Source: Warhammer Armies Project: Unofficial 9th Edition

Army List: Hobgoblins
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Based on PDF Version 1.12, Last Modified: 2024 March 13 @ 08:27

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Hobgoblins

Based on PDF Version 1.12, Last Modified: 2024 March 13 @ 08:27

Army Special Rules

This section describes all the different units used in a Hobgoblin army, along with any rules necessary to use them in your games of Warhammer. Where a model has a special rule that is explained in the Warhammer rulebook, only the name of that rule is given. If a model has a special rule that is unique to it, that rule is detailed alongside its description. However, there are a number of commonly recurring 'army special rules' that apply to several Hobgoblin units, and these are detailed here.

A unit with this special rule that successfully restrains from pursuing after breaking an enemy unit in close combat causes D6 Strength 3 hits on the fleeing unit for every complete rank the Hobgoblin unit has (up to a maximum of 3). Resolve any casualties before moving the fleeing unit.

Models with this special rule gain +1 To Hit in the first round of combat if they successfully charge an enemy in the rear or flank.

Mounted models with this special rule do not suffer penalties To Hit for Moving and Shooting and may Volley Fire even while moving. In addition, when using Fire and Flee, the unit can still use their Swiftstride special rule.

Units with this special rule must test for Treachery in the Charge sub-phase after all normal charges has been declared during each of your turns, by every unit that is subject to Treachery, unless any of the following applies:

  • The unit has less than 5 models.

  • The unit has declared a charge this turn.

  • The unit is engaged in close combat.

  • The unit is garrisoning a building.

  • The unit is fleeing or currently off the battlefield.

Roll a D6 for each eligible unit. If the dice roll is a 2 or more, the unit behaves normally this turn. If the roll is a 1, however, the unit has failed its Treachery test and must roll on the Treachery table below:

D6

Result

1

Traitor! If the unit is armed with missile weapons, they will immediately resolve a round of shooting against the nearest friendly unit within Line of Sight. If the unit does not have any missile weapons or if there are no friendly units within Line of Sight, they will inflict D3 Strength 3 Hits for every complete rank the unit has on themselves instead (any Wounds suffered will not cause a Panic test). The unit may not move, shoot or cast spells this turn.

2

We'll get a better view from further back! The unit must immediately take a Panic test. If it's passed, the unit may not voluntarily move this turn.

3-4

We Stayz 'Ere! The unit may not voluntarily move this turn.

5

Bloody Murder! The unit suffers D3 Strength 3 Hits for every complete rank the unit has (any Wounds suffered will not cause a Panic test). The unit may move as normal afterwards.

6

Hiiyaaarrghh! Pivot the unit on the spot to face the nearest visible enemy unit, and then make a full normal move in a straight line towards it. If there is no visible enemy, the unit must move straight ahead instead. If it is impossible for the unit to pivot to face the closest enemy, it will pivot towards it as far as it can, and will then move as far forward as it can while still keeping the enemy within its forward arc. After the move is complete the unit must declare a charge against the closest visible enemy unit, if it is possible to do so. If the unit cannot declare a charge then it may carry on with the rest of its turn normally, as if it had not yet moved this turn.

Lords

Khan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts

MWSBSSTWIALd
Khan465443548

Troop Type: Infantry (Character, Hobgoblin)

Hand weapon, light armour.

  • May take an additional hand weapon (+3 pts), spear (+4 pts), polearm (+8 pts) or great weapon (+8 pts).

  • May take a shortbow (+4 pts) or bow (+5 pts).

  • May upgrade to medium armour (+6 pts).

  • May take a shield (+3 pts).

  • May be mounted on a Giant Wolf (+18 pts) which may have barding (+6 pts), Dire Wolf (+45 pts) which may have barding (+9 pts) or Wolf Chariot (+40 pts), replacing the crew.

  • May take Magic Items up to a total of 100 pts.

Backstabbers, Cowardly Despoilers, Ded Shooty, Quell Treachery

Any friendly unit joined by a model with this special rule may re-roll failed Treachery tests.

Shaman Elder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145 pts

MWSBSSTWIALd
Shaman Elder433343217

Troop Type: Infantry (Character, Hobgoblin)

Magic: Shaman Elder is a Level 3 Wizard who uses spells from the Lore of Fire, the Lore of Beasts, the Lore of Heavens, the Lore of Shadow or the Lore of Spirits.

Hand weapon.

  • May be upgraded to a Level 4 Wizard (+35 pts).

  • May be mounted on a Giant Wolf (+18 pts) which may have barding (+6 pts), Dire Wolf (+30 pts) which may have barding (+9 pts) or Corpseripper Vulture (+175 pts).

  • May take Magic Items up to a total of 100 pts

Backstabbers, Cowardly Despoilers, Ded Shooty, Dey Ain't Righ' in da 'Ead

Models with this special rule may never be the Army’s General, and no units may use their Leadership.

Heroes

Orlok. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 pts

MWSBSSTWIALd
Orlok455442437

Troop Type: Infantry (Character, Hobgoblin)

Hand weapon, light armour.

  • May take an additional hand weapon (+2 pts), spear (+3 pts), polearm (+6 pts) or great weapon (+6 pts).

