1.        Hobgoblin Gang (Outlaw)
        The Old World is infested with roving bands of Hobgoblin adventurers. These gangs, sometimes called mobs, lurk in the very distant reaches of human civilisation, supporting themselves by raiding human settlements for food and gold.
1.        Gang Boss (1)
        
The leader of a Greenskin gang is usually the biggest, toughest fighter in the group. However, he is sometimes merely the smartest.
Hobgoblin Boss M WS BS S T W I A Ld
95 gold crowns 4 4 4 4 3 1 3 1 7
        Hobgoblin Bosses gain a special advantage: any Hobgoblin in the gang counts as 2/3 a gang member when calculating income. This is due to the shrewd minds and miserly natures of Hobgoblin leaders. Hobgoblin Bosses may wear light armour, and may carry a shield. They may use any kind of hand-to-hand weapons, and may use slings, nets, and short bows.
        The Leader does not suffer from animosity. Hobgoblin Gang Leaders gain all the special benefits of normal gang leaders (unpinned ally within 4", Ld range 6", rare trades).
2.        Hobgoblin Shaman (0 - 1)
        A gang may include a single Shaman. Hobgoblin Shamans are some of the cheapest spell-casters available.
Hobgoblin Shaman M WS BS S T W I A Ld
160 gold crowns 4 3 3 3 4 1 3 1 6
        A shaman may carry any weapons and equipment normally allowed to his race, but may not wear any armour or carry a shield – Magic War Paint is the only exception to this. The Shaman does not suffer from animosity.
        Hobgoblin Shamans may draw spells from the Waaagh! Magic deck or the Dark Magic deck. A Shaman may never have more than 2 spells from the Dark Magic deck in total.
        Spellcasting for Hobgoblins works somewhat differently from other wizards. In order to cast a given spell, the Shaman must have at least 10 Hobgoblins within 12" of him per Power level of the spell. 1 Orc counts as 2 Goblins or Hobgoblins; Orcs, Goblins or Hobgoblins engaged in hand-to-hand combat count double. For example, if a Shaman were within 12" of: two Orcs and three Goblins or Hobgoblins engaged in hand-to-hand combat with the enemy, and another two Orcs and two Goblins not in combat, then the Shaman could cast a Power 2 spell. Power cards are still expended as normal. An Orc or Goblin Shaman may cast any power spell in a single turn, however. Enemy fighters DO count towards this total, as long as they are Orcs or Goblins (making such fights quite messy, sometimes).
        At the start of every turn, an Orc or Goblin Shaman must also take a Waaagh! test, similar to that described within Warhammer Magic. However, the smaller amounts of energy flowing through the Shaman's brain means that it is far less likely he will fail. If there are any Orcs or Goblins within 6" of the Shaman, and engaged in hand-to-hand combat, he must take the following test: Roll a D6. Orcs fail on a 1, Goblins fail on a 1 or 2. If a Shaman is using Magic Mushrooms, he fails on a 1, 2, or 3. If the test is failed, then the Shaman must roll on the 'Eadbangerz chart in Warhammer Magic. Forest Goblin Shamans may add +1 to the roll, so their heads will never explode. Magic Mushrooms will subtract 1 from this roll, as usual.
3.        Hobgoblins (0+)
        
A gang may include any number of Ladz, or fighters.
Hobgoblin Ladz M WS BS S T W I A Ld
30 gold crowns 4 3 3 3 3 1 2 1 6
        Hobgoblins may wear light armour, and may carry a shield. They may use any kind of hand-to-hand weapons, and may use slings, nets, and short bows.
Hobgoblins are not co-operative creatures, and suffer from a special rule called Animosity. At the start of their turn, each Hobgoblin fighter not engaged in hand-to-hand combat must roll a D6. If the result is a 1, then that Hobgoblin suffers from animosity. A Hobgoblin suffering from animosity will not move or shoot. If there is another Hobgoblin within charge distance, and there are no enemy gang members within the same distance, then the Hobgoblin will charge at his fellow Greenskin and try to bash him. No damage is caused, but both models are effectively inactive for the turn. It is possible for a Hobgoblin suffering from animosity to engage in combat, under the following conditions:
      1. There is an enemy gang member within 4".
      2. This enemy gang member is not engaged in combat with another Hobgoblin.
      3. The gang's leader is within 12".
        If these conditions are met, then the Hobgoblin will automatically charge and engage in hand-to-hand with the enemy gang member, and gains an additional +1 WS, as an extra bonus (cumulative with the normal +1 charging bonus).
4.        Runtz (0-50%)
        
