New Rules


Ye Olde Quik-Find Index
Goblin Scouts | Night Goblin Squig Runners | Townsfolk | Lizardmen Megadon

Goblin Scouts

You may only have Goblin Scouts if your army contains, at least, one mob of normal Goblins, Night & Forest Goblins are not counted.

Each pair of Goblin Scouts consists of one Goblin who carries the bow (Da Shoota) and one other Goblin who tells him where to shoot (Da Spotta).

0-1 Goblin Scouts Mob....................6 points/ pair of Scouts
Profile M WS BS S T W I A Ld
Goblin Scouts 4 2 3 3 3 1 2 1 5

Equipment: One goblin in each pair is armed with a short bow while the other has a sword & shield (included in points cost).

Save: Shoota, None; Spotta, 6+.

Special Rules: Goblin Scouts must move in skirmish formation and may infiltrate onto the table as normal. Although, when they do so, they must setup within 6" of the nearest building to the Orc & Goblin players deployment zone (buildings within the deployment zone do not count). If there are no buildings on the table the Scouts may setup as normal.

Note: Even though each pair of Scouts move with their bases joined they may still move double their movement rate like normal skirmishers.


Night Goblin Squig Runners

Not all squigs look like great big bowling balls. Some are specially bred to have long legs that allow them to move quickly. These squigs are called Runner Squigs (cos dey run, see) and they are ridden into battle by the Night Goblins who raise them.

Night Goblin Squig Runner Riders..........27 points per model
Profile M WS BS S T W I A Ld
Night Goblin 4 2 3 3 3 1 1 6
Squig Runner 6 3 0 3 3 1 4 1 3

Weapons/Armour: Squig Runner Riders are armed with hand weapons and wear light armour. The Squig Runners have sharp teef!

Save: 5+.

Special: Squig Runners don't form up in regiments like other troops, the squigs would attack each other, so they always move in Skirmish formation.


Townsfolk

You may use Townsfolk if you are, either, the defender in the Last Stand scenario or in any other situation where they seem appropriate.

Townsfolk....................D3 Townsfolk / Building
Profile M WS BS S T W I A Ld
Townsfolk - Human 4 2 2 3 3 1 3 1 7
Townsfolk - Dark Elf 5 3 3 3 3 1 6 1 8

Equipment: Townsfolk are armed with either a sword or an axe and may not wear armour.

Save: None. Special Rules: For each building in your game you may take D3 Townsfolk. You may not take Townsfolk for military buildings or wizard towers.

Townsfolk must stay within 6" of their building at all times and may not charge the enemy, although they will fight if charged.


Megadon

You may include up to one Megadon in your Lizardmen army for every 1000 points of your army's total points value.

Megadons are large bipedal beasts that can only be mastered by the strongest of the Skinks, who ride them into battle. They are fiercely independant creatures and no more than two or three will ever be encountered at one time.

Megadon....................150 points
Profile M WS BS S T W I A Ld
Megadon 6 5 0 7 6 6 2 5 6
Skink Hero 6 4 5 4 3 2 6 3 7

Equipment: The Skink hero is armed with a hand weapon, spear, short bow (with poisoned arrows), and a shield. Poisoned arrows strike with a Strength of 4.

Save: Megadon 4+, Skink hero 5+

Cold Blooded: Roll three dice when testing leadership and choose the lowest scores.

Causes Fear: Megadons cause Fear as described in the Warhammer Rulebook.

Special Rules: At one point during the game the Megadon may roar. When it does so every unit on the table (excluding those that are fleeing) must take an immediate leadership test. If they fail they must be moved D6 inches away from the Megadon. Units in hand-to-hand combat are allowed to ignore this if they wish.


Return to Warhammer Page
Return to Main Menu

This page hosted by Get your own Free Home Page