WARHAMMER ARMIES - HOBGOBLIN

UNITS:

Mournguls ............ 8 points per model.

Mournguls are the warrior elite of the Hobgoblin empire. Savage and powerful fighters, they often form the bodyguard of the Khan.

Profile M WS BS S T W I A LD
Mournguls 4 4 2 3 4 1 4 1 6

Equipment: Hand weapon and light armor.

Options: Mournguls may carry shields at +1 points per model, double-handed weapons at +2 points per model, or spear at +1 points per model. Mournguls may carry a magic standard.

Hobhound Handlers .................... 6 per model
1-6 Hobhounds per handler ......... at 10 points per model

Hobhounds are horrible creatures about the size of ponies, capable of rending a fully armored man limb from a limb. The closeness of the Chaos Wastes causes many mutations on these Steppe-living creatures. Two heads or iron spines are not uncommon.

Profile M WS BS S T W I A LD
Hobhound 8 4 0 3 3 1 3 2 8
Handler 4 3 2 3 4 1 3 1 6

Equipment: Hand weapon

Options: None

Hobgoblin Warriors ................ 5 points per model.

These are your "standard" hobgoblin tribesman: dressed in goatskins, drinking spirits and wielding saw-edged weapons. Their numbers are beoynd count.

Profile M WS BS S T W I A LD
Hobgoblin 4 3 2 3 3 1 3 1 6

Equipment: Hand weapons.

Options: Any unit may have spear(+1 point), shields(+1 point), light armor(+2 points). One unit may have double-handed weapons at (+2 points).

Hobgoblin Archers................7 points per model.

These are your hobgoblin tribesman who have been trained in the use of bows: dressed in goatskins, drinking spirits and wielding saw-edged weapons. Their numbers are beoynd count.

Profile M WS BS S T W I A LD
Hobgoblin 4 3 2 3 3 1 3 1 6

EQUIPMENT: Hand weapons and bows.

OPTIONS: Any unit may have shields(+1 point) and light armor(+2 points).

0-1 Units of Hobhound Riders.............34 points per model.

These are the cream of the Hobgoblin Horde. Mounted upon the dreaded Hobhounds, they strike terror to hearts of anybody daring to defy the might of the North. They exist in some form or another in every hobgoblin tribe -- they are the elite bodyguards of the lord, and are ultimately loyal to him. The tradition of the Hobhound Riders was started when the Hobla-khan himself began using his best warriors mounted on Hobhounds to protect him in battle. Other, lesser leaders also began the practice, and it is now firmly entrenched in hobgoblin society.

Profile M WS BS S T W I A LD
Rider 4 4 2 4 4 1 4 1 7
Hobhound 8 4 0 3 3 1 3 2 8

EQUIPMENT: Spears, light armor, shields.

OPTIONS: Hobhound riders may be equipped with bows at the additional cost of +4 points per model. Hobhound riders may carry a magic standard.

Speical Rules:

Bodygaurd: The Hobhound Riders are completely loyal to the Hobgoblin Lord, and would never think of turning and running in battle (they know the consequences if he catches them later). Therefore, they can re-roll any break test that they take when the Lord is part of their unit. In addition, they are immune to panic when accompanied by the Lord.

Move & Shoot: Like normal hobgoblin wolfriders, the Hobhound Riders are able to shoot their bows while on the move, and therefore suffer no penalty for shooting and moving. They may not march and shoot, however.

Hobgoblin Wolf Riders ............... 24 points per model.

The relationship between the Hobgoblins and their wolves is a very close one. They were the first race to successfully use the wolf as a mount, and although they are still very much wild animals, they are like docile puppies with their hobgoblin masters. Always moving, Hobgoblins are often born on the back of a wolf. They are expert riders, able to perform incredible feats while riding. They can easily sleep and eat in the "saddle" and are also excellent marksmen. They can pick off small game with their bows while riding at full speed. Any unit of wolfriders may skirmish.

Profile M WS BS S T W I A LD
Rider 4 4 2 4 4 1 4 1 6
Hobhound 8 4 0 3 3 1 3 2 8

EQUIPMENT: Hand weapons, light armor and shields.

OPTIONS: Wolfriders may be equipped with bows at the additional cost of +4 points per model. Wolfriders may carry a magic standard.

Expert Riders: The Hobgoblins live most of their lives on the back of a wolf, and therefore see riding as second-nature. They suffer no penalty for shooting and moving. They may not march and shoot, however.

Human Slaves..........3 points per model
These wretched men were once proud and free-spirited men and women of the far north, until they came under the iron rule of the Khan of all Khans. They compose of wide variety of nationalities, including Kislevites, men of the Empire, and Cathayans.

Profile M WS BS S T W I A LD
Human 4 3 3 3 3 1 3 1 6

EQUIPMENT: A hand weapon.

OPTIONS: Slaves can be given shields at+1/2 points per model. They may be equipped with slings at +1/2 points per model.

SPECIAL RULES:

Slaves: Slaves must always be led by a Hobgoblin character. If this character is killed or leaves the unit for any reason, the slaves switch sides! They can be used by the hobgoblin`s opponent from that moment and never switch back to the side of the hobgoblins. This character may be a hobgoblin champion if you wish.

Hobgoblin Scouts ...................... points

Hobgoblins are constantly on the move, and need a way to get information about the area they will be traveling to before the entire tribe arrives. Hobgoblin scouts often roam ahead of the tribe, looking for possible enemies, scouting the land for food and, in battle, will take the most advantages positions on the field, arriving before either of the main forces do. Any unit of scouts may skirmish.

Troop Type M WS BS S T W I A Ld
Hobgoblin Scouts 4 3 4 3 3 1 3 1 6

Special Rules:

Infiltrate: The Scout may use special deployment rules to take advantageous positions on the battlefield. Once all units have been deployed by both armies, the scouts may be placed anywhere on the battlefield, outside of the enemy's deployment zone and outside their line of sight.

Expert Riders: Like hobgoblin wolfriders, scouts are able to shoot their bows while on the move, and therefore suffer no penalty for shooting and moving. They may not march and shoot, however.