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Goblins (Evil) Sharpsticks Infantry

This document provides stats and special rules for goblin and orc units in an unspecified wargame. It lists goblin units including Sharpsticks infantry, Spitters infantry with bows, Trolls large infantry with regeneration, and Fleabag Riders cavalry with thunderous charge. It also lists orc units including Ax and Morax infantry with crushing strength, Skulks infantry with bows and vanguard, and the Flagger hero with inspiring and individual rules. The stats cover unit size, weapons, points cost, and special abilities for each unit type.

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Hyunckel
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0% found this document useful (0 votes)
30 views2 pages

Goblins (Evil) Sharpsticks Infantry

This document provides stats and special rules for goblin and orc units in an unspecified wargame. It lists goblin units including Sharpsticks infantry, Spitters infantry with bows, Trolls large infantry with regeneration, and Fleabag Riders cavalry with thunderous charge. It also lists orc units including Ax and Morax infantry with crushing strength, Skulks infantry with bows and vanguard, and the Flagger hero with inspiring and individual rules. The stats cover unit size, weapons, points cost, and special abilities for each unit type.

Uploaded by

Hyunckel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Goblins (Evil)

Sharpsticks Infantry
Unit Size Sp Me Ra De At Ne Pts
Horde(40) 5 5+ - 4+ 30 19/21 155 Phalanx, Yellow-Bellied
Spitters Infantry
Unit Size Sp Me Ra De At Ne Pts
Regiment(20) 5 6+ 5+ 3+ 10 12/14 85 Bows (Range 24"), Yellow-Bellied
Trolls Large Infantry
Unit Size Sp Me Ra De At Ne Pts
Regiment(3) 6 4+ - 5+ 9 11/14 125 Crushing Strength (2), Regeneration
(5+)
Fleabag Riders Cavalry
Unit Size Sp Me Ra De At Ne Pts
Regiment(10) 10 4+ - 4+ 14 12/14 145 Nimble, Thunderous Charge (1),
Yellow-Bellied

Orcs (Evil)
Ax Infantry
Unit Size Sp Me Ra De At Ne Pts
Regiment(20) 5 4+ - 5+ 12 13/15 125 Base Size: (25x25mm), Crushing
Strength (1)
Morax Infantry
Unit Size Sp Me Ra De At Ne Pts
Regiment(20) 5 3+ - 4+ 25 14/16 200 Base Size: (25x25mm), Crushing
Strength (1)
Skulks Infantry
Unit Size Sp Me Ra De At Ne Pts
Troop(10) 6 5+ 5+ 3+ 8 9/11 75 Base Size: (25x25mm), Bows
(Range 24"), Crushing Strength (1),
Vanguard
Flagger Hero (Inf)
Unit Size Sp Me Ra De At Ne Pts
(1) 5 4+ - 4+ 1 9/11 50 Hero (Inf), Base Size: (25x25mm),
Crushing Strength (1), Individual,
Inspiring

960
Crushing All melee hits inflicted by the unit have a +(n) modifier when rolling to damage.
Strength

Individual
Line of Sight Before being given an order, an individual may pivot to face any direction for
free. Individuals never block line of sight or offer cover against ranged attacks.
Move Individuals have the Nimble special rule.
Shooting Individuals may pivot to face any direction for free before picking a target in the
shooting phase. Enemies shooting against Individuals suffer an additionals -1 to hit modifier.
Melee When charging an individual, a unit must make contact with the face that they started in
as normal, however the Individual will turn to align flush with the units facing, rather than the
unit aligning to the individuals facing. Enemies never double/treble their Attacks when
fighting the individual (including against Individual War Engines). Similarly, the individual
does not double/treble its own attacks when attacking an enemy in the flank/rear. It does still
treble its attacks against war engines, however. If an individual is routed and the charger
(including another individual) decides to advance D6 directly forward

Inspiring If this unit, or any friendly non-allied unit within 6" of this unit, is Routed, the opponent must
re-roll that Nerve test. The second result stands.

Nimble The unit can make a single extra pivot of up to 90 degrees around its centre while executing
any move order, including a Charge! It cannot make this extra pivot when ordered to Halt. In
addition, the unit does not suffer from the 1 to hit modifier for moving and shooting.

Phalanx Units that charge this units front cannot use the Thunderous Charge special rule.

Regeneratio Every time this unit receives an order (including Halt!), before doing anything else, roll a
n (5+) number of dice equal to the amount of damage currently on the unit. For every result of 5+, the
unit recovers a point of damage.

Thunderous All melee hits inflicted by the unit have a +(n) modifier when rolling to damage. This bonus is
Charge in addition to the units Crushing Strength (if any), however the unit loses this bonus when
Disordered or during Hindered charges.

Vanguard The unit can make a single At the Double or Advance order after set-up is finished. If both
armies have units with this rule, roll a die. The highest scorer decides who begins to move one
of their Vanguard units first, then the players alternate until all Vanguard units have been
moved.

Yellow- When this unit wishes to charge an enemy units front facing, roll a die. If the result is a 1 then
Bellied the unit misunderstands the order and carries out a Halt! order instead. This does not apply if
the unit wishes to charge the flank or rear of an enemy unit, an individual or war engine, or if
it is carrying out a Counter-Charge

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