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therisnosaurus
26-06-2005, 09:55
inspired by the chaps at the H&A (to whom all credit for this list goes, as it was almost entirely their ideas) and as a counterpoint to the themeament, I whipped this up for laughs. enjoy!

Miniwaaaaaaaaaaaaaagh of the snotling horde:
Rules:
Snotlings: snotlings are diminutive creatures who have several special tendencies
Unbreakable: All snotlings are unbreakable. If they are riding a creature that is not unbreakable, that creature becomes unbreakable.
Wot they did: while less bickering than their larger companions, snotlings have a tendency to mimic anything that looks exiting or brave that occurs nearby. This is what drives them to war, marching alongside their larger cousins in a pathetic attempt to be noticed that usually ends with them being accidentally stepped on. A snotling army is a different matter, such bright green and so full of pointy objects that it is usually most definitely noticed. Snotlings will even attempt to mimic other snotlings and as such, if a unit/character charges a target or shoots at a target, roll a d6 for each snotling unit within 6” of them. On the roll of a 1 the unit must attempt to perform the same action. Even if the unit will not be able to successfully charge or is out of shooting range, they will attempt to charge or shoot, moving their normal move in the former and automatically missing with the latter
Nobody cares: no unit suffers from panic caused by snotlings.

Gritslingas: gritslingas are tiny slings, slingshots, and even just handfuls of pebbles used to hurl minute projectiles at the enemy in the vain hope of doing some damage
A gritslinga used by a snotling on a 20mm base has the following profile
Range 12” strength 1 multiple shotsx2, thrown weapon.
A gritslinga used by a 40mm or larger base of snotlings has the following profile
Range 12” strength 1 multiple shots x6, thrown weapon.

Snotling great weapons: snotlings are too small to use great weapons effectively, but being snotlings, still try and amazingly achieve a small improvement in force. Snotling great weapons act in the same way as a normal great weapon but only give +1 strength.

Weeeeeeeeee!!!!!: snotlings are too small to give throat to a WAAAGHHH!, though, being snotlings, they still try, the result sounding something like a combination of a tin whistle and a slightly asphyxiated sparrow. The magical energies they give off are more or less in the same vein. Snotling shamans gain +1dispel dice and +1 power dice for each unit of US 15 or more models with the snotling rule within 12” but only do so if it is the first turn of combat when the snotlings are at their most enthusiastic (and least dead).

He’s da ‘boss’: while snotlings are generally too insignificant to lead, in a snotling army some particularly brave and soon to be deceased snotling will often take the lead. As all snotling characters have ld10, the generalship of the army is given to the highest ranking character. If a snotling warboss is present, he will lead the army, if not, any great mushaman present will, if there are none of them, then a snotling hero will lead the army and if they happen to be off cavorting with the shroomers, a mushaman will be the general. If you have multiple instances of any of these characters, you may choose which one is your general. Also, a snotling general does not grant his leadership to nearby units. Instead, any friendly units within 12” gain +1 combat resolution.

Army list
Snotling warboss: 55pts
TYPE M WS BS S T W I A LD
Snotling warboss 4 4 4 3 3 5 5 6 10

Equipment: hand weapon
The warboss may be equipped with light armor (+2pts), heavy armor (+4pts) and/or a shield (+2pts)
He may carry a gritsling (+2pts)
He may carry an additional hand weapon (+2pts) or a snotling great weapon (+2pts)
He may be equipped with up to 75pts of magic items from the orc and goblin list
He may be mounted on a common troll (+50pts) or a giant (+205pts, takes up a single rare slot)

Special rules:
Palanquin: great ‘leaders’, snotling warbosses are often carried into battle upon tiny palanquins borne by their trusty servants. A warboss is mounted on a 40mm base and his profile includes his palanquin bearers. The palanquin, festooned with minor trophies as it is, grants him magic resistance (1) and if he is the general, his command radius becomes 18” rather than 12”.
Snotling: while big, bad and generally wimpy, a warboss is still a snotling and therefore gains the snotling special rules

Snotling great mushaman 110pts
TYPE M WS BS S T W I A LD
Great mushaman 4 2 2 2 3 5 3 3 10

