanks to the Crown of Sorcery.
- Unwitting Pawn: To Nagash, due to the crown. Subverted, as he had enough willpower to fight the crown's influence at times. This gives him the Stupidity rule — not because he's an idiot, but because he often gets distracted arguing with the spirit of Nagash.
Wurrzag Ud Ura Zahubu is a Savage Orc Shaman of mighty mystical power, also known as Da Great Green Prophet for his close connection to the Orc gods.
- The Archmage: In a way, Wurzzag is the most powerful shaman the Orcs have on their side. In game, Wurrzag is a Level 4 Wizard in the Lore of the Great Waaagh!.
- Beware the Silly Ones: Wurrzag is insane even by Greenskin standards, and unlike most of his kind he expresses his craziness by being a big joker. He's also one of the most powerful orc shamans in existence, and should by no means be underestimated.
- Cool Mask: Wurrzag wears a big wooden tribal mask. His Baleful Mask contains the Vindictive Gaze spell.
- Familiar: Wurzzag is accompanied by a squig said to have been a wizard that Wurzzag transformed into its present form. It allows him to store spell dice from his current power pool to reuse later.
- Forced Transformation: His signature spell Wurrzag's Revenge turns its victims into squigs. He keeps a former rival shaman he transformed into a squig as a pet, which helps him channel magical energy.
- Full-Boar Action: He rides the War Boar Spleenrippa.
- Magic Staff: The Baleful Staff is a hand weapon that grants him Magic Resistance and allows him to reroll miscast results.
- Religious Bruiser: He is the Prophet of the Waaagh! after all, and is very devout to Gork and Mork.
- This Means Warpaint: No one paints warpaints like Wurrzag. His Savage Orc paints are upgraded to a 5+ ward save.
Grom the Paunch of Misty Mountain
A legendarily bold, cunning and obese Goblin warlord who once besieged Ulthuan itself. Grom began as an ordinary Goblin who made a foolish bet, and that bet was to eat raw Troll flesh and live. Suffering agony as the piece kept regenerating inside of him, his body eventually reached a balance and Grom grew fat. Emboldened, Grom would become a feared Goblin Warboss who ravaged and pillaged a good chunk of the Empire then invaded Ulthuan, only to be slain at the battle of Tor Yvresse by Eltharion the Grim after months ensued of that bloody campaign.
- Adipose Rex: The troll-flesh that Grom ate is constantly being digested by his exceptionally sturdy digestive system, making him the fattest Goblin to have ever lived. Due to the respect greenskins show to those larger than themselves, Grom quickly rose to become the Warlord of a number of tribes and launch his own Waaagh!
- An Axe to Grind: He wields the magical Axe of Grom. Also known as Elf-biter, it grants him +2 Strength and has the Killing Blow rule enhancedd against all Elves.
- Blessed with Suck: After foolishly eating troll-meat on a bet, he's stuck with a shapeless mass of troll-flesh endlessly regenerating inside his stomach. This is why he's so fat, and it also afflicts him with constant pain and flatulence.
- Cruel and Unusual Death: Tortured, cut to pieces and incinerated by Eltharion for his assault on Tor Yvresse.
- Cursed with Awesome: Yes, the troll-meat in his stomach is inconvenient and causes him pain. On the upside, it increases his strength and gives him a troll-like Healing Factor.
- Large and in Charge: Grom became a Goblin Warboss especially because he grew to be twice as massive as the average Goblin. He also can call a Waaagh! just like any Orc Warboss.
- Posthumous Character: Eltharion killed him decades ago.
- Unwitting Pawn: He was one to his shaman, who manipulated Grom into invading Ulthuan to siphon the waystones.
- Uncertain Doom: After his defeat at the Battle for Tor Yvresse, Grom retreated from the ruined city and was never seen again. It is unknown whether he survived long after his defeat, but there are no records of the Elves ever tracking him down and it is rumored that he still lives in the magic-tainted mountains of Ulthuan.
- Eventually one of the Black Library's authors, Josh Reynolds, revealed what happened to him: Eltharion found him, tortured him in ways even a Druchii would be horrified at, chopped him into tiny bits and incinerated what remained of him with a magical furnace. In other words, Grom is dead and Eltharion killed him. Eltharion never told anyone what he did out of shame.
