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Through battles against the Empire and Dwarfs, usually thrown away, used as clubs, trophies or
Orc hordes happen to stumble upon gunpowder toothpicks. Goblins on the other hand tend to
weapons. As most orcs trust their axes more than treat them as weapons and sometimes even form
machineries of humies or stunties these are up as gangs of riflegoblins.
GOBLIN GUNNERS
Points/model: 7 Unit Size: 10+ Shaking Hands: Riflegoblins may only react on charges with
Stand and Shoot if they pass a Leaderhip test. If the test is
M WS BS S T W I A Ld failed the goblins will Hold.
Riflegoblin 4 2 3 3 3 1 2 1 6
Goblin Sharpshooter 4 2 4 3 3 1 2 1 6 OPTIONS:
• Any unit may be equipped with shields for +1 pts/model.
WARGEAR: Looted handgun, hand weapon & light armour. • Upgrade 1 Riflegoblin to a musician for +4 pts.
• Upgrade 1 Riflegoblin to a standard bearer for +8 pts.
SPECIAL RULES: Fear Elves. • Upgrade 1 Riflegoblin to a Goblin Sharpshooter for +5
pts.
OPTIONS:
• Any unit may be equipped with shields for +1 pts/model.
• Upgrade 1 Night Goblin Gunner to a musician for +4 pts.
LOOTED HANDGUN
Looted rifles are simple handguns. What makes Overpowder: The Strength of looted firearms
them special is the untrained way of goblins depend on how much gunpowder the
using them. As they are only guessing the unexperienced goblins stuff into them. For each
gunpowder needed for each shot the weapons Hit determine the Strength with a D6 roll. If a six
may hit harder than they are planned to. is rolled the goblin filled in too much powder;
Although there is of course a chance of backfire. roll another D6 and consult the following table: