New Formations for Dwarfs, Empire, and Orcs & Goblins!!
Nov 4, 2017 2:53:31 GMT
mottdon, grandmasterwang, and 1 more like this
Post by KevinC on Nov 4, 2017 2:53:31 GMT
Below are three new Formations I wrote for Dwarfs, Empire, and Orcs & Goblin armies. The main rules governing how to use Battlescroll Formations can be found in Warhammer: Thanquol, Warhammer: Archaon, or several of the downloadable Battlescrolls by Games Workshop.
THE SLAYERS OF KARAK KADRIN
The Slayer King of Karak Kadrin, Ungrim Ironfist, has the duel responsibility of seeking a worthy doom, as well as upholding the oath of kingship over the clans of his ancient hold. As a result, the Slayer King routinely leads the Slayers of Karak Kadrin into battle, both to defend his people and also to provide his Slayer-kin the opportunity of finding a glorious doom.
Race: Dwarfs
FORMATION
The Slayers of Karak Kadrin consists of the following units:
• Ungrim Ironfist (or Ungrim, Incarnate of Fire) OR 1 Daemon Slayer
• 1-2 Dragon Slayer
• 3 units of Slayers
• 0-2 units of Slayer Pirates
• 0-2 units of Doomseekers
• 1 Bolt Thrower
RESTRICTIONS
One unit of Slayers from this Formation must be upgraded to the Brotherhood of Grimnir at +2 points per model. The Bolt Thrower from this Formation must be upgraded to Malakai Makaisson’s Goblin-Hewer for +75 points. The Goblin-Hewer may not have any engineering runes.
SPECIAL RULES
Core Formation: If your army includes this Formation, then you do not have to spend a minimum of 25% of your points on Core units.
In addition, a Daemon Slayer from this Formation may be designated as the army General.
Brotherhood of Grimnir: The Brotherhood of Grimnir is a unit of Slayers with Weapon Skill 5. If the unit includes a Giant Slayer, he has Weapon Skill 6. In addition, the Brotherhood of Grimnir cover themselves with protective tattoos and runes dedicated to Grimnir. The unit has a Magic Resistance (3) and adds one dispel dice to the Dwarf player’s dispel pool in each enemy Magic phase.
Slayer Pirates: A unit of Slayer Pirates is a unit of Slayers armed with loads of pistols. Each Slayer model must be armed with a brace of Dwarf pistols for +2 points per model. Close combat attacks made by a Slayer Pirate have a Strength of 4 and the Armour Piercing special rule, however the unit does not have the Slayer Axes special rule.
If this Formation includes as least one unit of Slayer Pirates, then one Dragon Slayer in this Formation may be upgraded to the infamous Slayer Pirate, Long Drong, for +10 points. Long Drong has a Ballistic Skill of 4 and is equipped with a brace of Dwarf pistols, but does not have the Slayer Axes special rule. Long Drong may not take a runic weapon. All of his Attacks have the Armour Piercing special rule. Long Drong must deploy in, and remain with, a unit of Slayer Pirates throughout the battle.
Doomseekers: A unit of Doomseekers is a unit of Slayers with a Unit Size of 3-6 models and has the Skirmish special rule. Doomseekers must be armed with a pair of chain axes for +6 points per model, replacing their normal array of axes, and may not take any other options normally available to Slayer units. Doomseekers do not have the Slayer Axes special rule and may never be joined by a character model.
Chain Axes [equipment]: A Doomseeker equipped with a pair of chain axes gains a +2 Strength bonus in close combat and enemies attacking a Doomseeker equipped with chain axes suffer a -1 penalty on their rolls ‘To Hit’ in close combat. Additionally, chain axes provide a Doomseeker with the Always Strikes First, Extra Attack, and Multiple Wounds (D3) special rules.
Malakai Makaisson’s Goblin-Hewer: Malakai Makaisson’s Goblin-Hewer is a bolt thrower with the Multiple Shots (D6) special rule, which replaces the Multiple Wounds (D3) special rule. Armour saves may be taken as normal.