  • May take a shortbow (+4 pts) or bow (+5 pts).

  • May upgrade to medium armour (+4 pts).

  • May take a shield (+3 pts).

  • May be mounted on a Giant Wolf (+12 pts) which may have barding (+4 pts), Dire Wolf (+30 pts) which may have barding (+6 pts) or Wolf Chariot (+40 pts), replacing the crew.

  • May take Magic Items up to a total of 50 pts.

  • One Orlok in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only carry other magic items up to a total of 25 pts.

Backstabbers, Cowardly Despoilers, Ded Shooty, Quell Treachery

Any friendly unit joined by a model with this special rule may re-roll failed Treachery tests.

Shaman. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts

MWSBSSTWIALd
Shaman433332216

Troop Type: Infantry (Character, Hobgoblin)

Magic: Shaman is a Level 1 Wizard who uses spells from the Lore of Fire, the Lore of Beasts, the Lore of Heavens, the Lore of Shadow or the Lore of Spirits.

Hand weapon.

  • May be upgraded to a Level 2 Wizard (+35 pts).

  • May be mounted on a Giant Wolf (+12 pts) which may have barding (+4 pts).

  • May take Magic Items up to a total of 50 pts.

Backstabbers, Cowardly Despoilers, Ded Shooty, Dey Ain't Righ' in da 'Ead

Models with this special rule may never be the Army’s General, and no units may use their Leadership.

Throat-Slasher. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts

MWSBSSTWIALd
Throat-Slasher465442637

Troop Type: Infantry (Character, Hobgoblin)

Two hand weapons, throwing weapons.

  • May take Magic Items up to a total of 50 pts.

Backstabbers, Cowardly Despoilers, Dodge (5+), Hidden, Poisoned Attacks, Scouts

Mounts

Giant Wolf. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Giant Wolf930331313

Troop Type: War Beast (Animal)

Dire Wolf. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Dire Wolf940543434

Troop Type: Monstrous Beast (Animal)

Core Units

Cutthroats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 pts per model

MWSBSSTWIALd
Cutthroat433331216
Hobyar433331226

Unit Size: 20+

Troop Type: Infantry (Hobgoblin)

Hand weapon, shield.

  • May take spears (+½ pt/model).

  • May take throwing weapons (+1 pt/model).

  • May take light armour (+½ pt/model).

  • May upgrade one Cutthroat to a Hobyar (+10 pts).

  • May upgrade one Cutthroat to a Musician (+10 pts).

  • May upgrade one Cutthroat to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Backstabbers, Cowardly Despoilers, Treacherous Gits

Archers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 pts per model

MWSBSSTWIALd
Archer433331216
Sharp-Eye433331216

Unit Size: 20+

Troop Type: Infantry (Hobgoblin)

Hand weapon, shortbow.

  • May replace shortbows with bows (+1 pt/model).

  • May take throwing weapons (+½ pt/model).

  • May take light armour (+½ pt/model).

  • May upgrade one Archer to a Sharp-Eye (+10 pts).

  • May upgrade one Archer to a Musician (+10 pts).

  • May upgrade one Archer to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Backstabbers, Cowardly Despoilers, Treacherous Gits

Wolf Raiders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 pts per model

MWSBSSTWIALd
Wolf Raider433331216
Darga433331226
Giant Wolf930331313

Unit Size: 5+

Troop Type: Cavalry (Hobgoblin)

Hand weapon.

  • May take spears (+1 pt/model)

  • May take shortbows (+2 pts/model) or bows (+3 pts/model).

  • May take light armour (+1 pt/model).

  • May take shields (+1 pt/model).

  • May be upgraded to Ambushers (+1 pt/model).

  • May upgrade one Wolf Raider to a Darga (+10 pts).

  • May upgrade one Wolf Raider to a Musician (+10 pts).

  • May upgrade one Wolf Raider to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Backstabbers, Cowardly Despoilers, Ded Shooty, Fast Cavalry, Treacherous Gits

Kharash. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 pts per model

MWSBSSTWIALd
Kharash422331313
Slavedriver433331226

Unit Size: 20+

Troop Type: Infantry (Human, Hobgoblin)

Hand weapon.

  • May take throwing weapons (+½ pt/model).

  • One Slavedriver must be included for every 10 Kharash (+5 pts/model).

Expendable, Mixed Unit

Hobhounds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 pts per model

MWSBSSTWIALd
Hobhound730331313
Packmaster433331216

Unit Size: 5+

Troop Type (Hobhound): War Beast (Animal)

Troop Type (Packmaster): Infantry (Hobgoblin)

Hand weapon.

  • One Packmaster must be included for every 5 Hobhounds (+5 pts/model).

Expendable, Frenzy, Mixed Unit

Special Units

Kheshig Wolf Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 pts per model

MWSBSSTWIALd
Kheshig443331317
Cherbi443331327
Giant Wolf930331313

Unit Size: 5+

Troop Type: Cavalry (Hobgoblin)

Spear, medium armour, shield.

  • May take shortbows (+2 pts/model) or bows (+3 pts/model).

