Sie sind auf Seite 1von 2

M WS BS S T W I A Ld

GnomeS Heathtinker 4
Fox 6
4
3
3
0
3
2
2
2
2
1
3
3
1
1
8
2
High up in the mountain passes overlooking the lands of men Pony 6 3 0 3 3 1 3 0 3
dwell Gnomes. Though small in stature, they are brave. Equipment: Hand Weapon. A Heathtinker may not have other
equipment.
Champions,
A Heathtinker may ride a fox (+5pts) or a Pony (+4 pts)
Musicians, & Standard Bearers
Any unit of non-war machine unit of gnomes may upgrade a Special Rules: a Heathtinker is a level 1 wizard. This may be
model to a Champion, Musician, or Standard Bearer for +10 increased to level 2 at a cost of +35 points. Foxes may move
points each. A Champion will have +1BS and +1Ld if they are through forested terrain without penalty, and flee and pursue
equipped with a crossbow otherwise they will have +1A and 3d6”
+1Ld. A standard bearer from the following units may carry a
magic banner worth up to 50 points: Guarden Gnomes and a CORE UNITS
single unit of Fox Reiters.
BURGHERGNOMES……….……………..5 points per model
CROSSBOWGNOMES……..……………..7 points per model
Special Rules
M WS BS S T W I A Ld
The following special rules apply to a gnome army.
Burghergnome 4 4 3 3 2 1 3 1 8
 Gnomes hate goblins and hobgoblins. Crossbowgnome 4 4 3 3 2 1 3 1 8
 Cantonal Standards: Gnome armies place their battle Unit Size: 10+
standard in their largest unit of either Burghergnomes or
Guarden Gnomes. So long as this unit is not fleeing, it acts Equipment: All have a hand weapon. In addition,
as a battle standard for the gnome army. The Cantonal Battle Burghergnomes have light armor and spear, and
Standard is captured in the same manner as a normal Crossbowgnomes have crossbows.
standard. This upgrade comes at no cost. This may be a
Burgergnomes may have shields (+1 pt).
magic banner (no points limit).
 Gnome Armies are commanded by committee. A gnome
0-1 UNIT of GUARDEN GNOMES………9 points per model
army may not have a general.
 Gnome Wizards may use the life, metal, shadow, and light M WS BS S T W I A Ld
lores of magic from the Warhammer rulebook.
Guarden Gnome 4 5 3 4 2 1 3 1 8
Unit Size: 10+
LORDS
Equipment: Hand Weapon and Halberd. May have a shield (+1
KEEBLER ILLUSIONIST………..…….160 points per model pt) and light armor (+1 pt.).
M WS BS S T W I A Ld
Special rules: Guarden Gnomes are Stubborn.
Illusionist 4 4 3 3 3 3 3 1 9
Fox 6 3 0 2 2 1 3 1 2 FOX REITERS…..…………….………….12 points per model
Pony 6 3 0 3 3 1 3 0 3
M WS BS S T W I A Ld
Equipment: Hand Weapon. A Keebler Illusionist may not other
equipment. Fox Reiter 4 4 3 3 2 1 3 1 8
Fox 6 3 0 2 2 1 3 1 3
A Keebler Illusionist may ride a Fox (+8 pts) or a Pony (+5 pts) Unit Size: 5+
Special Rules: A Keebler Illusionist is a level 3 wizard. This Equipment: Hand Weapon, Light Armor, Shield, and Spear.
may be increased to level 4 at a cost of +35 pts. A Fox may move
through forested terrain without penalty, and flee and pursue Special Rules: Foxes may move through forested terrain without
3d6” penalty, and flee and pursue 3d6”

