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Night Goblin Warband

Special Rules
Animosity
Night goblin henchmen must roll for animosity (only goblin models
roll)

Hate Dwarves
Night goblins live in the same area as dwarves and have clashed
with them on numerous occasions. As such they hate dwarves

Fear Elves
Night goblins fear elves unless they outnumber them

Distasteful Company
Only hired swords who would work for an orc warband will work for a
night goblin warband. An Orc hired sword will not work for a night
goblin warband

Underground Rules
These rules only apply if the game is set underground (caves tombs
etc…)
Camouflage: Night Goblins make their clothes from dark cloaks,
and know how to move stealthily underground. Instead of spotting
them automatically if they are hidden within an enemy’s Initiative
distance, the enemy must first roll equal to or under their Initiative
to detect the goblin.
Natives: Used to blundering around in caves Night goblins can see
in the dark and don't get lost or need to make difficult terrain tests

Choice of Warriors
A Night Goblin Warband must include a minimum of 3 models. You
have 500 gold crowns you can use to equip and recruit your
warband. The maximum number of warriors in the warband is 20.

Night Goblin Boss: Each Night Goblin warband must have one
night goblin boss

Night Goblin Shaman: Your warband may include up to one night


goblin shaman

Fire Kobold: Your warband may include up to fire kobold


Fanatic: Your warband may include up to one fanatic

Sneaky Git: Your warband may included up to one sneaky git

Goblin warriors: Your warband may include any number of goblin


warriors

Gurly swots: Your warband may include up to three gurly swats

Yobbos: Your warband may include up top five yobbos

Squig Riders: Your warband may include up to two squig riders

Cave Squigs: Your warband may include up to five cave sqigs, not
counting any ridden cave squigs. You may not have more cave
squigs than you have goblins in your warband
Troll: Your warband may include up to one troll

Starting Experience

A Night Goblin Boss starts with 17 experience

A Night Goblin Shaman starts with 6 experience

A Fanatic starts with 0 experience

A Fire Kobold starts with 5 experience

A Sneaky Git Starts with 5 experience

All Henchmen start with 0 experience

Characteristic Increase
Goblin Maximum Characteristics are:

Profile M WS BS S T W I A Ld
Goblin 5 3 5 4 4 2 4 3 7

Goblin Skill Table


Combat Shooting Academic Strength Speed Special
Boss Y Y Y Y
Shaman Y Y Y
Fanatic Y Y
Fire Kobold Y Y Y Y
Sneaky Git Y Y Y Y
Only Fanatics may gain strength skills.

Night Goblin Equipment list


Goblin List
Hand to hand weapons Common items
Dagger 1st free/2gc Squig Prodder 15gc
Club 3gc
Staff 3gc
Spear 10gc
Sword 10gc

Missile Weapons
Short Bow 5gc
Armour
Light armour 20gc
Shield 5gc
Buckler 5gc
Helmet 10gc

Fanatic List
Hand to Hand Weapons
Ball and Chain 15gc

Misc
Mad cap mushrooms 25gc
Fungus bombs 10gc

Heros
Goblin Boss
50gc to hire
M Ws Bs S T W I A Ld
4 3 4 3 3 1 4 1 7

Special Rules
Leader All goblins within 6" of the boss may use the boss'
leadership characteristic instead of their own

Shaman
20gc to hire
M Ws Bs S T W I A Ld
5 2 3 3 3 1 3 1 6

Special Rules
Wizard May learn spells from the night goblin spell list starts
with one spell
Fanatic
10gc to hire
M Ws Bs S T W I A Ld
4 2 0 4 4 1 3 1 6
(uses fanatic weapons list)
Special Rules
Fanatics may also learn the skills strike to injure and dodge
Crazed Fanatics pass any leadership test
automatically
He’s nuts The Fanatic may never become the warband
leader