  • May take barding (+1 pt/model).

  • May have Poisoned Attacks (+1 pt/model).

  • May upgrade one Kheshig to a Cherbi (+10 pts).

  • May upgrade one Kheshig to a Musician (+10 pts).

  • May upgrade one Kheshig to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Backstabbers, Cowardly Despoilers, Ded Shooty, Fast Cavalry, Khan's Guard, Strength Bonus (1), Treacherous Gits

Khan's Guard: If a unit with this special rule is joined by a character with the Quell Treachery special rule, they become Stubborn as long as the character remains in the unit.

Ravagers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Ravager433331316
Darkhan433331326
Hobhound730331313

Unit Size: 5+

Troop Type: Cavalry (Hobgoblin)

Two hand weapons.

  • May have Poisoned Attacks (+1 pt/model).

  • May upgrade one Ravager to a Darkhan (+10 pts).

  • May upgrade one Ravager to a Musician (+10 pts).

  • May upgrade one Ravager to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Backstabbers, Cowardly Despoilers, Fast Cavalry, Frenzy, Treacherous Gits

Mangudai. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 pts per model

MWSBSSTWIALd
Mangudai434331217
Badhur435331217
Giant Wolf930331313

Unit Size: 5+

Troop Type: Cavalry (Hobgoblin)

Hand weapon, shortbow.

  • May replace shortbows with bows (+1 pt/model).

  • May take light armour (+1 pt/model).

  • May have Poisoned Attacks (+1 pt/model).

  • May upgrade one Mangudai to a Bahdur (+10 pts).

  • May upgrade one Mangudai to a Musician (+10 pts).

  • May upgrade one Mangudai to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Backstabbers, Cowardly Despoilers, Ded Shooty, Fast Cavalry, Rapid Fire, Treacherous Gits

Units with this special rule can fire Multiple Shots even if they moved during their turn.

Sneaky Gits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 pts per model

MWSBSSTWIALd
Sneaky Git433331216
Backstabber433331226

Unit Size: 10+

Troop Type: Infantry (Hobgoblin)

Two hand weapons, throwing weapons.

  • May be upgraded to Skirmishers (+1 pt/model).

  • May be upgraded to Scouts (+1 pt/model).

  • May upgrade one Sneaky Git to a Backstabber (+10 pts).

Backstabbers, Cowardly Despoilers, Dirty, Rotten, Sneaky, Poisoned Attacks, Treacherous Gits

After each round of combat is fought, the Sneaky Gits may Fight in an Extra Rank each turn for as long as they are in combat with that enemy. So after one turn, they fight in one additional rank, after two turns they fight in two additional ranks, and so on.

Wolf Chariot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 pts per model

MWSBSSTWIALd
Wolf Chariot8--543---
Crew-333--216
Giant Wolf-303--31-

Unit Size: 1 Wolf Chariot, 3 Crew & 2 Giant Wolves.

Troop Type: Chariot (Armour Save 6+, Hobgoblin)

Hand weapon, shortbow.

  • May take spears (+3 pts).

  • May take light armour (+3 pts).

  • May take an additional Giant Wolf (+3 pts).

Backstabbers, Cowardly Despoilers, Ded Shooty

Spear Chukka. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 pts per model

MWSBSSTWIALd
Spear Chukka----73---
Crew433331216

Unit Size: 1 Spear Chukka & 3 Crew.

Troop Type: War Machine (Bolt Thrower, Hobgoblin)

Hand weapon.

Slipshod

If the To Hit roll for a shooting attack made by a Spear Chukka is a 1 (before any modifiers are applied), then it misfires. Roll on the Stone Thrower Misfire Chart in the Warhammer rulebook and apply the result to the Spear Chukka.

Almaslar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43 pts per model

MWSBSSTWIALd
Almas630543246

Unit Size: 3+

Troop Type: Monstrous Infantry (Chaos Beast)

Hand weapon.

Armour Piercing (1), Frenzy, Regeneration (5+)

Giant Scorpions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 pts per model

MWSBSSTWIALd
Giant Scorpion730543334
Scorpion Herder (Handler)433331216

Unit Size: 3+

Troop Type (Giant Scorpion): Monstrous Beast (Animal)

Troop Type (Scorpion Herder): Infantry (Hobgoblin)

Hand weapon.

  • One Scorpion Herder must be included for every 2 Giant Scorpions (+5 pts/model).

Killing Blow, Mixed Unit, Natural Armour (5+), Poisoned Attacks

Rare Units

Kheshig Dire Wolf Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts per model

MWSBSSTWIALd
Kheshig443331317
Cherbi443331327
Dire Wolf940543434

Unit Size: 3+

Troop Type: Monstrous Cavalry (Hobgoblin)

Spear, medium armour, shield.

  • May take shortbows (+2 pts/model) or bows (+3 pts/model).

  • May take barding (+3 pts/model).

  • May have Poisoned Attacks (+1 pt/model).

  • May upgrade one Kheshig to a Cherbi (+10 pts).

  • May upgrade one Kheshig to a Musician (+10 pts).

