Gogtuk Neophyte

(Entry)
Type:

model

EntryId:

a6f0-fd4c-9872-4b3c

Hidden:

false

Costs: 12 pts1 Archer Broods

Constraints:

min: 10
max: 20
Options (1)
Options:

Profiles:

Global AdvMarDisRsr
Gogtuk Neophytes (Global)

4

4

7

Ambush (Battlefield Edge), Goblin Cunning, Feigned Flight, Hit and Run

Defensive HPDefResArmAegRules
Gogtuk Neophytes (Defensive)

1

3

3

1

Offensive AttOffStrAPAgiTags
Gogtuk Neophyte

2

3

3

1

3

Goblin, Light Armour

Poisoned Spear, Throwing Weapons

Size HeightTypeBaseRarity
Gogtuk Neophytes (Size)

1

Goblin, Light Armour

20×20

Extraordinary

Rule
Ambush:

Any unit entirely with Ambush may choose to not be Deployed normally, but to be placed in Ambush by simply not being placed on the Battlefield during Deployment. A unit placed in Ambush will arrive on the Battlefield later during the game.
From your Player Turn 2 and onwards, roll a D6 for each unit placed in Ambush at the start of the Movement Phase: every unit that rolls a 3+ will arrive on the Battlefield if possible.
During your Player Turn 5 and 6, this roll is always considered to have rolled a 3+.
When a unit arrives on the Battlefield, choose a point as specified by X. If no suitable point is available where the unit can be placed on the Battlefield, the unit cannot arrive on the Battlefield this turn.
Deploy each unit arriving on the Battlefield with at least three of its four corners within 6" from the chosen point in any valid formation following the Unit Spacing rule.
There must be no other units or Impassable Terrain directly located between any point on the Unit Boundary and the chosen point. See the figure below for examples.
Ambushing units count as having performed an Advance Move when they arrive on the Battlefield, and cannot perform any Move in the same Phase.
If an Ambushing unit does not arrive on the Battlefield by the end of the game, it is removed as a casualty.
An Attachable Models placed in Ambush can be Deployed joined to a unit placed in Ambush with the same X value, following the usual restrictions. It may choose a unit to be joined to during each of your Player Turns, before rolling to see if your Ambushing units arrive on the Battlefield.
Make a single dice roll for the Combined Unit.
Note: Attached has no effect on this; the choice of a unit to be Deployed in Ambush in may change each turn.

A unit arriving on the Battlefield in Game Turn 6 loses Scoring. Deploying Ambushing units.In these examples, the unit has Ambush (Battlefield Edge). The unit with the yellow check mark is placed in a valid position, while the two units with red crosses are not: the left one because there is an Impassable Terrain Feature between the Unit Boundary and the chosen point, and the right one because parts of the unit are more than 6" away from the chosen point.

Goblin Cunning:

Immediately before taking a Courage Test, that is not automatically passed, any unit consisting entirely of models with Goblin Cunning may choose to fail the Courage Test instead of rolling it.

Feigned Flight:

A unit entirely with Feigned Flight automatically passes any Rally Test it takes after voluntarily becoming Shaken.
In addition, models with Fearless and Feigned Flight ignore Fearless for the purposes of choosing 'Flee!' as a Charge reaction. I.e. if every model with Fearless in a (combined) unit has Feigned Flight, the unit can 'Flee!'.

Hit and Run:

A unit entirely with Hit and Run in contact with an enemy unit may choose to voluntarily become “Broken” at the start of Take Break Tests (Round of Combat, 3.C). In that case, the unit is considered to have failed a Break Test and is ignored for the rest of step 3.C.
If the unit was on the winning side of the Round of Combat, the enemy cannot Pursue.
Note: this means units with Supernal or Unstable suffer no Health Point loss if they voluntarily become “Broken”.

Melee Weapon
Poisoned Spear:

Spear. Poison Attacks.

Hand Weapon:

During Combat Choices a model part can only choose a Hand Weapon if it has no other options, or is a Weapon Master.
Models with a Shield using a Hand Weapon gain Parry.
All model parts without Innate Weapons come equipped with a Hand Weapon as their default equipment and cannot lose it.

Ranged Weapon AimRangeShotsStrAP
Throwing Weapons

8"

2

User

User

Accurate, Quick to Fire, Stand and Shoot

Modifiers:

set max 15
1+ selections of Creepers in root-entry-self (recursive)

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