The crew is equipped an array of axes, and wears no armour. The crew has Leadership 10 and the Unbreakable, Deathblow, Slayer, Slayer Axes, and Slayer Cult special rules (as described on page 44 of Warhammer: Dwarfs), in addition to their normal special rules.
Malakai is a Dwarf Master Engineer with Weapon Skill 5, and Leadership 10. He is equipped with a Repeating Dwarf Handgun (a Dwarf Handgun with Multiple Shots (3)), an array of axes, and wears no armour. Malakai may not take any additional options. In addition to the Master Engineer special rules, Malakai has the Unbreakable, Deathblow, Slayer, Slayer Axes, and Slayer Cult special rules (as described on page 44 of Warhammer: Dwarfs). Malakai’s Artillery Master and Entrenchment special rules may only be applied to the Goblin-Hewer. Although a character, Malakai counts as (and replaces) the third crewmember of the Goblin-Hewer and may not leave the unit. Note: this means the Goblin-Hewer will have 4 Wounds in total.
Look Snorri, Trolls!: If your army has no war machines, other than Malakai Makaisson’s Goblin-Hewer, than all units in this Formation gain the Vanguard special rule. However, instead of moving 12”, each unit may make a vanguard move of 2D6”. Roll separately for each unit making the vanguard move. If the Goblin-Hewer makes a vanguard move, it may not shoot in the first turn and Malakai loses the Entrenchment special rule.
A Worthy Doom: When a unit from this Formation is slain in combat by a Monster or a unit of Monstrous Infantry or Monstrous Cavalry, the Dwarf player scores 50 victory points. Note: the Monster/Monstrous Infantry/Monstrous Cavalry unit must inflict the final Wound on the unit in order for the Dwarf player to score these bonus victory points.
KNIGHTS OF THE CRUSADE
The Knightly Orders of the Empire are sterling symbols of the unanimity and military might of the Emperor. In times of great need, entire Orders of Knights marshal to strike at the heart of the Emperor’s enemies or bring aid to a besieged ally.
Race: Empire
FORMATION
The Knights of the Crusade consists of the following units:
• Kurt Helborg OR 1 Grand Master
• Ludwig Schwarzhelm OR 1 Captain of the Empire
• 1 Battle Wizard OR 1 Warrior Priest
• 1 unit of Reiksguard Knights OR 1 unit of Inner Circle Knights
• 2 units of Knightly Orders
• 1-2 units of Demigryph Knights
RESTRICTIONS
All characters taken in the Formation must be mounted on a barded warhorse.
SPECIAL RULES
Core Formation: If your army includes this Formation, then you do not have to spend a minimum of 25% of your points on Core units.
The Elite of the Elite: Any unit of Knightly Orders in the Formation may be upgraded to Inner Circle Knights (i.e. the Inner Circle Knights upgrade is not limited to one unit).
Knight-Captain: The Captain of the Empire in this Formation must wear a suit of plate armour (unless he wears magic armour) and may not be armed with any missile weapons. Additionally, the Captain must take the same Knightly Orders of the Empire upgrade (see below) as the Grand Master from this Formation (if the Grand Master has such an upgrade). If Kurt Helborg is taken, the Captain must take the Reiksguard Knight upgrade.
Knightly Orders of the Empire: Any unit of Knightly Orders or Inner Circle Knights in this Formation may be upgraded to one of the following renowned Knightly Orders of the Empire for the listed points cost described below. Additionally, the Grand Master and/or Captain of the Empire from this Formation may also choose a Knightly Orders of the Empire upgrade for the listed points cost described below.
If all units of Knightly Orders and Inner Circle Knights from this Formation have the same Knightly Orders of the Empire upgrade as the Grand Master (or Kurt Helborg) from this Formation, then the Grand Master (or Kurt Helborg) from this Formation and any unit of cavalry he joins gain the Vanguard special rule.