  • May upgrade one Kheshig to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Backstabbers, Cowardly Despoilers, Ded Shooty, Khan's Guard, Strength Bonus (1), Treacherous Gits

Khan's Guard: If a unit with this special rule is joined by a character with the Quell Treachery special rule, they become Stubborn as long as the character remains in the unit.

War Wagon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90 pts per model

MWSBSSTWIALd
War Wagon8--454---
Crew-333--216
Giant Wolf-303--31-

Unit Size: 1 War Wagon, 3 Crew & 2 Giant Wolves.

Troop Type: Chariot (Armour Save 3+, Hobgoblin)

Hand weapon, shortbow.

  • May take an additional Giant Wolf (+3 pts).

Backstabbers, Cowardly Despoilers, Ded Shooty, Great Bow

Great bows follow the rules for Bolt Throwers with Strength 5, Armour Piercing (1) and Multiple Wounds (D3) special rules.

Rokkit Launcha. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts per model

MWSBSSTWIALd
Rokkit Launcha----73---
Crew433331216

Unit Size: 1 Rokkit Launcha & 3 Crew.

Troop Type: War Machine (Stone Thrower, Hobgoblin)

Hand weapon.

Rokkits

Rokkits have a range of 48", Strength 4, Flaming Attacks and Multiple Wounds (D3) special rule. If a misfire is rolled, roll a D6 and immediately consult the Rokkit Launcha Misfire chart below:

D6

Result

1-2

Kaboom! Remove the Rokkit Launcha and its crew as a casualty.

3-4

Minor Mishap: The Rokkit Launcha suffers one Wound.

5-6

It Won't Light! The Rokkit may fire normally the next turn.

Wind Daemons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts per model

MWSBSSTWIALd
Wind Daemon630443337

Unit Size: 3+

Troop Type: Monstrous Infantry (Elemental)

Ethereal, Fly (7), Gust Charge, Unstable

Any unit charged by a model with this special rule is Disrupted in the first round of close combat.

Corpseripper Vulture. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts per model

MWSBSSTWIALd
Corpseripper Vulture440555457

Unit Size: 1

Troop Type: Monster (Chaos Beast)

Fly (8), Preying on the Weak, Scavenger

A Corpseripper Vulture gains the Heroic Killing Blow special rule against models with half or less of their starting Wounds left.

Each time a Corpseripper Vulture causes an unsaved Wound, roll a D6. On a 6, they regain one Wound lost earlier during the game.

Dread Maw. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .225 pts per model

MWSBSSTWIALd
Dread Maw*20555157

Unit Size: 1

Troop Type: Monster (Chaos Beast)

Hand weapon.

  • May take Clawed Mandibles (+10 pts).

  • May take Hooked Spines (+10 pts).

  • May take Poisonous Blood (+20 pts).

  • May take Slime Spray (+20 pts).

The Dread Maw gains the Armour Piercing (1) special rule.

The Dread Maw gains the Devastating Charge special rule.

Any model that inflicts a wound on the Dread Maw in close combat immediately suffer a single Strength 4 hit.

The Dread Maw gains a Breath Weapon that forces any unit under the flame template to pass an Initiative test or suffer -2" to their move for the next turn.

Death From Below, Impact Hits (D6), Multiple Wounds (D3), Natural Armour (4+), Random Movement (2D6), Stubborn

The Dread Maw has the Ambushers special rule, with the following exception. When it enters the battle in the Remaining Moves sub-phase, it does not move onto the board as reinforcements in the normal way. Instead, when a Dread Maw enters the battle, place a small marker anywhere on the battlefield, but not in impassable terrain or within 1" of a deployed unit.

Roll a scatter dice and an artillery dice. If you roll a Hit on the scatter dice, the marker stays in place. If you roll an arrow, move the marker the number, in inches, indicated by the artillery dice in the direction shown. If the marker is under a friendly unit, impassable terrain or a building, place it 1" away from the closest edge of the unit/terrain.

Once the final position of the marker is established, place the emerging Dread Maw such that it touches the marker, facing any direction. If the marker is under an enemy unit, you may place your Dread Maw into base contact with the enemy unit in their front arc; the Dread Maw will counts as charging this turn.

If you roll a misfire, or if for any reason some of the models in the unit cannot be placed, then the unit does not emerge this turn. You may roll for it to appear again the next turn.

Giant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts per model

MWSBSSTWIALd
Giant6336663*10

See Giant Special Rules for detailed special rules.

Unit Size: 1

Troop Type: Monster (Giant)

Hand weapon.

Fall Over, Giant Special Attacks, Immunity (Psychology), Stubborn

Special Characters - Lords

Hobgobla Khan Scourge of the Steppes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .230 pts

MWSBSSTWIALd
Hobgobla Khan475443559

Troop Type: Infantry (Special Character, Hobgoblin)

Medium armour, shield.

  • May be mounted on a Giant Wolf (+18 pts) which may have barding (+6 pts), Dire Wolf (+45 pts) which may have barding (+6 pts) or Wolf Chariot (+40 pts), replacing the crew.

Magic Items / Abilities: Bow of Storms, Sabre of the First Khan, Mask of the Great Deceiver, Horn of the Steppe

Shortbow. All shots from this bow are resolved at Strength 5 and have the Lightning Attacks Special rule.