Wizard: a snotling great mushaman is a level 2 wizard. He may be upgraded to a level 3 wizard (+50pts). He may only use little waagh spells

Equipment: hand weapon
The great mushaman may carry up to 75pts of magic items from the orc and goblin list
He may be mounted on a common troll (+50pts)

Special rules:
Retinue: a great mushaman is followed by a train of followers, eager to see his mighty powers in battle. He is mounted on a 40mm base and the additional attacks his followers grant are shown in his profile. At any point in the magic phase, a mushaman may choose to use a particularly virulent fungus, sacrifice one of his companions to the gods, trip over and find an article of wondrous power or some other remarkable thing. The result of this is he looses a single wound (representing the effect of the vapours, the sacrifice or the stubbed toes) and will gain +1 to casting rolls for the remainder of that magic phase. You may only do this once per magic phase.
Snotling: a great mushaman is a snotling

Heroes

Snotling small boss: 35pts
TYPE M WS BS S T W I A LD
Snotling boss 4 3 3 3 3 4 4 5 10

Equipment: hand weapon
The warboss may be equipped with light armor (+2pts), heavy armor (+4pts) and/or a shield (+2pts)
He may carry a gritsling (+2pts)
He may carry an additional hand weapon (+2pts) or a snotling great weapon (+2pts)
He may be equipped with up to 25pts of magic items from the orc and goblin list
He may be mounted on a common troll (+50pts)

Special rules:
Retinue: a snotling boss is accompanied by his close followers and lackeys, these are included in his profile and he is mounted on a 40mm base
Snotling: while big, bad and generally wimpy, a boss is still a snotling and therefore gains the snotling special rules

Snotling mushaman 75pts
TYPE M WS BS S T W I A LD
mushaman 4 2 2 2 2 4 3 3 10

Wizard: a snotling mushaman is a level 1 wizard. He may be upgraded to a level 2 wizard (+35pts). He may only use little waagh spells

Equipment: hand weapon
The mushaman may carry up to 25pts of magic items from the orc and goblin list
He may be mounted on a common troll (+50pts)

Special rules:
Retinue: as great mushaman
Snotling: a mushaman is a snotling

therisnosaurus
26-06-2005, 09:55
Core:

Snotlings 20pts/base
TYPE M WS BS S T W I A LD
snotlings 4 2 2 2 2 3 3 3 10

Unit size: 5-15

Equipment: hand weapons.
The unit may be upgraded to carry snotling great weapons for +2pts/model
One base may be upgraded to a ragwava (standard bearer) for +15pts

Special rules: snotlings

Snotling gritslingas: 28pts/base
TYPE M WS BS S T W I A LD
snotlings 4 2 2 2 2 3 3 3 10

Unit size: 5-15

Equipment: hand weapons, gritslinga
One base may be upgraded to a ragwava (standard bearer) for +15pts

Special rules: snotlings, skirmishers

0-1 darksnots 35pts/base
TYPE M WS BS S T W I A LD
snotlings 4 3 2 3 2 3 3 4 10

Unit size: 5-15

Equipment: hand weapons, light armor, snotling great weapons
One base may be upgraded to a ragwava (standard bearer) for +15pts

Special rules: snotlings
Little and bad: darksnots are large by snotling standards and their skin is slightly less fluorescent green than their smaller kin. Darksnots are rightly proud of their size and some of the largest can even bully runty goblins around, so other snotlings know to behave when darksnots are around. In battle, darksnots have an invigorating effect on nearby snotlings, encouraging them to nibble at the enemy’s ankles with even more vigour. Any unit of snotlings within 6” of the darksnots, including the darksnots themselves gain +1 combat resolution



Shroomer riders: 10pts/model
TYPE M WS BS S T W I A LD
snotlings 4 2 2 2 2 1 3 1 10
Riding shroomers 8 2 0 2 2 1 1 1 3

Unit size: 10-30

Equipment: hand weapon, light armor
One rider may be upgraded to a ragwava (standard bearer) for +15pts
The unit may be equipped with spears (+1pt/model) and/or shields (+1pt/model)
The unit may be equipped with gritslingers (+2pts/model)

