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.
Burn it down!
Whenever a unit of Tarkans moves within 6" of a building or forest they may set it on fire
For the rest of the game, every unit within that building or forest will take D6 Flaming S 4 hits at the start of every turn for as long as they remain there.
Tarkans may also throw their torches 6" against war machines and chariots. Roll to Hit as if they were using a throwing weapon. War machines and chariots take D3 S 4 hits for every torch that hits.
Cavernous Maw
The Dread Maw has two additional Chomp Attacks. These Chomp Attacks have Killing Blow and Multiple Wounds (D6).
Clawed Mandible
The Dread Maw gains Armour Piercing (1).
Cowardly Despoilers
Units with this rule gain +1 To Hit in the first round of combat if they successfully charge an enemy in the rear or flank. However, if they are themselves charged at all, they suffer a -1 to their Combat Resolution bonus in the first round of combat instead. This rule applies to the Hobgoblins themselves, including any Hobgoblin character in the unit, but not to their wolves.
Ded Shooty
Models with this rule do not suffer penalties To Hit for Moving and Shooting. In addition, when using ‘flee’ as a charge reaction, Hobgoblins may Stand & Shoot before making their flee move.
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.
Hooked Spine
The Dread Maw gains Devastating Charge.
Lasst die Hunde los
At the start of any Movement phase, you may choose to release the Hobhounds. If you do so, the Hobhounds will form a separate unit from the Packmaster, and act independently from then on. Once the Hobhounds are released, they will be subject to Frenzy.
Poisonous Blood
Any model that inflicts a wound on the Dread Maw in close combat immediately suffer a single S 4 hit.
Quell Treachery
Any friendly unit joined by a Chieftain or within 6" of a Khan may re-roll failed Treachery tests.
Slime Spray
The Dread Maw gains a Breath weapon that forces any unit under the flame template to pass an I test or suffer -2" to their move for the next turn.
Stormbringer
All missile attacks targeted against a Thunderbird suffer -1 To Hit. In close combat, the Thunderbird inflicts an automatic S 3 Hit on all models in base contact at the start of each close combat phase. In addition, each successful Hit by a Thunderbird is multiplied into D3 Hits, though no individual model may be hit more than once.
The Great Khan
Hobgobla Khan must always be the army's General. In addition, units of Kheshig must be taken as a Core choice.
They's Ain't Righ' in da 'Ead
No units may ever use the LD of a Shaman Elder or Shaman, and they may never be the army’s General.
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.
Tunneller
The Dread Maw moves in exactly the same fashion as a creature with Fly. However, Tunnelers do not benefit from Swiftstride. Additionally, a Dread Maw has Always Strikes First on a turn in which it charges, and any unit charged by a Dread Maw does not gain any benefit from multiple ranks in the first round of combat.
War Cry of the Steppes
Any unit that he charges will not be able to Stand and Shoot or Flee as a Charge response. This does not affect units that have Immunity (Psychology).