Characters
375 points
Common Goblin Chief #1

Goblin Chief - Large - Construct - 50x100

Global Adv Mar Dis Model Rules
4" 8" 7
Defensive HP Def Res Arm
2 4 4 0
Offensive Att Off Str Ap Agi
Common Goblin Chief 3 4 4 1 4
Mount Goblin Wolf Chariot
Global Adv Mar Dis Model Rules
9" 9" C
Defensive HP Def Res Arm
4 C 4 C+1
Offensive Att Off Str Ap Agi
Goblin (2) 1 2 3 0 2
Wolf (2) 1 3 3 0 3
Chassis 5 2
Options Battle Standard Bearer • Paired Weapons • Goblin Wolf Chariot • Bow (3+) • Mikinok's Totem • Crystal Ball • Shady Shanking
Notes

Light Lance
Attacks made with Light Lance and allocated towards models in the wielder's front facing gain Devastating Charge (+1 Strength, +1 Armor Penetration).Infantry cannot use Light Lances
Shady Shanking (50 pts)
Hand Weapon and Paired Weapons enchantment. Attacks made with this weapon gain Lightning Reflexes, Lethal Strike, and become Magical Attacks. When fighting a Duel, failed to-wound rolls with this weapon must be rerolled
Crystal Ball 40 pts
After Spell Selection (at the end of step 7 of the PreGame Sequence), mark a single enemy model on the opponent’s Army List. All Dispelling Attempts of spells cast by that model gain a +1 Dispelling Modifier, provided the bearer is on the Battlefield.
Mikinok’s Totem (95 pts) -
Cannot be taken by units that count towards Core At the start of each Round of Combat, choose a Special Item carried by a model in an enemy unit in base contact with the bearer's unit. The chosen Special Item cannot be used during this Round of Combat.

Core
233 points
Cave Goblins #2

Cave Goblins x26 - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
4" 8" 5
Defensive HP Def Res Arm
1 2 3 0
Offensive Att Off Str Ap Agi
Cave Goblin 1 2 3 0 3
Options Champion • Musician • Standard Bearer • Bow (4+)
Notes

Bow 24" Shots 1 Strength 3 AP 0
Volley Fire
If at least one model in a unit can draw line of sight to the target, then all model parts using Volley Fire in the same unit ignore all intervening models of their own Height or smaller for line of sight and cover purposes.
In addition, unless making a stand and shoot charge reaction, models in a unit in line formation that has not moved during this Player Turn may shoot from one additional rank, (usually this means they can shoot from the first 3 ranks

505 points
Cave Goblins #1

Cave Goblins x40 - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
4" 8" 5
Defensive HP Def Res Arm
1 2 3 0
Offensive Att Off Str Ap Agi
Cave Goblin 1 2 3 0 3
Mount Mad Git
Global Adv Mar Dis Model Rules
2D6" -" 5
Defensive HP Def Res Arm
1 0 3 0
Offensive Att Off Str Ap Agi
Mad Git - 0 5 3 3
Options Shield and Spear • Champion • Musician • Standard Bearer • Mad Git x2 • Nets • Stalker's Standard
Notes

SPEAR
Attacks made with a Spear gain Fight in Extra Rank and +1 Armour Penetration. Attacks made with a Spear gain +2 Agility and an additional +1 Armour Penetration in the First Round of Combat provided the attacking model’s unit is not Charging and is not Engaged either in its Flank or Rear Facing. Only Infantry can use Spears.
NETS
At the start of each Round of Combat, each unit with one or more models with Nets must choose one enemy unit in base contact with it and roll a D6. On 2+ the chosen unit is Netted. On a roll of ‘1’ the unit with Nets is Netted. A unit can only be Netted once per phase. Netted units suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.
SURPRISE!.
A Mad Git is not deployed. Instead it is said to be concealed inside the unit that purchased it. It is a unit upgrade, and as such is ignored when calculating Victory Points (its points are already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, a Mad Git cannot be harmed or otherwise affected, or affect the game in any way. When a Mad Git is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it.