Special rules: snotlings. Riding shroomers have poisoned attacks and sporecloud
A threat! A significant threat!: shroomer riders are just dangerous enough to be represented on single bases. They are mounted on 20mm bases rather than 40mm bases. However, in all other respects but base size, they count as cavalry (+1 armor save, affected by spells that affect cavalry etc)
Spore cloud: shroomers let off a cloud of spores when defending themselves, choking and confounding the enemies. Enemies attempting to strike shroomer riders in close combat suffer a -1 penalty to hit.

0-2 Shroomer herds: 20pts per snotling base/5pts per shroomer
TYPE M WS BS S T W I A LD
snotlings 4 2 2 2 2 3 3 3 10
squigs 2d6 4 0 5 3 1 3 2 3
shroomers 2d6 2 0 2 2 1 1 2 3

Unit size: 10-20 shroomers/squigs, 4-8 snotling bases

Equipment: snotlings carry sticks and proddy things which count as hand weapons. Shroomers and squigs have teeth and other sharp, pointy pieces of anatomy.
Up to one shroomer in every 5 may be upgraded to a squig for +9pts.

Special rules: snotlings have the snotling special rules, shroomers have poisoned attacks and spore cloud
Herd: the shroomer herds act in the same way as a squig herd from the Orc and goblin army book. However, replace the 3 squigs for each goblin rule with 9 shroomers/squigs per snotling base and as the snotlings are unbreakable, the unit will not flee until they are all dead. In addition, the shroomer spore cloud rule affects the whole unit, not just attacks against shroomers.

Special:
Pebblechucka/shroomer lobba. 65pts
TYPE M WS BS S T W I A LD
snotlings 4 2 2 2 2 3 3 3 10
Pebblechucka/shroomer lobba 5 3

Unit size: one pebble chucka or shroomer lobba and 2 snotling bases. You may take up to two pebblechuckas/shroomer lobbas as a special choice

Equipment: the snotlings have hand weapons.

Special rules: snotlings
Both the pebble chucka and shroomer lobba count as stonethrowers for the purposes of determining whether they hit and what happens if a misfire occurs. However, they both have different effects to a standard stone thrower

Pebblechucka: uses the large template and is strength 1, no difference for the model under the hole. The pebblechucka does not ignore armor saves. If a unit takes a casualty from the pebblechucka they become frenzied unless immune to psychology. They must also pass a leadership test (unless immune to psychology), if they fail, they reform facing towards the pebblechucka move 2d6 inches as directly towards it as possible.

Shroomer lobba: uses the normal template but is strength 2/4 and does not ignore armor saves. However, roll a d6 for each model even partially under the template. On the roll of a 6 that model takes d3wounds with no armor save allowed (characters may still take a look out sir or ward save).

0-1 Fungus loons 32pts/base
TYPE M WS BS S T W I A LD
Fungus loons 4 2 2 3 2 3 3 3(6) 10

Unit size: 3-15

Equipment: hand weapons.
The unit may be upgraded to carry snotling great weapons for +4pts/model

Special rules: snotlings,
Insane bezerkers: crazed by fungus fumes and driven mad by constant prodding by other snotlings, fungus loons are some of the most deranged creatures in the world. They count as frenzied, even though they are immune to psychology, but will never lose their frenzy and instead of gaining +1 attack, they double their attacks (for a total of 6). In addition, so furious are they in battle that they must be flattened before they stop fighting (albeit this is far easier to accomplish than with your usual fantatic, as it is much easier to tread on a snotling) and so they have a 6+ ward save

Sneaky snots 40pts/base
TYPE M WS BS S T W I A LD
Sneaky snots 4 2 3 2 2 3 3 3 10

Unit size: 1-5

Equipment: hand weapons.
The unit may be equipped with gritslingers (+5pts/base)

Special rules: snotlings, poisoned attacks
Masters of disguise: sneaky snots are renowned for their ability to hide under even the smallest object and close with the enemy lines without so much as a whisper of their presence until the time is ripe. Sneaky snots are deployed as scouts, but are automatically deployed before enemy scouts. If two players have sneaky snots, roll a d6 to see who deploys first. You may deploy them in any piece of terrain, regardless of where it is, whether the enemy has line of sight and how far they are away. Alternatively you may deploy them in the open a minimum of 12” away from the enemy.


