Source: Warhammer Armies Project: Unofficial 9th Edition

Treacherous Gits (Hobgoblins)
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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.

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