Sneaky Git

(Entry)
Type: model
EntryId: 5ade-8ba8-a583-da8e
Hidden: false
Costs: 6 pts

Constraints:

min: 10
Options (4)
Rules (4)
Dirty, Rotten, Sneaky
After each round of combat is fought, the Sneaky Gits may Fight in an Extra Rank each turn for as long as they are in combat with that enemy. So after one turn they fight in one additional rank, after two turns they fight in two additional ranks, and so on.
Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.

Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks. Any spells cast by the model are unaffected, as are any special attacks or attacks made with magic weapons they might be wielding, whether they be shooting or close combat attacks.
Treacherous Gits
Models with this rule must test for Treachery at the beginning of each of your turns. Roll a D6. If you roll 2 or more, the unit has passed the test and may fight normally. If the dice roll is 1 then the unit has been affected by Treachery.

To determine what the unit does roll a D6 and consult the Treacherous Gits Table. Note that you do not need to test if the Hobgoblins are already engaged in close combat, fleeing, have pursued a unit of the table or are waiting in Ambush.
Backstabbers
If a Hobgoblin infantry unit with Backstabbers is at least 10 models strong and successfully restrains itself from pursuing an enemy that has broken in close combat, it immediately causes D6 S 3 hits on the fleeing unit before it moves for every 10 full models in the Hobgoblin unit. Wounds from this attack are distributed as wounds from shooting attacks and may be saved normally.

Profiles:

Model MWSBSSTWIALDType
Sneaky Git

4

3

3

3

3

1

2

1

6

Infantry