knosstik
05-10-2007, 08:36
Special Rules
Animosity
D6 Result
1 “I ’Erd Dat!”
2-5 “Wud Yoo Say?”
6. “I’ll Show Yer!”
Choice of warriors
A Goblin warband must include a minimum of three models. You have 500 gold crowns which you can use to recruit and equip your warband. The maximum number of warriors in the warband is 20.
Boss: Each Goblin warband must have one Boss: no more, no less!
Shaman: Your warband may include up to one Shaman, however then you can only have one Big ‘Un not two.
Big ’Uns: Your warband may include up to two Big ’Uns, unless you have a Shaman.
Sneaky Gits: Your warband may include up to two Sneaky Gits.
Night Goblins: Your warband may include any number of Night Goblins
Snotlings: Your warband may include any number of Snotlings, though it may not have more than two Snotlings for each Goblin in the warband (including Goblin Heroes).
Cave Squigs: Your warband may include up to five Cave Squigs. You may never have more Cave Squigs in your warband than you have Goblin Warriors.
Fanatics: Your warband may include up to five Fanatics.
Squig Hoppers: Your warband may include up to two Squig Hoppers.
Starting Experience
A Boss starts with 20 Experience.
A Shaman starts with 10 Experience.
Big ’Uns start with 10 Experience.
Sneaky Gits start with 0 Experience.
All Henchmen start with 0 Experience.
Characteristic Increase
Profile------------M---WS--BS---S---T---W----I---A--Ld
Night Goblin-------4----5----5---4----4---2----5---3---7
or
Profile------------M---WS--BS---S---T---W----I---A--Ld
Night Goblin-------4----5----5---4----4---3----6---4---7
or even a mix between
----Combat Shooting Academic Strength Speed Special*not done yet
Boss---*------*---------*---------------*-------*
Shaman-----------------*---------------*--------*
Big 'Un-*-------------------------*---------------*
Sneaky Git-----*-------------------------*-------*
Equipment
The Orc equipment is now the big Uns minus Missile weapons
Goblin one is the goblin one
(Boss and sneaky gits can use the (stolen) dwarven handgun and light armour plus goblin stuff)
Snotlings can use
dagger free/2gc
Club-------3gc
Axe--------5gc
Sling-------5gc
1 Night Goblin Boss
60 gold crowns to hire
Profile---M---WS---BS--S---T--W---I---A---Ld
---------4----4----4---3---3---1---4---1---7
Weapons/Armour: A Goblin Boss may be equipped with weapons and armour chosen from the Night Goblin & Extra equipment list.
SPECIAL RULES
Leader: Any warrior within 6" of the Goblin Boss may use his Leadership characteristic when taking Leadership tests.
0-1 Night Goblin Shaman
30 gold crowns to hire
Profile---M---WS---BS--S---T--W---I---A---Ld
---------4----2----3---3---3---1---3---1---6
Weapons/Armour: A Night Goblin Shaman may be armed with weapons chosen from the Night Goblin equipment list. A Night Goblin Shaman may never wear armour.
SPECIAL RULES
Wizard: A Night Goblin Shaman is a wizard and uses Little Waaagh! Magic.
0-2 Night Goblin Big ‘Uns
Relatively speaking
30 gold crowns to hire
Profile---M---WS---BS--S---T--W---I---A---Ld
---------4----3----3---4---3---1---3---1----6
Weapons/Armour: Big ’Uns may be equipped with weapons and armour chosen from the Big ‘Uns equipment list.
0-2 Sneaky Gits
20 gold crowns to hire
Profile---M---WS---BS--S---T--W---I---A---Ld
---------4----2----3---3---3---1---3---1---6
Weapons/Armour: Sneaky Gits may be equipped with weapons and armour chosen from the Night Goblin & Extra equipment list.
Night Goblin Warriors
15 gold crowns to hire
Profile---M---WS---BS--S---T--W---I---A---Ld
---------4----2----3---3---3---1---3---1----5
Weapons/Armour: Night Goblins may be armed with weapons and armour chosen from Night Goblin equipment list.
SPECIAL RULES
Animosity: Night Goblins are subject to the rules for Animosity (see Special Rules for details).
0-5 Fanatcis
15 gold crowns to hire
Profile---M---WS---BS--S---T--W---I---A---Ld
---------4----2----3---3---3---1---3---1----5
Weapons/Armour: Fanatics may be armed with weapons and armour chosen from Night Goblin equipment list.
SPECIAL RULES
Animosity: Night Goblins are subject to the rules for Animosity (see Special Rules for details).
0-5 Cave Squigs
15 gold crowns to hire
Profile---M---WS---BS--S---T--W---I---A---Ld
--------2D6---4----0---4---3---1---4---1---5
Weapons and Armour: Big gob and brutality! Cave Squigs never use or need weapons or armour.
