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Profile of Goblin Mercenary (Goblin-town)

5 pts

Infantry, Warrior, Goblin

  • Mv
    F
    S
    D
    A
    W
    C
  • 5
    2/+5
    3
    4
    1
    1
    2
  • Wargear
  • Armour
  • WYSIWYG Sword/Pick or Sword or Pick
  • Special Rule(s)
  • Cave Dweller
    ACTIVE

    A model with this special rule adds 1 to all Jump, Leap and Climb tests. They also suffer no penalties for fighting in the dark.

  • Chittering Hordes
    ACTIVE

    Models with this special rule can Support as if they had spears, with the exception that they can only ever Support another model with the Chittering Hordes special rule. A Supporting model does get the benefit of having a two-handed weapon, if it has one.

  • Mercenary Ambush
    ACTIVE

    Warbands led by a Goblin Mercenary Captain that contain solely Goblin Mercenaries do not have to deploy on the board at the start of the game. Instead, they may be kept in reserve.

    From turn 2 onwards, the controlling player must test to see if their Goblin Mercenaries have arrived. To do this, the Goblin Mercenary Captain must make a Courage test at any point during the controlling player’s Move phase.

    If the test is passed, the controlling player may choose whether or not the Goblin Mercenaries have arrived.
    If the test is failed, then the opposing player may choose whether or not the Goblin Mercenaries have arrived.

    Once they have arrived, the controlling player places the warband fully within any eligible terrain piece on the board. Models deployed in this way may not be placed within the Control Zones of any enemy models. This counts as the Goblin Mercenaries’ movement for that turn. If the entire warband cannot be placed for any reason (such as there are no eligible terrain pieces), then they may arrive as Reinforcements from a board edge of the controlling player’s choice instead.