Incredible force No armour saves are allowed and any hit that
successfully wounds causes d3 wounds
Random In the first turn a fanatic moves 2d6” in a direction
nominated by the controlling player. In
subsequent movement phases roll d6 to
determine the result.
D6 result
1 Something goes horribly wrong and the model must roll on
the ball and chain mishap table
2-5 The fanatic moves 2d6” in a direction nominated by the
controlling player
6 The fanatic moves 2d6” in a direction shown by the scatter
dice

If the Fanatic comes into contact with a model (friend or foe)


he counts as charging and will engage in close
combat until his next movement phase.
Opponents wishing to attack the fanatic suffer a –
1 to hit penalty in close combat. The fanatic will
automatically move in his movement phase and
cannot be held in close combat. If the fanatic
collides with a building he takes a strength six hit
and rebounds. Yes this can lead to multiple
collisions or to the fanatic engaging a model. If he
survives.
Cumbersome The fanatic may only be fielded if you have given
the fanatic madcap mushrooms before the battle.
The fanatic may not carry weapons, armour or
equipment other than the ball and chain.
Unwieldy After the exploration table has been rolled the
fanatic starts to notice the effects of the ball and
chain. The fanatic must roll on the serious injury
table treat any results of captured, robbed, sold to
the pits as full recovery as the fanatic is back at
the camp before the mushrooms wear off.

Fire Kobold
30GC to hire
M Ws Bs S T W I A Ld
4 2 3 3 3 1 3 1 6

Special Rules
Spit fire Fire kobolds have the ability to spit fire. This is treated
as a strength 4 ranged attack (thrown skills apply to
this attack) with a range of eight inches. It can be used on
the charge and also in close combat at the cost of a close
combat attack. This attack is fire based.
Fire resistant Fire kobolds are fire resistant and fire based
attacks are at -1 strength so a strength 4 fireball hitting a fire
kobold would only be strength 3
Rare Fire kobolds live in volcanic regions and rarely encounter
dwarves. As such they do not hate dwarves. Dwarves
however just think a fire kobold is a funny looking goblin
and still hate it as normal. Fire kobolds still fear elves
unless they outnumber them.

Sneaky Git
15gc to hire
M Ws Bs S T W I A Ld
4 2 3 3 3 1 3 1 6

Henchmen

Goblin warriors (see orc goblin warriors) 10gc

Cave sqig (see orc cave sqig) 14gc

Squig rider
15gc + cost of squig to hire
M Ws Bs S T W I A Ld
4 2 0 3 3 1 3 1 6
Special Rules

Tied on: A squig rider may never dismount for any reason. They
may also only use 1 one handed weapon, they may
however use a shield in the other hand. If Squig riders
are stunned they act as stunned foot models.

If a squig rider becomes a hero they automatically have the ride skill
set and may choose 2 more skills as their skill sets. Their Bs may
never rise above 0

Troll
200gc to hire
M Ws Bs S T W I A Ld
6 3 1 5 4 3 1 3 4
The troll follows all the rules for a standard troll but cannot be fed
goblins (as the goblins don't like that). It may be fed squigs as
normal

Yobbos
15gc
M Ws Bs S T W I A Ld
4 2 0 3 3 1 3 1 6
Special Rules

D&D: Drugged and disorderly. Yobbos are goblins that have not
made the intellectual distinction between drugs and
chemicals IE All drugs are chemicals but not all
chemicals are drugs. As such these gobbos will snort,
inhale, inject and ingest anything on the off chance it
might be drugs. At the beginning or the game roll 1d6
for the Yobbos On a roll of a 1 all Yobbos are effected by
stupidity on a roll of a 2-5 there is no effect and on the
roll of a 6 all yobbos are effected by frenzy
Huh?: Yobbos are too busy scrounging for drugs to learn skills or
search for wyrdstone and they can't see why anybody
else would want to do those things. Yobbos may gain
experience but may not become heros