SPECIAL RULES
Movement: Cave Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6" movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.
Minderz: Each Cave Squig must always remain within 6" of a Goblin Warrior, who keeps the creature in line. If a Cave Squig finds itself without a Goblin within 6" at the start of its Movement phase, it will go wild. From that point on, move the Squig 2D6" in a random direction during each of its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. The Cave Squig is out of the Night Goblin player’s control until the end of the game.
Animals: Cave Squigs are animals of a sort and so do not gain experience.
Snotlings
10 gold crowns to hire
Profile---M---WS---BS--S---T--W---I---A---Ld
---------4----2----2---2---2---1---3---1---10
Weapons/Armour: Snotlings may be equipped with weapons and armour chosen from the Snotling equipment list
SPECIAL RULES
Runts: Snotlings may gain experience but if they happen to roll ‘That Lad’s got talent’ they are immediately killed by their Night Goblin masters for becoming too ‘mouthy’ (remove the Snotling from the roster).
Dumb: Snotlings are too dumb to understand war (or anything else but hitting that person over da ‘ed). Therefore they don’t have to take and Leadership tests.
0-2 Squigs Hoppers
35 gold crowns to hire
Profile---M---WS---BS--S---T--W---I---A---Ld
---------4----2----3---3---3---1---3---1----5
--------2D6---4----0---4---3---1---4---1---5
Weapons/Armour: Night Goblins may be armed with weapons and armour chosen from Night Goblin equipment list.
SPECIAL RULES
Movement: Cave Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride even the goblin on top can’t control his squig much. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6" movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.
Animals: Cave Squigs are animals of a sort and so do not gain experience, however the Night Gobbo on top does. Every experience booster this unit gets doesn’t count for the squigs.
Squig riding: the squig Counts as a mount for all purposes except if you un-mount you cannot mount for the rest of that battle and the squig acts like a normal squig.
Night Goblin special equipment* All the orc ones plus this one
Dwarven Handgun
20 gold crowns
Availability: Rare 9
Same as a normal handgun except:
SPECIAL RULES
Click, Oops...Boom! : As Night Goblins are not used to using blackpower weapons they are not experts. If you roll a one to hit your Night Goblin Blows up and counts as out of action. Your handgun is destroyed too.
Animosity
D6 Result
1 “I ’Erd Dat!”
2-5 “Wud Yoo Say?”
6. “I’ll Show Yer!”
Choice of warriors
A Goblin warband must include a minimum of three models. You have 500 gold crowns which you can use to recruit and equip your warband. The maximum number of warriors in the warband is 20.
Boss: Each Goblin warband must have one Boss: no more, no less!
Shaman: Your warband may include up to one Shaman, however then you can only have one Big ‘Un not two.
Big ’Uns: Your warband may include up to two Big ’Uns, unless you have a Shaman.
Sneaky Gits: Your warband may include up to two Sneaky Gits.
Night Goblins: Your warband may include any number of Night Goblins
Snotlings: Your warband may include any number of Snotlings, though it may not have more than two Snotlings for each Goblin in the warband (including Goblin Heroes).
Cave Squigs: Your warband may include up to five Cave Squigs. You may never have more Cave Squigs in your warband than you have Goblin Warriors.
Fanatics: Your warband may include up to five Fanatics.
Squig Hoppers: Your warband may include up to two Squig Hoppers.
Starting Experience
A Boss starts with 20 Experience.
A Shaman starts with 10 Experience.
Big ’Uns start with 10 Experience.
Sneaky Gits start with 0 Experience.
All Henchmen start with 0 Experience.
Characteristic Increase
Profile------------M---WS--BS---S---T---W----I---A--Ld
Night Goblin-------4----5----5---4----4---2----5---3---7
or
Profile------------M---WS--BS---S---T---W----I---A--Ld
Night Goblin-------4----5----5---4----4---3----6---4---7
or even a mix between
----Combat Shooting Academic Strength Speed Special*not done yet
Boss---*------*---------*---------------*-------*
Shaman-----------------*---------------*--------*
Big 'Un-*-------------------------*---------------*
Sneaky Git-----*-------------------------*-------*
Equipment
The Orc equipment is now the big Uns minus Missile weapons
Goblin one is the goblin one
(Boss and sneaky gits can use the (stolen) dwarven handgun and light armour plus goblin stuff)
Snotlings can use
dagger free/2gc
Club-------3gc
Axe--------5gc
Sling-------5gc
1 Night Goblin Boss
60 gold crowns to hire
Profile---M---WS---BS--S---T--W---I---A---Ld
---------4----4----4---3---3---1---4---1---7
Weapons/Armour: A Goblin Boss may be equipped with weapons and armour chosen from the Night Goblin & Extra equipment list.