HEROES
HEATHTINKER…………………………55 points per model
GNOMES

SPECIAL UNITS Magic Items


TINY CANNONS…………………………60 points per model Shrinking Sword (magic weapon): Models hit by the sword
lose -1 S, -1 T, -1W. The -1 W modifier can never deal lethal
M WS BS S T W I A Ld damage. The sword otherwise wounds as normal. 45 pts.
Tiny Cannon - - - - 7 3 - - -
Lotti’s Vixen Collar (talisman): The bearer and any fox riding
Crew 4 4 3 3 2 1 3 1 8 unit they are with may move through any difficult or very
Unit Size: 1 war machine and 3 crew. You may take up to two difficult terrain without penalty. In addition, any enemy unit
tiny cannons as a single Special choice. wishing to pursue the bearer and the fox riding unit they are with
Equipment: Hand weapon. must take an initiative test. If they pass they may pursue as
normal. If they fail they cannot pursue. 40 pts.
Special Rules: See the Warhammer Rulebook for details of these
weapons. The Tiny Cannon resembles a cannon in all respects, Yodeling Signal Horn (enchanted item): One-time use. Before
expect it has a maximum guessing range of 24”, Strength 5, and the game begins, set aside a single unit (this may not include the
causes d3 wounds. regiment with the cantonal battle standard.) On a piece of paper,
mark a location on a side table edge (i.e. not a player’s table
edge). Starting on the second turn, the horn may be blown at the
RARE UNITS beginning of any turn. If it is blown place the designated unit at
ORGAN GUNS…………………………..64 points per model the designated location on the table edge. The unit may move as
normal that turn. 50 pts.
M WS BS S T W I A Ld
Belt of Giant Strength (enchanted item): This item grants its
Organ Gun - - - - 7 3 - - - wearer 7 Strength. 15 pts.
Crew 4 4 3 3 2 1 3 1 8
Unit size: 1 war machine and 3 crew. Hat of Escape (enchanted item): Once per game the bearer of
the hat may leap into the hat and teleport. This ability may be
Equipment: hand weapon. used at in the following circumstances: in reaction to being
targeted by ranged weapons or spells, as a charge reaction,
Special Rules: Treat as a small cannon in the rulebook with the
breaking or fleeing, during the movement phase or the gnome’s
following exceptions: fires 4 barrels at once then misses a turn
magic phase. Place the bearer anywhere on the table but not
reloading. All shots in a turn must target a single spot, but are
nearer to or within 8” of an enemy model. 25 pts.
rolled for separately. Maximum guess of 24” strength 5, and
causes d3 wounds. If it rolls a misfire for other than for a Gnarbly staff (arcane item): Add 1 dice to the gnome army’s
“bounce”, the rest of that turns shots are wasted in addition to the pool of magic dice in each player’s turn 50 pts.
normal effects.1
Alveradies’ Pipe of Respite (arcane item): One-time use.
FOX PATROLS ……….………………….15 points per model During the movement phase, declare that this item is being used.
The bearer may not march or charge this turn nor be engaged in
M WS BS S T W I A Ld close combat. All remain in play spells are dispelled and neither
Rider 4 4 3 3 2 1 3 1 8 side may cast spells that turn or the next. Effects end at the
Fox 6 3 0 2 2 1 3 1 3 beginning of the gnome player’s next movement phase. 75 pts.
Unit Size: 5+
Stag Standard (magic banner): This banner grants the unit a 5+
Equipment: Hand weapon and Crossbow. ward save against ranged attacks of strength 4 or less. 25 pts.

Special Rules: Fox Patrols are scouts and fast cavalry. Foxes Squirrel Standard (magic banner): The unit is immune to
may move through forested terrain without penalty, and flee and psychology. 50 pts.
pursue 3d6”

1These are modified from the rules as they appear in the Ravening Dwarf Army supplement for 6th ed., deduct 1 strength and armor
Hordes 6th ed. Book. Should you and your opponent not wish to use penetration, and reduce the cost by 15% to the nearest 10 pts.
Ravening Hordes Rules, follow the rules for Organ Guns found in the

Das könnte Ihnen auch gefallen