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Goblins

This document summarizes a 750 point Goblin army roster including: 1) A Goblin Leader with a hand weapon and toxic fang, and the abilities of Hero and Tough. 2) 3 Nasty Assassins with dual hand weapons and the abilities of Strider, Surprise, and Takedown. 3) 3 Trolls with hand weapons and the ability of Regeneration. 4) 10 Goblin Warriors with halberds and the ability of Cave-Clan. 5) 5 Shroom-Sniffers with hand weapons, the abilities of Furious and Power Shrooms. 6) 1 Goblin Artillery with a gob

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Jean Luke Cachia
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0% found this document useful (0 votes)
39 views

Goblins

This document summarizes a 750 point Goblin army roster including: 1) A Goblin Leader with a hand weapon and toxic fang, and the abilities of Hero and Tough. 2) 3 Nasty Assassins with dual hand weapons and the abilities of Strider, Surprise, and Takedown. 3) 3 Trolls with hand weapons and the ability of Regeneration. 4) 10 Goblin Warriors with halberds and the ability of Cave-Clan. 5) 5 Shroom-Sniffers with hand weapons, the abilities of Furious and Power Shrooms. 6) 1 Goblin Artillery with a gob

Uploaded by

Jean Luke Cachia
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Goblins • 750pts

Goblin Leader [1] - 100pts Nasty Assassins [3] - 145pts Goblin Artillery [1] - 75pts

Quality 5+ Defense 5+ Tough 6 Quality 5+ Defense 6+ Quality 5+ Defense 5+ Tough 3


Hero, Tough(3), Shaman(Wizard(1)), Great Strider, Surprise, Takedown Artillery, Immobile, Tough(3)
Spider(Fast,  Strider,  Tough(+3))
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
Weapon RNG ATK AP SPE
3x Dual Hand Weapons - A2 - - Crew - A3 - -
Hand Weapon - A3 - -
Bolt Thrower 30" A1 3 Deadly(6)
Toxic Fang - A4 - Poison
Trolls [3] - 165pts
Goblins Spells
Quality 4+ Defense 4+ Tough 3
Warriors [10] - 80pts
Regeneration, Tough(3) Spider’s Might (4+): Target 2 friendly units
Quality 5+ Defense 6+ within 6” get Poison next time they fight in
Weapon RNG ATK AP SPE
Cave-Clan(Furious) melee.
3x Hand Weapons - A3 1 -
Weapon RNG ATK AP SPE
Glare (4+): Target enemy unit within 6” takes 1
10x Halberds - A1 - Rending hit with AP(2) and Deadly(3).
Goblin Artillery [1] - 115pts

Quality 5+ Defense 5+ Tough 3 Nuisance (5+): Target 2 friendly units within


Shroom-Sniffers [5] - 70pts
12” get +1 to defense next time they take hits.
Artillery, Immobile, Tough(3)
Quality 5+ Defense 6+
Weapon RNG ATK AP SPE Death Shroud (5+): Target enemy unit within
Furious, Power Shrooms 6” takes 4 hits with AP(2).
Crew - A3 - -
Weapon RNG ATK AP SPE
Goblin
24" A1 1 Deadly(3),  Indirect,   Sneaky (6+): Target 2 friendly units within 6”
5x Hand Weapons - A1 - Poison Slingshot
get +3" next time they Advance, or +6" next
time they Charge/Rush.

Curse (6+): Target enemy unit within 6” rolls as


many dice as models in it, and takes 1 hit for
each 2+ rolled.

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”.

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