Goblins
Goblins
Goblin Leader [1] - 100pts Nasty Assassins [3] - 145pts Goblin Artillery [1] - 75pts
Special Rules
AP: Targets get -X to Defense rolls when blocking Power Shrooms: Once per activation, pick one Takedown: When this model is in melee, may pick
hits. friendly unit within 6”, which gets +1 to hit rolls one model from the target and roll one die. On a
next time it fights in melee. 2+ it takes 1 hit with AP(1) and Deadly(3).
Artillery: Counts as having Defense 2+ against
shooting attacks. Regeneration: When taking a wound, roll one die. Tough: This model must take X wounds before
Deadly: Assign each wound to one model, and On a 5+ it is ignored. being killed. If a model with tough joins a unit
multiply it by X. Note that these wounds don't Rending: Unmodified results of 6 to hit count as without it, then it is removed last when the unit
carry over to other models if the target is killed. having AP(4), and ignore the regeneration rule. takes wounds. Note that you must continue to put
wounds on the tough model with most wounds in
Fast: Moves +2” when using Advance and +4” Sniper: Shoots at Quality 2+, and may pick one the unit until it is killed, before starting to put
when using Rush/Charge. model in a unit as its target, which is resolved as if
them on the next tough model (heroes must be
Furious: Gets +1 attack with a weapon of your it’s a unit of 1. assigned wounds last).
choice when charging. Strider: This model may ignore the effects of Wizard: May cast one spell during its activation at
difficult terrain.
Hero: May be deployed as part of one friendly any point, before attacking. Pick a spell and a
unit, which may use its Quality value for morale Ambush: This model may be kept in reserve target in line of sight and roll D6+X. If the result is
tests. When taking hits, you must use the unit’s instead of deploying. At the start of any round equal or higher than the number in brackets you
Defense value, until all non-hero models are after the first, you may place the model anywhere, may resolve the effects. Enemy wizards within 18”
killed. over 9” away from enemy units. If both player and line of sight of the caster may roll D6+X at the
have Ambush, they roll-off to see who deploys same time, and if their result is higher the spell is
Immobile: May only use Hold actions.
first, and then alternate in placing them. blocked. Wizards may only either try to cast or try
Indirect: May target enemies that are not in line of
Surprise: This model counts as having the to block a spell each round.
sight, and ignores cover from sight obstructions,
Ambush rule, and may be deployed up to 1” away
but gets -1 to hit rolls when shooting after moving.
from enemy units. Once deployed roll one die, on
Poison: Unmodified results of 6 to hit are 2+ it deals 2 hits with AP(1) to one enemy unit
multiplied by 3. within 3”.