Knights of the Blazing Sun
Knightly Order/Inner Circle Knights +30 points per unit
Grand Master +20 points
Captain of the Empire +15 points
Units with the Knight of the Blazing Sun upgrade gain the Blazing Light special rule.
Blazing Light: Any model targeting a model with the Blazing Light special rule in close combat suffers a -1 penalty on their rolls ‘To Hit’.
The Black Guard of Morr
Knightly Order/Inner Circle Knights +50 points per unit
Grand Master +20 points
Captain of the Empire +10 points
Units with the Black Guard of Morr upgrade gain the Fear and Regeneration (6+) special rules.
Knights Panther
Knightly Order/Inner Circle Knights +25 points per unit
Grand Master +10 points
Captain of the Empire +5 points
Units with the Knights Panther upgrade gain the Arabian Warhorse special rule.
Arabian Warhorse: A cavalry unit with the Arabian Warhorse special rule rolls 4D6 dice and discards the two lowest dice results when rolling for charges, pursuits, and fleeing distances with the Swiftstride special rule.
Knights of Sigmar’s Blood
Knightly Order/Inner Circle Knights +20 points per unit
Grand Master +35 points
Captain of the Empire +25 points
Units with the Knights of Sigmar’s Blood upgrade gain the Magic Resistance (1) special rule and all of their attacks (except those from their steeds) count as Magical Attacks. Character models with the Knights of Sigmar’s Blood upgrade have a Magic Resistance (2) and Magical Attacks (except attacks from their steeds).
Knights of the Twin-Tailed Comet
Knightly Order/Inner Circle Knights +55 points per unit
Grand Master +20 points
Captain of the Empire +10 points
Units with the Knights of the Twin-Tailed Comet upgrade gain the Devastating Charge special rule.
Knights of the White Wolf
Knightly Order/Inner Circle Knights +10 points per unit
Grand Master +5 points
Captain of the Empire +5 points
Units with the Knights of the White Wolf upgrade gain the Crush the Weak special rule, and units of Knightly Orders and Inner Circle Knights must replaces their lances and shield with great weapons as described in the Knightly Orders unit entry (see page 91 of Warhammer: Empire). Additionally, character models with this upgrade must be equipped with a great weapon or a magic weapon.
Crush the Weak: Models with the Crush the Weak special rule gain the Hatred special rule against all models with a Leadership characteristic of 6 or lower.
Knights Griffon
Knightly Order/Inner Circle Knights +50 points per unit
Grand Master +10 points
Captain of the Empire +5 points
Units with the Knights Griffon upgrade gain the Fast Cavalry special rule.
Knights of the Everlasting Light
Knightly Order/Inner Circle Knights +5 points per unit
Grand Master +5 points
Captain of the Empire +3 points
Units with the Knights of the Everlasting Light upgrade gain the Flaming Attacks and the Cursed Order special rule.
Cursed Order: Knights of the Everlasting Light must reroll successful Dangerous Terrain tests.
Reiksguard Knights
Inner Circle Knights +40 points per unit
Grand Master* +30 points
Captain of the Empire +30 points
Units with the Reiksguard Knights upgrade gain the Stubborn special rule and units of Knightly Orders must upgrade to Inner Circle Knights as described in the Knightly Orders unit entry (see page 91 of Warhammer: Empire).
* The current Grand Master of the Reiksguard is the Reiksmarshal Kurt Helborg, however, players may choose to create their own Reiksmarshal by choosing a Grand Master with the Reiksguard upgrade.
GOBLIN SPEED FREEK BATTALION
Goblins are infamous for constructing crudely built carts and chariots pulled about by huge, slavering wolves or enormous giant spiders. The richest of Goblin tribes pride themselves on building huge battalions of battle-chariots, and organize catastrophic chariot races to see which is ‘da fastest.’ In battle, these Goblin Speed Freeks, as such brigades are known, band together in huge battalions of chariots who race across the battlefield.