The wielder of this weapon gains the Random Attacks (D3) special rule in addition to their normal Attacks. In addition, they have the Fear special rule.

This Mask gives the bearer a 6+ armour save and Ward Save (5+). In addition, all Hobgoblins may use the wearers Inspiring Presence ability within 18" rather than the normal 12".

One use only. This item can be used at the start of each of your Movement phases. Once used, all friendly Hobgoblin units within 12" gain +1 to their Combat Resolution for the remainder of the turn.

Backstabbers, Cowardly Despoilers, Ded Shooty, The Great Khan, Quell Treachery

Hobgobla Khan must always be the Army General. In addition, units of Kheshig Wolf Riders may be taken as Core units instead of Special Units.

Any friendly unit joined by a model with this special rule may re-roll failed Treachery tests.

Ghazak Khan Terror of the East. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .215 pts

MWSBSSTWIALd
Ghazak Khan476543649
Warghan (Giant Wolf)940441425

Troop Type: Cavalry (Special Character, Hobgoblin)

Medium armour, shield.

Magic Items / Abilities: The Red Scimitar, Daemonhead Helmet

All Attacks made with this weapon have the Armour Piercing (3) and Multiple Wounds (D3) special rules.

6+ armour save. As soon as Ghazak suffers his first wound in battle, the Daemon of the helmet awakens and gives Ghazak the Ward Save (4+) and Magic Resistance (1) special rules for the remainder of the battle. In addition, his Strength is doubled when fighting against the model or unit which caused the Wound.

Backstabbers, Cowardly Despoilers, Ded Shooty, Fear, Quell Treachery, War Cry of the Steppes

Any friendly unit joined by a model with this special rule may re-roll failed Treachery tests.

Any unit that Ghazak Khan charges will not be able to Stand and Shoot or Flee as a Charge response. This does not affect units that have Immunity (Psychology).

Nergui Great Shaman of the Steppes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .300 pts

MWSBSSTWIALd
Nergui433343217

Troop Type: Infantry (Special Character, Hobgoblin)

Nergui is a Level 4 Wizard who uses spells from the Lore of Fire, Lore of Beasts, Lore of Heavens, Lore of Shadow or Lore of the Spirits. In addition, he knows the following spell: Summon Dread Maw

Summon Dread Maw is a direct damage spell. Place the small round template anywhere within 18" of the caster. Roll the artillery dice and the scatter dice. Unless a Hit! is rolled, move the template the distance shown on the artillery dice, in the direction indicated on the scatter dice.

If a misfire is rolled, centre the template on the caster and roll a scatter dice and a D6. The template moves the number of inches equal to the result of the D6, in the direction shown on the scatter dice. If you roll a Hit!, use the little arrow shown on the Hit! symbol.

Once the final position of the template is determined, all models under the template must take an Initiative test. Models that pass the test suffer a Strength 3 Hit. Models that fail the test suffer a Strength 5 hit with the Killing Blow and Multiple Wounds (D3) special rules.

Hand weapon.

  • May be mounted on a Giant Wolf (+18 pts) which may have barding (+6 pts), Dire Wolf (+30 pts) which may have barding (+6 pts) or Corpseripper Vulture (+175 pts).

Magic Items / Abilities: Ongon, Staff of Wind Daemons

This item gives the bearer a Ward Save (5+) and the Magic Resistance (2) special rule.

This item gives the bearer access to one additional spell from their chosen Lore. Once per game, during your Magic phase, the full power of the staff may be used. When it does, every enemy unit within 12" of the bearer suffers D6 Strength 4 Hits.

Backstabbers, Cowardly Despoilers, Ded Shooty, Dey Ain't Righ' in da 'Ead, Great Shaman of the Steppes

Models with this special rule may never be the Army’s General, and no units may use their Leadership.

Nergui may re-roll one Power Dice (except 1's) per casting attempt.

Special Characters - Heroes

Oglah Kahan Leader of the Wolfboyz. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts

MWSBSSTWIALd
Oglah Kahan455442437
Giant Wolf930331313

Troop Type: Cavalry (Special Character, Hobgoblin)

Spear, shortbow, medium armour, shield.

  • May take Magic Items up to a total of 50 pts.

Magic Items / Abilities: Pelt of Wulfag

The wearer of this item gains the Natural Armour (6+) special rule against missile attacks, and any unit they are with must always pursue in close combat, and may add +D6" to their pursuit move.

Backstabbers, Cowardly Despoilers, Ded Shooty, Quell Treachery, The Wolfboyz

Any friendly unit joined by a model with this special rule may re-roll failed Treachery tests.

Oglah Khan must be accompanied by a unit of Wolf Raiders chosen from the army list at a cost of 16 points per model. This unit is armed with spears, bows, medium armour and shields. Oglah Khan may never choose to leave this unit.

Maglah Khan The Eagle Eye. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 pts

MWSBSSTWIALd
Maglah Khan455442437
Giant Wolf930331313

Troop Type: Cavalry (Special Character, Hobgoblin)

Spear, shortbow, medium armour, shield.