Pidgion knights 11pts/model
TYPE M WS BS S T W I A LD
snotlings 4 2 2 2 2 1 3 1 10
Great pidgion 2 0 0 2 2 1 0 0 2

Unit size: 10-30

Equipment: hand weapon, light armor
The unit may be equipped with spears (+1pt/model) and/or shields (+1pt/model)
The unit may be equipped with gritslingers (+2pts/model)

Special rules: snotlings, pidgions can fly. The knights are mounted on 20mm bases
The rain of horror: While pidgions are probably the most useless battle mounts in the warhammer world, they do have one very redeeming feature (in the eyes of the snotlings that is). When angry or afraid, pidgions tend to defecate uncontrollably and in the midst of battle, many an enemy unit has looked up to the cry of pidgions only to… well, we’ll leave it at that. Pidgion knights may fly over a single enemy unit in the movement phase. If they do so, they inflict a single strength 1 hit per pidgion knight in the unit, ignoring armor saves . Units who have suffered any casualties from this attack suffer a -1 penalty to hit for the remainder of that turn and the next.
Hit and RUN!: If pidgion knights are involved in a combat they may choose to break off at the end of the combat whether they won or lost. Declare you are going to break off and roll 3d6. Move the pidgion knights the indicated distance in any direction. Note that they are not broken and so do not need to attempt to rally. Enemy units may not pursue from this move.
Pump wagons: as warhammer armies orcs&goblins. You may take up to two snotling pumpwagons as a single special choice

Rare:

Giant: as orc&goblin army list. May be upgraded to carry a snotling shanty for +50pts. This means the giant gains the snotling special rule and gains an additional 6 strength 2 attacks at initiative 1. Note that if the giant uses his yell and bawl you do not get these attacks.

Trolls: as orc&goblin army list

Troll truck: 110pts
TYPE M WS BS S T W I A LD
Common troll 6 3 1 5 4 3 1 3 4
truck 5 4 4 10

Unit size: 1 troll truck

Special rules: chariot, snotling. Troll has regenerate, stupidity (must still test even though immune to psychology, but tests at LD 10) troll vomit and causes fear.
Hail of snotlings: when the troll truck charges into combat, snotlings hurl themselves from the ramshackle shanty on the back of the truck. On the completion of a successful charge move, place d3 basic snotling swarms in base to base contact with the enemy unit on the same facing as the truck. If you cannot fit the bases in contact then they are lost. This unit is treated as an independent snotling unit for the remainder of the battle but is not worth any victory points and cannot complete objectives. Such is the ferocity with which the snotlings hurl themselves from the hurtling truck that they gain +1strength and count as charging on the turn they are created.

therisnosaurus
26-06-2005, 10:12
0-1 Snotling pumpcity. 200pts
TYPE M WS BS S T W I A LD
pumpcity 2d6 5 5 8 3d6
Snotling inhabitants 2 2 9 10

Special rules: armor save (4+), US 8, snotling
Pumpcity: the pumpcity is the pinnacle of snotling mobile technology, a vast chugging mass of nailed planks on ill constructed (and occasionally square) wheels. It has the same rules for movement and attacking as a pump wagon, however it does 3d6 impact hits rather than 2d6. Snotlings are so proud of their masterpiece that it inspires them in battle. Units of snotlings within 6” of the pumpcity and the crew of the pumpcity itself may re-roll missed ‘to hit’ rolls on the first turn of combat.




Unit explanations:

Warboss: the palanquin will make for a nice conversion opportunity and puts him at the level where he can look at his enemies in the eye, so it was too good to pass up

Great mushamans: snotling mushamans get high on mushroom fumes an provide an egress for the pent up magic produced by all greenskins

Snotling small boss: well, the name says it all- generic hero. I decided not to let them buy riding shroomers for simplicity’s sake

Mushaman: as great mushaman.