- Why Did It Have to Be Snakes?: Averted. Unlike his kin, Grom didn't fear the Elves, having campaigned against them and successfully invaded their island. Thus he and his army lose their Fear of Elves thanks to his Eat Elves for Breakfast rule.
Skarsnik, Warlord of Eight Peaks
The Night Goblin warboss known as the Warlord of the Eight Peaks, Skarsnik rules over the ruined upper levels of Karak Eight Peaks despite internal dissension, attacks from below courtesy of the Skaven and the efforts of the Dwarfs to break free or rescue their trapped brethren. He does this with cunning, cruelty and the vicious protection of his pet Giant Cave Squig, Gobbla.
- The Beastmaster: He commands the dreaded Gobbla, a monster squig capable of devouring anything that ticks Skarsnik off.
- Blade on a Stick: He wields Skarsnik's Prodda, a crude spear that can project blasts of magical energy. It can launch a magic missile of Strength 6, inflicting D3 hits with no armour save allowed.
- The Chessmaster: Skarsnik is the most devious Goblin this side of the World's Edge Mountains and his remarkable survival as the leader of the Crooked Moon tribe whilst being at war against the Dwarfs and Skaven simultaneously is a testimony of Skarsnik's talent at sniffing out rival schemes and assassination attempts. His Sneaky Schemes allows him to, on a dice roll, to delay units' entries to the tabletop at the beginning of the game, only coming as Reinforcement.
- Glory Seeker: In his novel, Skarsnik instructs an Imperial playwright to write the story of his life, so that the humans knows that he is "da King in da Mountain" and the "bestest, meanest and greatest goblin" in the world.
- Pet Monstrosity: The Giant Cave Squig Gobbla.
- Defensive Feint Trap: Skarsnik is a master of feigning retreat and luring the enemy into his traps. So his Tricksy Traps rule allows Goblin unit choosing to flee as a reaction to enemy charge to then reform immediately and perform normal actions.
- Surrounded by Idiots: He's smarter than most Goblins (being able to count a decent amount beyond five, for example, as well as speaking at least three languages). His commanders often don't share his intellect, leading to much frustration when they don't understand his cunning commands or don't realise that maps shouldn't be held upside down.
- What Happened to the Mouse?: Skarsnik is last seen leaving Karak Eight Peaks after Gobbla was killed by a Clan Moulder beastmaster. Oddly enough, even after being declared the avatar of Mork by Wurrzag, he is not even mentioned in the final battle when Grimgor Ironhide (the avatar of Gork) moves against Archaon's forces in Middenheim.
- Badass in Charge: Snagla is at the head of his little band of Spider Riders, who get the Ambushers, Devastating Charge and Hatred (Empire) rule. They also cause Fear when charging.
- Battle Trophy: Snagla and his followers have the habit of collecting the feathers worn by Imperial soldiers and officers in their hats, which they soak in their former owners' blood and use to adorn their shields and weapons.
- Horse of a Different Color: He rides a giant spider.
- Javelin Thrower: Snagla carries the Sting of Snagla, a throwing weapon with the Poisoned Attacks and Multiple Wounds rule.
- Last of His Kind: He's believed to be the last survivor of the Redvenom Forest Goblin tribe, which was wiped out by the Empire when it began expanding into the Drakwald.
- Badass Cape: Averted in that his cape is a Stinky Pelt made of Gruntalope-fur. It still grants him a 4+ armour save naturally going up to 3+ armour save on Ulda.
- Badass in Charge: Gitilla is at the head of his small band of wolf boyz named Da Howlerz. They have a +1 bonus to Ballistic Skill over similar units, as well as the Quick to Fire rule.
- Horse Archer: Gitilla is a Wolf Rider who carries the Bone Bow, a bow carved from a piece of mammoth bone and strung with wolf gut. It gives him a 24" Strength 3 Quick to Fire and Multiple Shots shooting attack.
- Horse of a Different Color: Rides a giant wolf, Ulda. Ulda is particularly lethal in pursuit, and Gitilla and his unit can reroll any Pursuit or Flee rolls.
- Punny Name: Based off Attila the Hun.