Gurly swots
15gc
M Ws Bs S T W I A Ld
5 2 0 3 3 1 3 1 6
Special Rules

Assistants: Gurly swots hang around the shaman hoping to learn


spells. They fetch things, mix potions, feed the more
exotic of the shaman's ingredients and generally do all
of the shaman's dirty work. In battle the gurly swots
stay with the shaman (usually between the shaman and
any form of danger). If the shaman suffers a headbang
he may channel the power through any gurly swot in
base to base contact with the shaman rather than roll
on the headbang table. If he does this the nominated
gurly swot's head explodes (they're not so good at
magic so they don't get a roll).
I is da best If the shaman ever becomes a squig permanently then
one of the gurly swots will nick all of his equipment
(even if he can't use it) and the other gurly swots will
mysteriously disappear. Although all of their equipment
will remain and the troll (if you have one) will look
suspiciously well fed. You may not hire any more gurly
swots (unless you fire the current gurly swot and even
then you may only hire one). The remaining gurly swot
may become a hero as normal
I is got it If a gurly swot becomes a hero he may learn a spell
from the goblin magic list rather than rolling for a new
skill or characteristic increase. The difficulty for a gurly
swot to cast a spell is always +1 as gurly swots are not
'naturally gifted'

Ball and Chain mishap table


D6 result
1 A link in the chain of the ball and chain snaps. The ball is flung
2d6” in a direction shown on a scatter dice. Anything in this
path (including buildings) takes one strength 6 hit with no
armour saves allowed. The fanatic is taken out
2 The ball and chain is wedged in the ground and the fanatic is
whirled around the ball. All models in base to base contact
with the fanatic take a strength three hit (normal armour
saves allowed). For every hit dished out in this manor the
fanatic takes a strength five hit. If the fanatic survives the ball
and chain is stuck in the ground for the rest of the game (see
three)
3 The ball and chain slams into the ground and becomes stuck.
It may not be used for the rest of the game. If the fanatic
survives it may be used as normal in the next battle
4-5 The ball and chain is wedged in some rubble it cannot be used
this round but there is no other effect.
6 The ball and chain is swung with incredible force and sparks
fly from any surface it touches any attacks with the ball and
chain are made at plus one strength.
Goblin special equipment

Bosspole
20 Gold Crowns
Availability: Common, goblins only

Only the boss may use a bosspole


Any model within 6” of a model with a bosspole does not need to
test for animosity. In close combat the bosspole counts as a spear.

Magic mushrooms
10 Gold Crowns
Availability: Common, goblins only

Only the shaman and the shaman assistant may use magic
mushrooms
When casting spell the shaman may declare he is eating some
magic mushrooms. When he does this he rolls three dice instead of
2 to cast his spells. If he rolls a double he must roll on the headbang
table. There are enough mushrooms in a batch to last an entire
battle.

Copper staff
10 Gold Crowns
Availability: Common, goblins only

Only the shaman may use a copper staff


A shaman may re-roll any result on the headbang table. Owning 2 or
more copper staves confers no additional benefits. In close combat
the copper staff counts as a club.
Fungus Bombs
10 Gold Crowns each
Availability: Common, goblins only

Any night goblin hero may purchase a fungus bomb. If the hero did
not move of shoot that turn he may set the bomb. Any unit moving
within 2 inches of the fungus bomb will set it off. The model that set
the bomb may not set it off and all night goblin models may test
their initiative to see if they avoid the effects but other models will
be effected on a D6 roll of 4+. Models effected gain an insanity
point permanently gain an insanity from the insanity table for the
duration of the game (even if they are henchman or animals).
Undead are immune

Headbang Table
D6 result
1 The shaman’s head explodes. He is dead and may not be
raised as a zombie by any undead warbands. The spell is not
cast
2 The shaman takes a strength 4 hit. This hit does not cause
criticals, the spell is not cast
3 The shaman takes a strength 3 hit. This hit does not cause
criticals, the spell is not cast
4-5 Pivot the shaman in the direction shown by a scatter dice then
place the small flame template so the small end is touching
his face. Any model (not the shaman) touched by the template
takes a strength 4 hit with no armour saves allowed as the
psychic vomit washes over them. This hit does not cause
criticals. The spell is not cast
6 The spell is cast at double strength

Night Goblin Skills list


Wot I can’t see can’t hurt me
The model with this skill may choose to pass all leadership test
(except those that relate to rout tests) when in combat or charging
into combat. If he does this he may only use 1 one handed weapon
(although he can use a shield) and may not parry.