  • May take Magic Items up to a total of 50 pts.

Magic Items / Abilities: Trickster's Quiver

At the start of your Shooting phase, roll a D6 and consult the table below to see what sort of arrow the bearer has access to this turn:

D6

Result

1

Flame Arrows: All shots have the Flaming Attacks special rule.

2

Bodkin Arrows: All shots have the Armour Piercing (1) special rule.

3

Poisoned Arrows: All shots have the Poisoned Attacks special rule.

4

Burst Arrows: All shots have the Multiple Wounds (D3) special rule.

5

Storm Arrows: All shots have the Lightning Attacks special rule.

6

Frost Arrows: All shots have the Ice Attacks special rule.

Backstabbers, Cowardly Despoilers, Ded Shooty, Hobgoblin Leader, Quell Treachery, Sniper

Maglah Khan has the Inspiring Presence ability with a 6" range. If he is the Army General, this is increased to 18".

Any friendly unit joined by a model with this special rule may re-roll failed Treachery tests.

Sobutai The Crossed Knife. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts

MWSBSSTWIALd
Sobutai465442437
Giant Wolf930331313

Troop Type: Cavalry (Special Character, Hobgoblin)

  • May take barding for Giant Wolf (+4 pts).

  • May replace Giant Wolf with Dire Wolf (+20 pts) which may have barding (+6 pts).

Magic Items / Abilities: Sabres of Begtsethulu, Wurmplate

Two hand weapons. These weapons allow the wielder to re-roll To Hit and To Wound in close combat give them the Armour Piercing (1) special rule.

Medium armour. This armour grants the wearer the Devastating Charge special rule.

Backstabbers, Cowardly Despoilers, Ded Shooty, Khan's Guard, Kheshig Commander

Khan's Guard: If a unit with this special rule is joined by a character with the Quell Treachery special rule, they become Stubborn as long as the character remains in the unit.

Any unit of Kheshig joined by Sobutai gains the Devastating Charge special rule as long as he remains in the unit.

Magic Items

This section contains the rules for some of the most iconic and powerful magical artefacts used by the Hobgoblins. These may be used in addition to the magic items found in the Warhammer rulebook.

Magic Weapons

Spear. All attacks made with this weapon has the Lightning Attacks special rule. On the round that the wielder of the Lightning Spear charges, for each successful Wound made with this weapon the spear strikes the model behind the hit model with an attack at -1 Strength. If this attack wounds, then the model behind the second wounded model is struck with an attack at an additional -1 Strength. This will continue until you fail to wound a model.

Great weapon. All attacks made with this weapon have the Killing Blow and gnores Armour Saves special rule.

Bow. This weapon gives the wielder the Sniper special rule. Any model hit by the Black Bow must re-roll successful armour saves.

Bow. Each time the wielder of this bow Hits their target, all other friendly units targeting the same unit this Shooting phase receive +1 To Hit.

All attacks made with this weapon are considered to be made at 1 Strength higher than the target’s Toughness. This also affects armour saves.

This weapon gives the wielder Poisoned Attacks. In addition, any enemy model in base contact with the wielder at the end of the close combat phase must pass a Toughness test or suffer a single Wound which Ignores Armour save. However, the wielder must roll a D6 at the start of each of their turns. On a roll of 1 they suffer a Wound which Ignores Armour saves.

Polearm. This weapon gives the wielder +2 Attacks. However, if a 1 is rolled To Hit, the hit is resolved against the wielder rather than the opponent.

Attacks made with this weapon have the Strength Bonus (1) and Armour Piercing (1) special rules, and their effects are doubled on turns during which the wielder successfully charges an enemy in the flank or rear.

Magic Armour

The Helm gives the bearer a 6+ armour save and the Fear special rule. If the model already causes Fear, it now causes Terror. In addition, enemies must re-roll successful To Hit roll against the wearer in close combat.

Medium armour. Once each turn, at any time during the turn, including before or after moving, the wearer of the Armour of the Wind Fortress may be placed anywhere within 6" of their initial position. The model may be placed facing any direction at its new location. This ability may not be used to enter or leave combat.

Shield. Enemy models attempting to strike the bearer in close combat suffer a -1 penalty to their Weapon Skill and Strength.

Light armour. The wearer of this armour gains +1 to their Toughness.

Shield. Enemy models suffer a Strength 4 hit with the Poisoned Attacks and Killing Blow special rules for each To Hit roll of 1 against the bearer in close combat.

These gauntlets give the bearer a 6+ armour save and the Devastating Charge special rule.

Talismans

The bearer of Lucky’s Paw may re-roll failed Armour and Ward saves.

All enemies targeting the wearer in close combat suffer -D3 to their Attacks.

The Wyrdstone Crown grants the wearer a 4+ Ward Save. If the result is a 1 when rolling the save, the bearer suffers a permanent -1 penalty to his Leadership.

The wearer of this amulet gains Ward Save (5+) after suffering their first Wound. This has no effect against Attacks that would instantly kill the wearer.

The wearer gains a Ward Save (3+) against missile attacks with a Strength of 4 or lower.

