1 "" 0 0 8 1 80 1 -1 5 1 "" 0 0 7 1 45 0 4 5 0 "" 0 0 6 1 30 0 2 5 0 "" 0 0 0 0 0 0 99 0 gowbgohegosh 1 "" 0 0 0 0 10 0 1 0 gowbgohegosh 2 "" 0 0 0 0 80 0 1 0 Flyer. Causes terror gowbgosh 2 "1" 3 0 0 3 30 4 0 3 Range 15cm. 3 "" 3 0 0 3 30 0 0 3 5 "" 3 5 0 3 110 0 4 3 Command penalty of -1. After removing stands from a round of combat, trolls may regenerate 1 leftover hit. Regenerated hits count towards combat results 2 "1" 3 6 0 3 60 2 0 3 Range of 15cm. May shoot all around. 3 "" 3 6 0 3 80 0 4 3 D6 "" 3 6 0 1 40 0 2 0 Moves automatically in Command phase D6x10 cm. When charging, it gets D6 attacks + bonuses. When charged, it gets D3 attacks. Forms single unit, characters may not attach. Worth no victory points, does not count towards army break point. 8 "" 8 5 0 1 150 0 2 0 If Giant takes 4-7 hits at the end of shooting or combat, reduce hits and attacks to 4 each. May only brigade with other giants. If command fails roll D6: 1. Giant does nothing this turn. 2. Moves towards nearest table edge attacking anything enountered. If it wins it will stand its ground. 3. Does a 5xD6 cm. range missle attack at nearest unit. Does 3 normal missle attacks. 4. Walks directly forward full pace. If it encounters enemy unit it attacks normally. Friendly units will be walked through and confused until end of Command Phase. 5. As 4, but movement is toward nearest enemy unit. 6. Moves double speed toward nearest enemy unit. Friends are walked through as in #4. Giant attacks with double its normal dice in the first combat round. 1 "3" 3 0 0 2 80 0 1 0 Range of 60cm. Target becomes confused on a 4+ by drive back. May not stand and shoot at chargers. 1 "1" 3 0 0 2 65 0 2 0 Range of 40 cm. No saves allowed. Will skewer up to 3 touching stands in line of flight. General Goblin Rules; All Goblin units, (NOT Trollls, Giants, or Pump Wagons) are affected by the following special rules: 1. Fear Elves. A unit of Goblins (NOT Trollls, Giants, or Pump Wagons) may never use initiative to charge a unit of elves. They must be ordered. 2. Animosity. If you make a blunder when trying to give an order to a unit of Goblins or a brigade that contains a unit of Goblins use the following blunder table; D6 Blunder 1 Get'em. A fight breaks out in the unit. Unit suffers d3 attacks worked out in the normal way. Unit is disordered and may do nothing until the beginning of its next turn. If they are engaged in combat they will fight with + 1 Attack until the end of the Combat phase. 2-5 Squabble. An internal squabble renders the unit unable to move or shoot until the beginning of its next turn. It counts as confused if engaged in combat until the beginning of its next turn. 6 We'll Show Em! Unit (s) must charge the nearest enemy unit in sight. May effect an entire brigade. If the unit cannot charge and has missle weapons, it must shoot at the nearest enemy. Once the unit(s) has moved, they halt as per a failed order. Goblin Spells: MORK SAVE UZ! 5+ 30cm. Unit gains a 5+ armor save until beginning of next turn. WAAAGH 4+ 30cm. All stands and characters in target unit gains +1 Attack during the following combat phase. Limit 1 WAAAGH per unit. GERROFF!!! 5+ 60cm. Use once per unit not in combat. Enemy driven back 5xD6cm toward own table edge. Unit cannot be routed by the spell. May be driven off table. BRAIN BUSTA 5+ 30cm. Must have LOS to unit not in combat. Does 3 shooting attacks. Target may not save.