Snotlings: are 5pts cheaper because they are a) the basis of the army and b) cannot rely on allied ranked units (3 ranks, standard and outnumbering) to win combats, so you’re going to need a lot of them

Gritslingas: partially inspired by the snot with slingshot from the pump wagon, these chaps provide decent fire support for the snotlings

Black snotlings: as stopping bickering is pretty useless in a snotling horde, a swapped it for extra combat resolution which the snots desperately need.

Shroomer riders: shroomers are essentially like the mushroom men from Mario or myconoids from D&D- bipedal mushroom creatures that the snots use for riding and herding (and ammo, as you will see later). Surrounded by spores and with slimy, toxic skin, they are about as huggable as a beast of nurgle.

Shroomer herds: mini squigherds essentially, and as the snotlings imitate their larger brethren to a tee, makes decent sense

Special:

Pidgion knights: too good to pass up as a satire of bret Pegasus knights. Note these aren’t pidgeons, they’re pidgions, a different and more ****** bird entirely :P

Fungus loons: essentially, they have swarm frenzy and are actually good enough to cause some casualties in combat (shock horror) which the snot army needs vitally

Pebblechucka: like the gnoblar scraplauncha, but smaller. I assume that any unit taking casualties from 1 centimeter pebbles would get rather pissed off, hence the frenzy and having to try and eat the pebblechucka alive

Shroomer launcher: chucks shroomers, which being highly toxic as well as very squishy, go splat most gratuitously, coating the enemy in some seriously lethal goo. Egg on ya face anyone?


Sneaky snots: inspired by a H&A comment about snots being able to hide under anything because of their intelligence. While some people deny this, claiming it is because of their minute size, they are quickly dealt with by hidden snotlings. Thus the sneaky snots were born. Being sneaky, poison was added in to make them a little more nasty

Rare:
Giant: well, I had to. Big and little go good together

Trolls: as giant

Troll truck: more zany inventions from the snotling camp gives the army something with some hitting power that’ll probably get a few laughs as well

Pump city: well, it’d be a great conversion opportunity and once again, gives the snots a beaut centerpiece and decent combat weapon for the army. I should do rules allowing you to mount little cannon or a pebblechucka/shroomer launcher on it, as a parody of naval ships and the steam tank.

Lady Bastet
29-06-2005, 16:01
Little Question- why are all Snotlings unbreakable? I mean a swarm makes sense- afterall you use 5 or so models on one base to represent an unspecified number. But is there any reason why a lone Snotling would never flee?

Freak Ona Leash
29-06-2005, 16:09
They are too stupid to have intelligence enough to realize when to run.



_________________
Freak, who shall laugh when he sees a snotling horde as the next army he fights. Why? They are the only army shorter than his stunties.

Hideous Loon
04-07-2005, 22:45
But, wouldn't that be better represented by the mere Ld 10? Since Snotties are cowards every so often? Unbreakability (wow, new word) is meant for swarms, Slayers and other 'things'. Not a lone Snotling.

frog
06-07-2005, 17:07
id say make the pebble chacker S2
a rock on the head hurts

Falcon
14-07-2005, 15:39
LOL! I did not validate the rules, but what a lot of fun to read! Well posted!

black_crusade
21-07-2005, 02:10
I made a snotling army list about a year ago, can post it here if I find it.... Well here are some ideas.

"armoured" snotlings: snotlings that have found a "huge" shield that they all carry together. this gives them a 4+ armor save but all enemies counts as having the killing blow rule when fighting them in close combat (they can jump on the shield and the snots would go sploch).

Snotling tidal waves: battle crazed snotlings. count as ordianry snotlings, exept that in each close combat after the first round, thesnotling bases in the 2nd rank may also attack (as they are eagerly running to get into some action..). alternatively one additional rank can attack for each extra round of close combat after the initial.

A snotling zeppeliner with similar rules to a snotling pump wagon could also be fun.

Rabid Bunny 666
13-08-2005, 21:17
one problem, killing blow only affects man-sized models :D