Loota
If any model (even a fellow goblin) is killed all Gobbo's with this skill
may roll a dice if they manage to roll equal to or below their
initiative then they may loot the corpse and gain all equipment
carried by that model. Only one corpse can be looted per goblin with
this skill. If there are more corpses than looters then determine
randomly which corpses are looted.

Lucky Git
The goblin may re roll the first result on the serious injury table. The
second result must be kept even if the result is worse.

Low Blow
Any goblin with this skill will cause a critical hit on a roll of 5-6 not
just 6 and the enemy suffers a –1 to their armour save. This skill can
only be used against models larger than them. IE a small goblin
shaman could not use this skill against giant rats, dogs, wolves,
dwarves, etc… while a goblin squig rider could only use this skill
against large models.

Dodgy Git
This skill adds +1 to a goblins dodge or step aside save. The goblin
gains a 6+ dodge or step aside save if he doesn't already have one

Wots in da stew?
The model has (accidentally) ingested uncooked troll flesh. He may
only be part of a battle if he passes a toughness test on 1d6. If he
does make it to a battle he benefits from a 4+ regeneration save
against all non fire based wounds.

Night Goblin Magic list


D6 Result
1 ‘Ere we Go Diff 9
The shaman and nearby goblins become filled with the essence of the
Waaagh! All friendly models within 6” of the shaman treat ‘stunned’ results
on the injury table as ‘knocked down’ instead. (NOTE: this is very effective in
conjunction with the Jump Up skill) The effects last until the shaman takes a
wound.

2 Squig form Diff 10


The shaman turns into a cave squig and may no longer cast spells, shoot, or
use equipment. In his shooting phase he may make a leadership test to revert
to goblin form (on the squigs leadership), he may try this as often as he likes.
If the battle ends and the shaman is still a squig he gets one final chance to
revert or he stays a squig forever. He is still a hero however and may still gain
experience and learn skills. He may only learn skills from the Speed and
Strength categories as a squig he may not learn scale sheer surfaces but may
also learn the Wots in da stew, Lucky git and Low blow (go for the crotch
squigie) skills from the special category.
The Squig's maximum traits are:
M Ws Bs S T W I A Ld
2d6 6 0 5 5 3 4 4 6

3 Ghost Squig Diff 8


A glowing green ectoplasmic squig appears next to the nearest enemy model
(max range 12”) and makes 1 attack. The attacks are made at Ws 4 and
strength 4 the attacks do not cause critical hits and may not be parried. No
armour save is allowed. As the squig is ectoplasmic all weapons simply pass
through it without harm and it passes all leadership tests automatically. Blows
from the squig may be stepped aside and the like if the model has the relevant
skills.
4 Fling Diff 7
Any goblin member (not squig riders) of the controlling players warband
within 12” of the shaman (but not the shaman) may be moved anywhere
within 6” of its current position, it may travel over intervening terrain and may
end up on a different level to the one it started. If it ends up in contact with an
enemy model it counts as a diving charge. If the fanatic is flung whilst
spinning he takes a strength six hit when landing. If he lands in a combat he
automatically counts as having made a successful diving charge but takes two
strength six hits at the end of the combat (a falling fanatic does a lot of
damage)
5 Luck of Gork Diff 6
All the shamans failed dice rolls may be re-rolled until the start of his next
turn
6 ‘Ave a nice Trip Diff 9
Any enemy model within 12” immediately falls down a small hole. They take
strength 2 hit and cannot act or be acted upon until he manages to climb out of
the hole by passing a successful initiative test on his movement phase. Mounts
cannot climb.

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