At the beginning of the game the Gnoblar player gets D6 re-rolls that may be used at any time throughout the game. For each re-roll, the Gnoblar player may re-roll any one single D6 result at any time during the battle. Note that the second result always stands and you may never re-roll a failed re-roll.
As Goblinoids, Gnoblars are counted as Greenskins in all respects.
No matter how many Gnoblars meet the endless variety of violent deaths promised to their ill-fated race, there always seems to be plenty more ready to take their place. As such, the general response to a fleeing Gnoblar is a highpitched giggle - the Gnoblars actually get a real Jock out of watching other Gnoblar Army Special Rules
Gnoblars do not cause Panic if they are fleeing, if they break from combat or if they are destroyed, even amongst other Gnoblars.
In a Gnoblar army, the only Dogs of War units allowed are those that are, also Greenskins. This means that Dogs of War regiments must be units of Ores, Goblins, Hobgoblins, other Gnoblars or any other Dogs of War Greenskins variant. Dogs of War may be included as a Rare Unit choice. In addition, Gnoblar armies may take units of Goblins (Common Goblins only) and Goblin Wolf Riders chosen from Warhammer Armies: Ores & Goblins as Rare Unit choices. Note that if Goblins are taken in this manner, they will charge or shoot at the nearest Gnoblar unit that has the Bicker special rule if they fail an Animosity test and roll the 'Get 'em' result.
Gnoblars generally carry around a number of small sharp projectiles ranging from irate bristlehogs to sharpened horseshoes for throwing at any enemies that get too close. For a Gnoblar, there's nothing quite like the satisfaction of hurling a jagged rock into an unprotected face... Sharp Stuff Range: 8" Strength: Special Rules 2 x Multiple Shots, Thrown Weapon.
Roll a D6 at the beginning of the turn for each unit of Gnoblars that is not in combat, fleeing or subject to any compulsory movement. If a unit rolls a 1 it may do nothing at all that tum.