Race: Orcs & Goblins
FORMATION
The Goblin Speed Freek Battalion consists of the following units:
• Grom the Paunch of Misty Mountain OR 1 Goblin Warboss
• 1 Goblin Big Boss
• 3 units of Goblin Wolf Chariots
• 0-2 Orc Boar Chariots
• 1-4 Snotling Pump Wagons
• 1-2 Gnoblar Scraplauncher (see Warhammer: Ogre Kingdoms for details)
RESTRICTIONS
All characters from this Formation must be mounted on a Goblin Wolf Chariot. Units of Goblin Wolf Chariots from this Formation have a Unit Size of 1-12 models (rather than the normal Goblin Wolf Chariots Unit Size of 1-3 models).
SPECIAL RULES
Core Formation: If your army includes this Formation, then you do not have to spend a minimum of 25% of your points on Core units.
Chariot ranks: A rank of Goblin Wolf Chariots only needs three models to count for rank bonus, steadfast, and all other bonuses or rules where other troop types would be required to have five or more models (such as the “Look Out Sir!” special rule, etc.). This works in the same manner as the Monstrous Ranks special rule described for Monstrous Infantry (see page 81 of the Warhammer rulebook for details).
Machines of Destruction: Chariot models may not make supporting attacks. However when a unit of Goblin Wolf Chariots charges into combat, the unit delivers an addition D3 impact hits for each chariot model in the second rank of the unit and an additional +1 impact hit for each chariot model in the third rank of the unit.
Command Chariot: Each unit of Goblin Wolf Chariots from this Formation may upgrade a single chariot model in the unit to a command chariot for +30 points. The command chariot counts as a unit champion, standard bearer, and musician. One of the Goblin crew gains +1 Attack (representing the boss). A command chariot may not take an extra Goblin Crew model, though may take an extra Giant Wolf as normal.
Da Boss iz da Fastest!: A Goblin character riding a chariot may join a unit of Goblin Wolf Chariots from this Formation. If the character’s chariot is destroyed, the character may remain with the unit. However, if the character (now on foot) subsequently leaves the unit, they will not be able to rejoin it, nor can they join another unit of chariots.
Speed Freeks: Immediately after deployment, any units of Goblin Wolf Chariots from this Formation that contain 6 or more chariot models gain the Vanguard special rule.
THE SLAYERS OF KARAK KADRIN
The Slayer King of Karak Kadrin, Ungrim Ironfist, has the duel responsibility of seeking a worthy doom, as well as upholding the oath of kingship over the clans of his ancient hold. As a result, the Slayer King routinely leads the Slayers of Karak Kadrin into battle, both to defend his people and also to provide his Slayer-kin the opportunity of finding a glorious doom.
Race: Dwarfs
FORMATION
The Slayers of Karak Kadrin consists of the following units:
• Ungrim Ironfist (or Ungrim, Incarnate of Fire) OR 1 Daemon Slayer
• 1-2 Dragon Slayer
• 3 units of Slayers
• 0-2 units of Slayer Pirates
• 0-2 units of Doomseekers
• 1 Bolt Thrower
RESTRICTIONS
One unit of Slayers from this Formation must be upgraded to the Brotherhood of Grimnir at +2 points per model. The Bolt Thrower from this Formation must be upgraded to Malakai Makaisson’s Goblin-Hewer for +75 points. The Goblin-Hewer may not have any engineering runes.
SPECIAL RULES
Core Formation: If your army includes this Formation, then you do not have to spend a minimum of 25% of your points on Core units.
In addition, a Daemon Slayer from this Formation may be designated as the army General.
Brotherhood of Grimnir: The Brotherhood of Grimnir is a unit of Slayers with Weapon Skill 5. If the unit includes a Giant Slayer, he has Weapon Skill 6. In addition, the Brotherhood of Grimnir cover themselves with protective tattoos and runes dedicated to Grimnir. The unit has a Magic Resistance (3) and adds one dispel dice to the Dwarf player’s dispel pool in each enemy Magic phase.
