Night Goblin Warband

14
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

Transcript of Night Goblin Warband

Page 1: Night Goblin Warband

Night Goblin WarbandSpecial Rules

AnimosityNight goblin henchmen must roll for animosity (only goblin models roll)

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

Fear ElvesNight goblins fear elves unless they outnumber them

Distasteful CompanyOnly 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 RulesThese 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

Page 2: Night Goblin Warband

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 warbandTroll: 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 TableCombat Shooting Academic Strength Speed Special

Boss Y Y Y Y

Page 3: Night Goblin Warband

Shaman Y Y YFanatic Y YFire Kobold Y Y Y YSneaky Git Y Y Y Y

Only Fanatics may gain strength skills.

Night Goblin Equipment list

Goblin ListHand to hand weapons Common itemsDagger 1st free/2gc Squig Prodder 15gcClub 3gcStaff 3gcSpear 10gcSword 10gc

Missile WeaponsShort Bow 5gcArmourLight armour 20gcShield 5gcBuckler 5gcHelmet 10gc

Fanatic ListHand to Hand WeaponsBall and Chain 15gc

MiscMad cap mushrooms 25gcFungus 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 RulesLeader 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

Page 4: Night Goblin Warband

Special RulesWizard May learn spells from the night goblin spell list starts

with one spell

Fanatic10gc 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 RulesFanatics may also learn the skills strike to injure and dodgeCrazed Fanatics pass any leadership test

automaticallyHe’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 result1 Something goes horribly wrong and the model must roll on the ball and chain mishap table2-5 The fanatic moves 2d6” in a direction nominated by the controlling player6 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

Page 5: Night Goblin Warband

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 Kobold30GC to hire

M Ws Bs S T W I A Ld 4 2 3 3 3 1 3 1 6

Special RulesSpit 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 3Rare 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 Git15gc 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 rider15gc + 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.

Page 6: Night Goblin Warband

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

Troll200gc 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

Yobbos15gc

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 swots15gc

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

Page 7: Night Goblin Warband

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 tableD6 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

Bosspole20 Gold CrownsAvailability: Common, goblins only

Only the boss may use a bosspoleAny 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.

Page 8: Night Goblin Warband

Magic mushrooms10 Gold CrownsAvailability: Common, goblins only

Only the shaman and the shaman assistant may use magic mushroomsWhen 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 staff10 Gold CrownsAvailability: Common, goblins only

Only the shaman may use a copper staffA 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 Bombs10 Gold Crowns eachAvailability: 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 TableD6 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

Page 9: Night Goblin Warband

6 The spell is cast at double strength

Night Goblin Skills list

Wot I can’t see can’t hurt meThe 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.

LootaIf 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 GitThe 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 BlowAny 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 GitThis 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 Result1 ‘Ere we Go Diff 9

Page 10: Night Goblin Warband

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 10The 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 8A 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 7Any 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 6All the shamans failed dice rolls may be re-rolled until the start of his next turn

6 ‘Ave a nice Trip Diff 9Any 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.