Mad Git

(Entry)
Type:

model

Categories:

Goblin, Goblin Cunning, Not A Leader, ⟨Hgt:1⟩, ⟨Character⟩

EntryId:

d65a-4729-8bac-5558

Hidden:

false

Costs: 55 pts

Constraints:

max(roster): 0
Options (1)
Weapon:

Profiles:

Global AdvMarDisRsr
Mad Git (Global)

2D6

2D6

7

Fearless, Surprise, Goblin Cunning, Insignificant, Random Movement (2D6), Unprofessional Courtesy, Solitary, Feigned Flight

Defensive HPDefResArmAegRules
Mad Git (Defensive)

2

4

3

1

Offensive AttOffStrAPAgiRulesTags
Mad Git

4

4

2

4

Force of Destruction (2D6)

Goblin, Light Armour

Size HeightTypeBaseRarity
Mad Git (Size)

1

Goblin, Light Armour

25×25

Uncommon

Rule
Fearless:

A unit containing Fearless automatically passes Panic Tests, cannot choose Flee! as a Charge Reaction (unless it is already Shaken, or the entire unit has Feigned Flight).
In addition it ignores the effects of Horror.

Surprise:

The model cannot be Deployed normally.
Instead, at the start of any Player Turn, the owner can choose a friendly non-Shaken Unengaged unit of Goblin Rabble or Gogtuk Neophytes:
Deploy the model with Surprise within 3" of the chosen unit and more than 1" away from any Impassable Terrain and away from other units.
If the model is not Deployed by the end of Game Turn 4, it is removed as a casualty.

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.

Insignificant:

Units entirely with Insignificant do not cause Panic Tests on units not containing Insignificant when making Flee Moves through them.

Random Movement:

Units entirely with Random Movement do not follow normal rules for Charging, Move Manoeuvres, Pursue Moves or Flee Moves.
Instead, apply the following:
  • During the Charge Phase, the unit cannot Declare any Charges.
  • At any time the unit would perform a Move Manoeuvre, it performs a Pursue Move instead (see the Melee Phase chapter), with the following exceptions: [series=randommovement]
  • It must move in the Movement Phase if allowed to do so, and it must do so before any units without Random Movement have performed their Move Manoeuvres.
  • It moves the distance stated in brackets (X).
  • It can choose in which direction it will move (the owning player must choose the direction before rolling the Pursuit Distance).
  • It does not take Dangerous Terrain Tests, unless Charging.
  • It treats the Battlefield Edge as Impassable Terrain.
  • That move counts as an Advance Move for the purpose of Moving and Shooting.
  • The unit’s Pursue and Flee Moves use the distance stated in brackets (X) instead of the normal distance.
  • The unit cannot perform any Magical Move nor use Vanguard. Whenever a rule requires the Mobility or Charge Speed of a model with this rule, use the potential maximum value of X (eg. if X is 2D6", then consider the Mobility and Charge Speed to be equal to 12").
It also means that effects that modify its Pursue Distance, such as Maximised and Minimised, also affect its moves.

Unprofessional Courtesy:

Each unit can only be chosen up to three times per Player Turn for the Deployment of models with Hidden or Surprise.

Solitary:

Units containing Solitary can never join other units, and can never be joined by other models.
Note: if a model has both Solitary and Attached, it cannot be Deployed and is therefore considered a casualty.

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!'.

Attack Attribute
Force of Destruction:

Charges cannot be declared against the model with Force of Destruction.
This model is ignored by other units and ignores them for the purpose of Unit Spacing. It may come into contact and move through other units, and other units may come into contact and move through it (excluding Ambush).
When model with Force of Destruction comes into contact with another unit, the other unit immediately suffers X hits with the model’s Strength and Armour Penetration, and the model with Force of Destruction is immediately removed as a casualty.
If several units come into contact simultaneously the model with Force of Destruction chooses which unit suffers the hits.
If the model was removed due to another unit moving into contact with it, that unit suffers an additional D6 hits. Health Point losses caused by Force of Destruction in the Charge Phase do not cause Panic Test.

Melee Weapon
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.

Modifiers:

increment max(roster) 1
0 selections of Darrmu in roster (recursive)
repeat for every 1500 (rounded up) limit::ea90-6996-33df-993c of any in roster
increment max(roster) 1
1+ selections of Darrmu in roster (recursive)
repeat for every 500 (rounded up) limit::ea90-6996-33df-993c of any in roster
remove category ⟨Hgt:1⟩
1+ selections of ⟨mount⟩ in Mad Git (recursive)
set Rarity Regular in non-upgrade-entry-self.entries.recursive.profiles.Size
and
1+ selections of Darrmu in roster (recursive)
non-upgrade-entry-self is unit
set Rarity Regular in non-upgrade-entry-self.profiles.Size
1+ selections of Darrmu in roster (recursive)
set max(roster) 0
1+ selections of Darrmu in roster (recursive)
Used By (1)
Orcs and Goblins(Catalogue)

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