Slayer Pirates: A unit of Slayer Pirates is a unit of Slayers armed with loads of pistols. Each Slayer model must be armed with a brace of Dwarf pistols for +2 points per model. Close combat attacks made by a Slayer Pirate have a Strength of 4 and the Armour Piercing special rule, however the unit does not have the Slayer Axes special rule.
If this Formation includes as least one unit of Slayer Pirates, then one Dragon Slayer in this Formation may be upgraded to the infamous Slayer Pirate, Long Drong, for +10 points. Long Drong has a Ballistic Skill of 4 and is equipped with a brace of Dwarf pistols, but does not have the Slayer Axes special rule. Long Drong may not take a runic weapon. All of his Attacks have the Armour Piercing special rule. Long Drong must deploy in, and remain with, a unit of Slayer Pirates throughout the battle.
Doomseekers: A unit of Doomseekers is a unit of Slayers with a Unit Size of 3-6 models and has the Skirmish special rule. Doomseekers must be armed with a pair of chain axes for +6 points per model, replacing their normal array of axes, and may not take any other options normally available to Slayer units. Doomseekers do not have the Slayer Axes special rule and may never be joined by a character model.
Chain Axes [equipment]: A Doomseeker equipped with a pair of chain axes gains a +2 Strength bonus in close combat and enemies attacking a Doomseeker equipped with chain axes suffer a -1 penalty on their rolls ‘To Hit’ in close combat. Additionally, chain axes provide a Doomseeker with the Always Strikes First, Extra Attack, and Multiple Wounds (D3) special rules.
Malakai Makaisson’s Goblin-Hewer: Malakai Makaisson’s Goblin-Hewer is a bolt thrower with the Multiple Shots (D6) special rule, which replaces the Multiple Wounds (D3) special rule. Armour saves may be taken as normal.
The crew is equipped an array of axes, and wears no armour. The crew has Leadership 10 and the Unbreakable, Deathblow, Slayer, Slayer Axes, and Slayer Cult special rules (as described on page 44 of Warhammer: Dwarfs), in addition to their normal special rules.
Malakai is a Dwarf Master Engineer with Weapon Skill 5, and Leadership 10. He is equipped with a Repeating Dwarf Handgun (a Dwarf Handgun with Multiple Shots (3)), an array of axes, and wears no armour. Malakai may not take any additional options. In addition to the Master Engineer special rules, Malakai has the Unbreakable, Deathblow, Slayer, Slayer Axes, and Slayer Cult special rules (as described on page 44 of Warhammer: Dwarfs). Malakai’s Artillery Master and Entrenchment special rules may only be applied to the Goblin-Hewer. Although a character, Malakai counts as (and replaces) the third crewmember of the Goblin-Hewer and may not leave the unit. Note: this means the Goblin-Hewer will have 4 Wounds in total.
Look Snorri, Trolls!: If your army has no war machines, other than Malakai Makaisson’s Goblin-Hewer, than all units in this Formation gain the Vanguard special rule. However, instead of moving 12”, each unit may make a vanguard move of 2D6”. Roll separately for each unit making the vanguard move. If the Goblin-Hewer makes a vanguard move, it may not shoot in the first turn and Malakai loses the Entrenchment special rule.
A Worthy Doom: When a unit from this Formation is slain in combat by a Monster or a unit of Monstrous Infantry or Monstrous Cavalry, the Dwarf player scores 50 victory points. Note: the Monster/Monstrous Infantry/Monstrous Cavalry unit must inflict the final Wound on the unit in order for the Dwarf player to score these bonus victory points.
KNIGHTS OF THE CRUSADE
The Knightly Orders of the Empire are sterling symbols of the unanimity and military might of the Emperor. In times of great need, entire Orders of Knights marshal to strike at the heart of the Emperor’s enemies or bring aid to a besieged ally.
