The hooks at the front are both there, but the far one in this picture isn't brilliantly cast. |
I found some rules on an old Geocities site. It no longer works but Google's cache does, so I feel it's OK to copy it here:
Profile | M | WS | BS | S | T | W | I | A | Ld |
Goblobber | - | - | - | - | 7 | 3 | - | - | - |
Crew | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
MAXIMUM RANGE | STRENGTH | SAVE | WOUNDS PER HIT | |
Goblobber | 60" | 10 (5) | NONE | D6 |
SPECIAL RULES: A Goblobber is a Big Stone thrower as described in elsewhere on this page and follows all the rules given. However Goblobbers have the special option of being able to fire goblin ammunition. Before a battle the Goblobber crew scours the surrounding countryside trying to find goblins to use and as goblins infest the whole of the old world they are normally successful. The Goblins that they capture are tied up and then placed in a big net ready for the battle. When the battle gets underway the crew take a goblin out of the net and then fire him kicking and screaming into the enemy ranks.
Goblin ammunition halves the strength of any hits that are inflicted by the shot (ie Strength 5 instead of Strength 10) but any Goblin Unit hit (includes Night Goblins, Forest Goblins, Wolf Riders, Spider Riders, Squig Hunters, Squig Hoppers and any other type of Goblin unit that I have forgotten) must make a Panic test at -2. If they fail they flee as normal.
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