Mad Gits can be released in two ways:
● Mad Gits may be released when their unit is declaring a Stand and Shoot Charge Reaction with a Shooting
Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand
and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released.
● At the start of the owner’s Shooting Phase, if a unit with one or more concealed Mad Gits is not Engaged in
Combat, not Fleeing, and is within 8" of an enemy unit, it must immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the Mad Git in (ignore the Mad Git’s Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it using the Shambolic rules in the chosen direction. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points or move in a random direction
SHAMBOLIC
Units with Shambolic models cannot be joined by Characters. When rolling the distance of a Random Movement move with a Shambolic unit, if all the dice show the same result, the unit loses D3 Health Points (with no saves of any kind allowed), and then moves in a randomised direction instead of the chosen direction. When units with Shambolic touch the Board Edge, stop 1" away from Impassable Terrain, or come into base contact with any Terrain Feature other than Open Terrain or Hills, all models in the unit must take a Dangerous Terrain (2) Test.
RUNNING AMOK!!
When a unit with Running Amok!! moves using Random Movement, it must move in a randomised direction instead of the chosen direction.
RICOCHET (X)
Models with Ricochet cannot Charge enemy units and can move through all units (friend or foe) as if they were Open Terrain. If its own move is ended in contact with another unit, or within 1" of a unit that it has moved through, its move distance is extended; keep moving the model in the same direction (still moving through other units) until it can be placed 1" away from all other units. If, after an extended move, the model would end up within 1" of Impassable Terrain or in contact with the Board Edge, immediately remove the model as a casualty.
If a unit's Unit Boundary is contacted by a Ricochet model’s initial move (i.e. excluding an extension of the move distance needed to clear units), this unit suffers X hits, where X corresponds to the value given in brackets. For this purpose, all units Engaged in the same Combat are treated as a single unit. The owner of the model with Ricochet distributes the hits between all units Engaged in this Combat as evenly as possible (after this follow the normal rules for distributing hits to models within each unit).
Enemy units cannot Charge models with Ricochet. Units (friend or foe) can move through models with Ricochet. However, if a unit moves into contact with a Ricochet model, it immediately (before completing the move) suffers X+D6 hits, and the model with Ricochet is removed as a casualty. This is not triggered by moves that can move through units normally (e.g. Flying Movement), unless the move is ended in contact (note that units can move into contact with multiple Ricochet models simultaneously).Hits are resolved with the Strength and Armour Penetration of the model with Ricochet.
MAD GIT
(This model is part of a Goblin unit)
Height: Standard
Type: Infantry
Base: 25mm round
Adv Dis
2D6 ­ 5
HP Def Res Arm
1 0 3 0
Hard Target (1)
Att Off Str AP Agi
0 0 5 3 3
Stalker’s Standard 45 pts
The bearer’s unit gains Strider
Strider
The model automatically passes Dangerous Terrain Tests caused by Terrain. If more than half of a unit’s models have Strider, the unit never loses Steadfast due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, Strider only applies when interacting with this type of Terrain.

Special
230 points
Goblin Wolf Chariot #1

Goblin Wolf Chariot x2 - Large - Construct - 50x100

Global Adv Mar Dis Model Rules
9" 9" 6
Defensive HP Def Res Arm
4 2 4 1
Offensive Att Off Str Ap Agi
Goblin Crew (3) 1 2 3 0 2
Wolves (2) 1 3 3 0 3
Chassis 5 2
Notes

Bow 24" Shots 1 Strength 3 AP 0

257 points
Gnasher Herd #1

Gnasher Herd x19 - Standard - Beast - 20x20

Global Adv Mar Dis Model Rules
5" 10" 5
Defensive HP Def Res Arm
1 4 3 0
Offensive Att Off Str Ap Agi
Gnasher 2 4 5 2 4
Notes

They’re Everywhere!: Special Attack.
When a Gnasher Herd Breaks from Combat, it is removed as a casualty at the end of step 7 of the Round of Combat Sequence (after taking Break Tests), and all units within 6’’ suffer 1 hit for every 5 Gnashers in the Gnasher Herd, brounding fractions down. Hits are resolved with Strength 5 and Armour Penetration 2.
Oi it bites!
Units with models with Oi it bites! cannot be joined by Characters.

204 points
Cave Trolls #1

Cave Trolls x3 - Large - Infantry - 40x40

Global Adv Mar Dis Model Rules
6" 12" 4
Defensive HP Def Res Arm
3 3 4 3
Offensive Att Off Str Ap Agi
Common Trolls 3 3 5 2 1
Notes

Stupid: Universal Rule.
At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, and in the Movement Phase, directly after Rallying Fleeing units, the unit must move D6" directly forward, stopping 1" before Impassable Terrain or other units.
Troll Belch: Special Attack.
At the model part’s Initiative Step, the owner may choose an enemy unit Engaged in Combat that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit, which is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks
Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.

Death from Above
165 points
Catapults Splatterer #1

Catapults Splatterer - Standard - Construct - 75

Global Adv Mar Dis Model Rules
4" 4" 6
Defensive HP Def Res Arm
5 1 4 0
Offensive Att Off Str Ap Agi
Goblin Crew 3 2 3 0 2
Notes

Catapult (4×4) Artillery Weapon.
Range 12-60", Shots 1, Str 3[7], AP 0[4],
[Multiple Wounds (D3, Clipped Wings)].

Big 'n Nasty
510 points
Gargantula #1

Gargantula - Gigantic - Beast - 150x100

Global Adv Mar Dis Model Rules
7" 14" 6
Defensive HP Def Res Arm
8 4 6 3
Offensive Att Off Str Ap Agi
Goblins (8) 1 2 3 0 2
Gargantula 8 4 5 2 4
Notes

Bow 24" Shots 1 Strength 3 AP 0
Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain
Poison Attacks
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Venomous Fangs
Melee. Before rolling to hit, nominate one Close Combat Attack from a model part with Venomous Fangs. This attack gains Multiple Wounds (D3+1).If the attack is turned into more than one hit (e.g. a hit with Battle Focus), only a single hit, chosen by the owner, gains the effect.
Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.