Race: Empire
FORMATION
The Knights of the Crusade consists of the following units:
• Kurt Helborg OR 1 Grand Master
• Ludwig Schwarzhelm OR 1 Captain of the Empire
• 1 Battle Wizard OR 1 Warrior Priest
• 1 unit of Reiksguard Knights OR 1 unit of Inner Circle Knights
• 2 units of Knightly Orders
• 1-2 units of Demigryph Knights
RESTRICTIONS
All characters taken in the Formation must be mounted on a barded warhorse.
SPECIAL RULES
Core Formation: If your army includes this Formation, then you do not have to spend a minimum of 25% of your points on Core units.
The Elite of the Elite: Any unit of Knightly Orders in the Formation may be upgraded to Inner Circle Knights (i.e. the Inner Circle Knights upgrade is not limited to one unit).
Knight-Captain: The Captain of the Empire in this Formation must wear a suit of plate armour (unless he wears magic armour) and may not be armed with any missile weapons. Additionally, the Captain must take the same Knightly Orders of the Empire upgrade (see below) as the Grand Master from this Formation (if the Grand Master has such an upgrade). If Kurt Helborg is taken, the Captain must take the Reiksguard Knight upgrade.
Knightly Orders of the Empire: Any unit of Knightly Orders or Inner Circle Knights in this Formation may be upgraded to one of the following renowned Knightly Orders of the Empire for the listed points cost described below. Additionally, the Grand Master and/or Captain of the Empire from this Formation may also choose a Knightly Orders of the Empire upgrade for the listed points cost described below.
If all units of Knightly Orders and Inner Circle Knights from this Formation have the same Knightly Orders of the Empire upgrade as the Grand Master (or Kurt Helborg) from this Formation, then the Grand Master (or Kurt Helborg) from this Formation and any unit of cavalry he joins gain the Vanguard special rule.
Knights of the Blazing Sun
Knightly Order/Inner Circle Knights +30 points per unit
Grand Master +20 points
Captain of the Empire +15 points
Units with the Knight of the Blazing Sun upgrade gain the Blazing Light special rule.
Blazing Light: Any model targeting a model with the Blazing Light special rule in close combat suffers a -1 penalty on their rolls ‘To Hit’.
The Black Guard of Morr
Knightly Order/Inner Circle Knights +50 points per unit
Grand Master +20 points
Captain of the Empire +10 points
Units with the Black Guard of Morr upgrade gain the Fear and Regeneration (6+) special rules.
Knights Panther
Knightly Order/Inner Circle Knights +25 points per unit
Grand Master +10 points
Captain of the Empire +5 points
Units with the Knights Panther upgrade gain the Arabian Warhorse special rule.
Arabian Warhorse: A cavalry unit with the Arabian Warhorse special rule rolls 4D6 dice and discards the two lowest dice results when rolling for charges, pursuits, and fleeing distances with the Swiftstride special rule.
Knights of Sigmar’s Blood
Knightly Order/Inner Circle Knights +20 points per unit
Grand Master +35 points
Captain of the Empire +25 points
Units with the Knights of Sigmar’s Blood upgrade gain the Magic Resistance (1) special rule and all of their attacks (except those from their steeds) count as Magical Attacks. Character models with the Knights of Sigmar’s Blood upgrade have a Magic Resistance (2) and Magical Attacks (except attacks from their steeds).
Knights of the Twin-Tailed Comet
Knightly Order/Inner Circle Knights +55 points per unit
Grand Master +20 points
Captain of the Empire +10 points
Units with the Knights of the Twin-Tailed Comet upgrade gain the Devastating Charge special rule.
Knights of the White Wolf
Knightly Order/Inner Circle Knights +10 points per unit
Grand Master +5 points
Captain of the Empire +5 points
Units with the Knights of the White Wolf upgrade gain the Crush the Weak special rule, and units of Knightly Orders and Inner Circle Knights must replaces their lances and shield with great weapons as described in the Knightly Orders unit entry (see page 91 of Warhammer: Empire). Additionally, character models with this upgrade must be equipped with a great weapon or a magic weapon.