SPECIAL RULES
Leader: Any warrior within 6" of the Goblin Boss may use his Leadership characteristic when taking Leadership tests.
0-1 Night Goblin Shaman
30 gold crowns to hire
Profile---M---WS---BS--S---T--W---I---A---Ld
---------4----2----3---3---3---1---3---1---6
Weapons/Armour: A Night Goblin Shaman may be armed with weapons chosen from the Night Goblin equipment list. A Night Goblin Shaman may never wear armour.
SPECIAL RULES
Wizard: A Night Goblin Shaman is a wizard and uses Little Waaagh! Magic.
0-2 Night Goblin Big ‘Uns
Relatively speaking
30 gold crowns to hire
Profile---M---WS---BS--S---T--W---I---A---Ld
---------4----3----3---4---3---1---3---1----6
Weapons/Armour: Big ’Uns may be equipped with weapons and armour chosen from the Big ‘Uns equipment list.
0-2 Sneaky Gits
20 gold crowns to hire
Profile---M---WS---BS--S---T--W---I---A---Ld
---------4----2----3---3---3---1---3---1---6
Weapons/Armour: Sneaky Gits may be equipped with weapons and armour chosen from the Night Goblin & Extra equipment list.
Night Goblin Warriors
15 gold crowns to hire
Profile---M---WS---BS--S---T--W---I---A---Ld
---------4----2----3---3---3---1---3---1----5
Weapons/Armour: Night Goblins may be armed with weapons and armour chosen from Night Goblin equipment list.
SPECIAL RULES
Animosity: Night Goblins are subject to the rules for Animosity (see Special Rules for details).
0-5 Fanatcis
15 gold crowns to hire
Profile---M---WS---BS--S---T--W---I---A---Ld
---------4----2----3---3---3---1---3---1----5
Weapons/Armour: Fanatics may be armed with weapons and armour chosen from Night Goblin equipment list.
SPECIAL RULES
Animosity: Night Goblins are subject to the rules for Animosity (see Special Rules for details).
0-5 Cave Squigs
15 gold crowns to hire
Profile---M---WS---BS--S---T--W---I---A---Ld
--------2D6---4----0---4---3---1---4---1---5
Weapons and Armour: Big gob and brutality! Cave Squigs never use or need weapons or armour.
SPECIAL RULES
Movement: Cave Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6" movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.
Minderz: Each Cave Squig must always remain within 6" of a Goblin Warrior, who keeps the creature in line. If a Cave Squig finds itself without a Goblin within 6" at the start of its Movement phase, it will go wild. From that point on, move the Squig 2D6" in a random direction during each of its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. The Cave Squig is out of the Night Goblin player’s control until the end of the game.
Animals: Cave Squigs are animals of a sort and so do not gain experience.
Snotlings
10 gold crowns to hire
Profile---M---WS---BS--S---T--W---I---A---Ld
---------4----2----2---2---2---1---3---1---10
Weapons/Armour: Snotlings may be equipped with weapons and armour chosen from the Snotling equipment list
SPECIAL RULES
Runts: Snotlings may gain experience but if they happen to roll ‘That Lad’s got talent’ they are immediately killed by their Night Goblin masters for becoming too ‘mouthy’ (remove the Snotling from the roster).
Dumb: Snotlings are too dumb to understand war (or anything else but hitting that person over da ‘ed). Therefore they don’t have to take and Leadership tests.
0-2 Squigs Hoppers
35 gold crowns to hire
Profile---M---WS---BS--S---T--W---I---A---Ld
---------4----2----3---3---3---1---3---1----5
--------2D6---4----0---4---3---1---4---1---5
Weapons/Armour: Night Goblins may be armed with weapons and armour chosen from Night Goblin equipment list.
SPECIAL RULES
Movement: Cave Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride even the goblin on top can’t control his squig much. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6" movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.
Animals: Cave Squigs are animals of a sort and so do not gain experience, however the Night Gobbo on top does. Every experience booster this unit gets doesn’t count for the squigs.
Squig riding: the squig Counts as a mount for all purposes except if you un-mount you cannot mount for the rest of that battle and the squig acts like a normal squig.
Night Goblin special equipment* All the orc ones plus this one
Dwarven Handgun
20 gold crowns
Availability: Rare 9
Same as a normal handgun except:
SPECIAL RULES
Click, Oops...Boom! : As Night Goblins are not used to using blackpower weapons they are not experts. If you roll a one to hit your Night Goblin Blows up and counts as out of action. Your handgun is destroyed too.