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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
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
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
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
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
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
Bosspole
20 Gold Crowns
Availability: Common, goblins only
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
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
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.