Up to half of the members of a gang may be Runtz, or Novices. Hobgoblin runts are not much use, but they are kept around as entertainment, sentries, and afternoon snacks.
Hobgoblin Runt M WS BS S T W I A Ld
15 gold crowns 4 2 2 3 3 1 1 1 5
Any Runtz may carry clubs, maces, bludgeons, mauls, two-handed clubs, daggers, slings, or short bows.
Hobgoblins are not co-operative creatures, and young Hobgoblins are especially keen to assert themselves, and suffer from a special rule called Animosity. At the start of their turn, each Hobgoblin fighter not engaged in hand-to-hand combat must roll a D6. If the result is a 1 or a 2, then that Hobgoblin suffers from animosity. A Hobgoblin suffering from animosity will not move or shoot. If there is another Hobgoblin within charge distance, and there are no enemy gang members within the same distance, then the Hobgoblin will charge at his fellow Greenskin and try to bash him. No damage is caused, but both models are effectively inactive for the turn. It is possible for a Hobgoblin suffering from animosity to engage in combat, under the following conditions:
      1. There is an enemy gang member within 4".
      2. This enemy gang member is not engaged in combat with another Hobgoblin.
      3. The gang's leader is within 12".
        If these conditions are met, then the Hobgoblin will automatically charge and engage in hand-to-hand with the enemy gang member, and gains an additional +1 WS, as an extra bonus (cumulative with the normal +1 charging bonus). Naturally, once they become Ladz, they outgrow this youthful tendency.
5.        Ogres (0-2)
        
A clever gang leader will often hire an Ogre or two to assist his gang in battle. Ogres are not very cunning beings, but they are violent and very destructive. They are treated as full members of the gang.
Ogre Warrior M WS BS S T W I A Ld
335 gold crowns 6 3 2 4 5 3 3 2 6
        Ogres stand almost twice as tall as a man and are far more strongly built. They do not like the company of other races, and are not well suited to city life. However, they are occasionally seen within cities, but are closely watched by the Town Guards at all times.
        Ogres may use axes, clubs, mauls, and two-handed weapons. They may wear light armour, but may not carry a shield. Ogres are especially large and threatening monsters, and cause fear among their opponents. The difficulty associated with keeping an Ogre well-fed and anywhere near a Human settlement means that an Ogre counts as four gang members instead of one when calculating profits from territories and income.
        Ogres are much larger than Humans, and usually stand around 12' tall. Ogres therefore count as Large targets for purposes of shooting (+1 to hit). Furthermore, the walls and roofs of most buildings cannot support their weight; Ogres may not climb ropes or ladders.

Mounts
– Mounts are essentially the same as for any gang, except that Hobgoblins may only ride Giant Wolves.
1.        
Experience:
        
Fighter Type Starting Experience
Ogre Warrior 100+D6
Hobgoblin Boss 60+D6
Hobgoblin Shaman 50+D6
Hobgoblin Ladz 10+D6
Hobgoblin Runtz 0
2.        Advance Rolls
Roll 2D6 and consult the following table:

2 – New Skill – Roll on any Skill Table of your choice.
3-4 – New Skill – Roll on any Skill Table normally available to the fighter.
5 – Characteristic Increase – Roll a further D6:
        1-3 – Strength +1
        4-6 – Attacks +1
6 – Characteristic Increase – Roll a further D6:
        1-3 – Weapon Skill +1
        4-6 – Bow Skill +1
7 – Characteristic Increase – Roll a further D6:
        1-3 – Leadership +1
        4-6 – Initiative +1
8 – Characteristic Increase – Roll a further D6:
        1-3 – Weapon Skill +1
        4-6 – Bow Skill +1
9 – Characteristic Increase – Roll a further D6:
        1-3 – Toughness +1
        4-6 – Wounds +1
10-11 – New Skill – Roll on any Skill Table normally available to the fighter.
12 – New Skill – Roll on any Skill Table of your choice.

A fighter's characteristics may never rise above those of a Lord of his race. If one of the two characteristics indicated by the Advance Table is already at its maximum, you must take the other one. If both are at their maxima, you may raise any one characteristic, with the exception of Move, by +1.
3.        
Available Skill Types
Note that the following table allows Hobgoblins a much wider range of skills.

Race Agility Combat Ferocity Muscle Shooting Stealth Trade Magic
Hobgoblin Boss   X X     X X  
Hobgoblin Shaman         X X X X
Hobgoblin Ladz   X       X X  
Hobgoblin Runtz   X       X    
Ogre Warrior     X X