Arcane Items

The bearer of this Orb can remove 1 of the enemy's Power dice and add it to their own Dispel dice pool.

The bearer may re-roll failed channelling rolls.

The wearer of the Cloak of Sorcery gains +1 Power Dice. In addition, there is no limit on the maximum amount of dice they are allowed to use to cast spells.

Whenever the Wizard carrying this item successfully dispels a spell, they may immediately attempt to channel Dispel Dice equal to the number of dice used to cast the spell (including any bonus dice used).

At the end of each Magic phase the wielder can choose to save 1 unused Power or Dispel dice and use in the next turn.

One use only. The wizard can reroll a single dice when casting or dispelling a spell.

Enchanted Items

The model carrying the Evershifting Map and one unit they must be assigned to can deploy as Scouts.

The model carrying this item gains the Frenzy special rule. They can never lose their Frenzy, and gain +D3 Attacks rather than just 1.

One use only. This item can be used in the enemy's Charge sub-phase. When used, all enemy units within charge range of the bearer must pass a Leadership test or be forced to declare charge against them.

At the start of the game, roll a D6 and consult the following chart to determine what the item retrieved for that battle actually does:

D6

Result

1

Worthless Scrap: The item does nothing.

2

Red Gem: The item grants the bearer Flaming Attacks and Immunity (Flaming Attacks) special rule.

3

Protective Amulet: The item grants a Ward save (6+).

4

Obsidian Bracelet: The item grants the Magic Resistance (2) special rule.

5

Trollbone Torc: The item grants the Regeneration (4+) special rule.

6

Daemon Skull: The item grants the bearer +1 Strength, a Ward save (5+) and the Magical Attacks special rule.

On any turn that the model equipped with the Hidden Sheath enters a challenge, they get to make one extra round of attacks against their opponent before all other attacks are made.

The wearer ignores all To Hit penalties with missile weapons.

One use only. This item may be used whenever the bearer and any unit they are with fails a Treacherous Gits test. Roll a D6; on a 2+ they pass the Treacherous Gits test.

Magic Standards

The unit carrying this standard gains +D3 to its combat resolution. In addition, all Hobgoblins within 12" of this banner may re-roll failed Treacherous Gits tests.

One use only. The banner may be activated at the start of any of your turns. For the remainder of the turn, all models in the unit gains the Ethereal special rule.

All enemy units within 8" of this standard suffer -1 to their Leadership.

A unit carrying this magic standard has the Hatred and Fear special rules.

All enemy units within charge range of this unit at the start of their Compulsory Moves sub-phase must pass a Leadership test or be forced to declare a charge against it. This has no effect on models with Immunity (Psychology).

The unit carrying this standard gains the Devastating Charge special rule.

The unit carrying this standard gains a Ward Save (4+) against all missile attacks with Strength 4 or less.

All mounts in a unit carrying this banner gain +1 to their Strength.

The unit carrying this standard may add +D6" to their charge range.

The unit carrying this standard may re-roll its Flee distance (before your opponent rolls their Charge/Pursuit distance).

The Lore of Spirits

Whenever the caster rolls any double while successfully casting a spell, they gain knowledge of one additional random spell from the Lore of Spirits for the duration of the Magic phase.

Spirit Staff is an augment spell with a range of 24". The target unit gains +1 Strength, the Killing Blow and Magical Attacks special rules until the start of the caster's next Magic phase. The Wizard can choose to have this spell affect all friendly units within 12". If they do so, the casting value is increased to 16+.

Message of Doom is a hex spell with a range of 24". Until the start of the caster's next magic phase, the target unit treats all enemies as causing Fear and suffer -1 to their Leadership. The Wizard can choose to extend the range of this spell to 48" instead. If they do so, the casting value is increased to 8+.

Spirit's Voice is an augment spell with a range of 24". The target unit may re-roll failed rolls To Hit and failed Leadership tests until the start of the caster's next Magic phase. The Wizard can choose to have this spell affect all friendly units within 12". If they do so, the casting value is increased to 14+.

Fire of Vengeance is a magic missile spell with a range of 24" and causes 2D6 Strength 4 hits with the Flaming Attacks special rule. The Wizard can choose to extend the range of this spell to 36" instead. If they do so, the casting value is increased to 11+.

Remains in play. Power of the Wind is a magical vortex that uses the small round template. Once the template is placed, roll 3D6 to determine how many inches the template moves. Any model touched by the template must pass a Strength test or suffer a Strength 4 hit with no armour save allowed. In subsequent turns, roll the scatter dice to determine the direction the cyclone moves. The Wizard can infuse the Power of the Wind with more power, so that it uses the large round template instead. If they do so, the casting value is 16+.

Spirit Shield is an augment spell with a range of 24". The target unit gains the Ward save (5+) special rule and may re-roll failed armour saves until the start of the caster's next Magic phase. The Wizard can choose to have this spell affect all friendly units within 12". If they do so, the casting value is increased to 22+.

Blade of Begtsethulu is a direct damage spell that affects all enemy units within 12". For each complete rank the units have, they suffer D6 close combat Attacks made with Weapon Skill 4 and Strength 4, distributed as shooting attacks. The Wizard can choose to extend the range of this spell to 18" instead. If they do so, the casting value is increased to 21+.