Crush the Weak: Models with the Crush the Weak special rule gain the Hatred special rule against all models with a Leadership characteristic of 6 or lower.
Knights Griffon
Knightly Order/Inner Circle Knights +50 points per unit
Grand Master +10 points
Captain of the Empire +5 points
Units with the Knights Griffon upgrade gain the Fast Cavalry special rule.
Knights of the Everlasting Light
Knightly Order/Inner Circle Knights +5 points per unit
Grand Master +5 points
Captain of the Empire +3 points
Units with the Knights of the Everlasting Light upgrade gain the Flaming Attacks and the Cursed Order special rule.
Cursed Order: Knights of the Everlasting Light must reroll successful Dangerous Terrain tests.
Reiksguard Knights
Inner Circle Knights +40 points per unit
Grand Master* +30 points
Captain of the Empire +30 points
Units with the Reiksguard Knights upgrade gain the Stubborn special rule and units of Knightly Orders must upgrade to Inner Circle Knights as described in the Knightly Orders unit entry (see page 91 of Warhammer: Empire).
* The current Grand Master of the Reiksguard is the Reiksmarshal Kurt Helborg, however, players may choose to create their own Reiksmarshal by choosing a Grand Master with the Reiksguard upgrade.
GOBLIN SPEED FREEK BATTALION
Goblins are infamous for constructing crudely built carts and chariots pulled about by huge, slavering wolves or enormous giant spiders. The richest of Goblin tribes pride themselves on building huge battalions of battle-chariots, and organize catastrophic chariot races to see which is ‘da fastest.’ In battle, these Goblin Speed Freeks, as such brigades are known, band together in huge battalions of chariots who race across the battlefield.
Race: Orcs & Goblins
FORMATION
The Goblin Speed Freek Battalion consists of the following units:
• Grom the Paunch of Misty Mountain OR 1 Goblin Warboss
• 1 Goblin Big Boss
• 3 units of Goblin Wolf Chariots
• 0-2 Orc Boar Chariots
• 1-4 Snotling Pump Wagons
• 1-2 Gnoblar Scraplauncher (see Warhammer: Ogre Kingdoms for details)
RESTRICTIONS
All characters from this Formation must be mounted on a Goblin Wolf Chariot. Units of Goblin Wolf Chariots from this Formation have a Unit Size of 1-12 models (rather than the normal Goblin Wolf Chariots Unit Size of 1-3 models).
SPECIAL RULES
Core Formation: If your army includes this Formation, then you do not have to spend a minimum of 25% of your points on Core units.
Chariot ranks: A rank of Goblin Wolf Chariots only needs three models to count for rank bonus, steadfast, and all other bonuses or rules where other troop types would be required to have five or more models (such as the “Look Out Sir!” special rule, etc.). This works in the same manner as the Monstrous Ranks special rule described for Monstrous Infantry (see page 81 of the Warhammer rulebook for details).
Machines of Destruction: Chariot models may not make supporting attacks. However when a unit of Goblin Wolf Chariots charges into combat, the unit delivers an addition D3 impact hits for each chariot model in the second rank of the unit and an additional +1 impact hit for each chariot model in the third rank of the unit.
Command Chariot: Each unit of Goblin Wolf Chariots from this Formation may upgrade a single chariot model in the unit to a command chariot for +30 points. The command chariot counts as a unit champion, standard bearer, and musician. One of the Goblin crew gains +1 Attack (representing the boss). A command chariot may not take an extra Goblin Crew model, though may take an extra Giant Wolf as normal.
Da Boss iz da Fastest!: A Goblin character riding a chariot may join a unit of Goblin Wolf Chariots from this Formation. If the character’s chariot is destroyed, the character may remain with the unit. However, if the character (now on foot) subsequently leaves the unit, they will not be able to rejoin it, nor can they join another unit of chariots.
Speed Freeks: Immediately after deployment, any units of Goblin Wolf Chariots from this Formation that contain 6 or more chariot models gain the Vanguard special rule.