Giant Special Rules

A Giant must test to see whether it falls over if any of the following apply:

  • If it is beaten in close combat. Test once results are established but before taking a Break test.

  • If it is fleeing at the start of the Movement phase.

  • When it crosses an obstacle. Test when the obstacle is reached.

  • If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.

To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.

To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by a falling Giant suffers a Strength 6 Hit with the Multiple Wounds (D3) special rule. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.

A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.

Once on the ground, a Giant may get up in his following Movement phase, but may not move in the Movement phase that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.

To determine what a Giant does in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the following tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result.

Man-sized Things Chart

Use this chart when fighting Infantry, Cavalry, War Beasts or Swarms.

D6

Result

1

Yell and Bawl

2

Jump Up and Down

3

Pick Up and...

4-6

Swing with Club

Big Things Chart

Use this chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.

D6

Result

1

Yell and Bawl

2-4

Thump with Club

5-6

'Eadbutt

Neither the Giant nor models in contact with it fight if they have not already done so this round. The Giant automatically wins the combat by 2 points or more (if both sides have a Giant that Yells and Bawls, the combat is a draw). This result has no effect against Animated Constructs.

The Giant must test to determine if it falls over. If it falls over, work out where it falls and calculate damage as already described. Any wounds caused by the fall count towards the combat result. Otherwise, it will inflict two Stomp attacks. A Giant that starts to Jump Up and Down will therefore continue to do so on the same target until it falls over, the target is destroyed, or the combat ends.

The Giant stoops down and grabs a single Character in base contact from the target unit (Giant player's choice). The Giant grabs the model and the player rolls a D6 to see what happens next:

D6

Result

1

Stuff into Bag: The model is effectively removed as a casualty and can do nothing whilst in the bag, but if the Giant should be slain, any enemy trapped in its bag are freed at the end of the battle, and no longer counts as casualties.

2

Throw Back into Combat: The victim is hurled into its own unit like a living missile. The victim suffers D3 Strength 6 Hits which Ignores Armour Saves, and D6 Strength 3 hits are inflicted on the unit (save as normal).

3

Hurl: The victim is hurled into an enemy unit within 12" of the Giant – randomly determine which. The victim is removed as a casualty, and the unit takes D6 Strength 3 hits. Unsaved Wounds from these hits count towards the Giant's combat result. If no enemy units are in range, treat this as a Throw Back into Combat result instead.

4-5

Squash or Eat: The model is removed as a casualty.

6

Pick Another: Treat the attack as if the Giant had rolled the Stuff into Bag result above, and then choose another victim. Roll again on this table to see what the Giant does with it.

The Giant fights using the Random Attacks (2D6) special rule this round.

The Giant chooses a single model from the target unit that is in base contact. The target may attempt to avoid the blow by passing an Initiative test (use the lowest if the model has several different values). If the test is failed, the model takes 2D3 wounds which Ignores Armour Saves. If a double is rolled the Giant cannot attack at all in the following round of the same combat.

The Giant automatically inflicts D3 wounds which Ignores Armour Saves. If the victim is wounded but not slain, then it loses all of its following attacks. If the target has not yet attacked in that combat round, it loses those attacks; if it has already attacked, then it loses the next round's attacks.

Reference Chart

Unit Name

Troop Type

Line of Sight

Unit Strength

Base Size (mm)

Almas

Monstrous Infantry

2

2

40x40

Corpseripper Vulture

Monster

4

5

50x50

Dire Wolf

Monstrous Beast

2

3

50x50 or 50x75

Dread Maw

Monster

4

5

50x100

Ghazak Khan

Cavalry

2

2

25x50

Giant

Monster

4

6

50x50 or 50x75

Giant Scorpion

Monstrous Cavalry

2

3

50x75

Giant Wolf

Warbeast

1

1

25x50

Hobgobla Khan

Infantry

1

1

20x20

Hobgoblin Archer

Infantry

1

1

20x20

Hobgoblin Cutthroat

Infantry

1

1

20x20

Hobhound

Warbeast

1

1

25x50

Khan

Infantry

1

1

20x20

Kharash

Infantry

1

1

20x20

Kheshig Dire Wolf Rider

Monstrous Cavalry

3

4

50x50 or 50x75

Kheshig Wolf Rider

Cavalry

2

2

25x50

Maglah Khan

Cavalry

2

2

25x50

Mangudai

Cavalry

2

2

25x50

Oglah Khan

Cavalry

2

2

25x50

Orlok

Infantry

1

1

20x20

Packmaster

Infantry

1

1

20x20 or 25x25

Ravager

Cavalry

2

2

25x50

Rokkit Launcha

War Machine

1

1

75

Scorpion Herder

Infantry

1

1

20x20

Shaman

Infantry

1

1

20x20

Shaman Elder

Infantry

1

1

20x20

Sneaky Git

Infantry

1

1

20x20

Spear Chukka

War Machine

1

3

60

War Wagon

Chariot

2

1

50x100

Wolf Chariot

Chariot

2

4

50x100

Wolf Raider

Cavalry

2

4

25x50