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Night Goblins Warband
By Terry Maltman,
edited by The Mordheimer.
PDF at
Downloads!
WebMaster's Notes: This experimental warband is in LATE
development stages. This was originally written for the Karak Azgal setting.
However after some discussion with Jake Thornton, Terry Maltman changed the
fluff to better suit Mordheim. At that time Mr. Thornton was looking to replace
the existing O&G warband with a separate Orc Warband and Night Goblin Warband.
However events at Fanatic overtook him and Terry never got to submit his
creation. This warband is not likely to be changed, unless it goes
through the balancing hands at the Specialist Games in the future, so it can
become an Official Warband. But do NOT BE DISCOURAGED! If you or anyone in your
group wishes to play this warband, and wishes to send us an email with their
comments we will make sure that Terry receives them along with with your name
and email. Play, write comments and email them in... THEN you can complain. :P
Terry Maltman's Notes: This was originally written for the Karak Azgal setting.
However after some discussion with Jake Thornton I changed the fluff to suit
Mordheim. At that time he was looking to replace the existing O&G warband with
specific Orc and Night Goblin bands. However events at Fanatic overtook him and
I never got to submit it.
There are some design notes included which you will want to strip out before
publishing it. I would be obliged if you keep the credits as they are.
A final comment. The Night Goblins are great fun to play. They still suffer from
animosity but it is simplified so that the whole warband behaves like a single
regiment. That saves tons of individual dice rolls. My favourite is the Fanatic.
Rather than the Warhammer ball spinning guy we have expanded the idea that he is
a mushroom fuelled axe/knife/ball wielding looney. The tunnels of Karak Azgal
were no place to send the ball spinner.
Hope you enjoy them.
Terry
Warband Development Progression
1.1 Added Snotling mob size, animosity, fanatics,
special skills & other stuff
1.2 Adjusted Fanatics
1.3 Changed Snotling heading.
2.0 Added fluff.
2.1 Added HS list
2.2 Completed HS list
2.3 Changed Bosses Initiative & restricted Fanatic's experience.
3.0 Revised to suit Mordheim (was Karak Azgal)
3.1 Made Snotlings insignificant. Removed Hired Sword list
3.2 Changed experience for killing Snotlings
3.21 Minor spelling and format editing
Much of the Old World is infested with tribes of Orcs and
Goblins and Mordheim is no exception. The Night Goblins especially like the deep
dark places and avoid the daylight wherever possible.
Whilst they are quite capable of digging their own tunnels and
will do to avoid contact with others, they prefer to occupy the existing
chambers. They use the catacombs beneath Mordheim to grow the strange fungi they
use for food and to brew poisons. Elsewhere they just spoil and vandalize
anything they can find.
Wanderers and adventurers should not underestimate the Night
Goblins. Whilst they are a weak and cowardly race they are a pernicious enemy.
They bolster their numbers with the ferocious cave Squigs which abound in the
caves and if they are lucky they can entice a troll to join them.
Choice of Warriors:
A Night Goblin warband must include a minimum of 3 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.
Big Boss: Each Night Goblin warband must have one Big
Boss; no more, no less!
Shaman: Your warband may include up to 1 Shaman
Boss: Your warband may include up to 4 Bosses
Night Goblin: Your warband may include any number of
Night Goblins.
Fanatics: Your warband may include up to 2 Fanatics.
Cave Squig: Your warband may include up to 5 Cave Squigs.
You may never have more Cave Squigs in your warband than you have Night
Goblins.
Troll: Your warband may include up to one Troll.
Snotlings: Your warband may include up to 5 Snotlings.
Special Rules
Animosity: Goblins spend much of their lives
squabbling and fighting amongst themselves. Sometimes this will happen at
the worst of times. At the beginning of each Night Goblin turn roll a D6. On
a roll of 1 they start to squabble and will do nothing else for the rest of
the turn. Only Night Goblins are affected. Trolls, Squigs, Snotlings and
other non-goblins are not affected and will act as normal.
Hate Stunties: Night Goblins are subject to hatred
towards Dwarfs. This only affects Night Goblins not any other greenskins.
Fanatics are so out of their skull that they are not affected.
Starting Experience:
A Big Boss starts with 17 experience.
A Shaman starts with 10 experience.
A Boss starts with 6 experience.
Henchmen start with 0 experience.
Night Goblins Skill Tables
Big Boss may choose from the Combat, Shooting, Strength,
Speed or Special.
Shaman may choose from the Shooting, Academic, Speed or
Special.
Boss Combat may choose from the Combat, Shooting, Speed
or Special.
Night Goblins Equipment List
Night Goblins
Fanatics
Hand to Hand Weapons
Hand to Hand Weapons
Dagger
1st free/ 2 gc
Poisoned Daggers
25 gc per pair
Club
3 gc
Double Handed Weapon
15 gc
Sword
10 gc
Ball & Chain
15 gc
Spear
10 gc
Missile Weapons
Miscellaneous
Short Bow
5 gc
Mad Cap Mushrooms
25 gc
Armour
Light Armour
20 gc
Shield
5 gc
Helmet
10 gc
Heroes
1 Big Boss; 45 gold crowns to
hire
Like all greenskins Night Goblin society is ruled by the biggest and meanest of
the tribe. Goblins have one advantage over their larger cousins - they are
cunning too. To climb to the position of Big Boss the goblin must be sneaky and
backstabbing as well as the biggest and best.
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Weapons/Armor: A Big Boss may be
equipped with weapons from the Night Goblin equipment list.
Special Rules:
Leader: Any model in the
warband within 6” of the Big Boss may use his Leadership instead of their
own.
0-1 Shaman; 50 gold crowns to
hire
Despite their smaller size Night Goblin Shamans are every bit as powerful as
their Orc cousins. They can summon the power of the Waaagh generated by their
fighting comrades and call on Gork and Mork for their supernatural assistance.
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Weapons/Armor: A Shaman may be
equipped with weapons from the Night Goblin equipment list.
Special Rules:
Wizard: A Night Goblin Shaman is a wizard and uses
Waaagh! Magic as listed in the Mordheim Annual 2002, also listed below.
0-4 Bosses; 25 gold crowns to
hire
Goblin Bosses like to think that they are the best and toughest fighters in the
tribe. Of course the Big Boss knows better but he has to watch his back when the
other Bosses are around.
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Weapons/Armor: A Boss may be
equipped with weapons and armor from the Night Goblin equipment list.
Henchmen
(In groups of 1-5)
0+ Night Goblins;
15 gold crowns to hire
Individually Night Goblins are weak and cowardly but together they make a force
to be reckoned with. Preferring to attack in large numbers they are adept at hit
and run tactics and can take down foes much stronger than themselves.
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2
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3
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Weapons/Armor: A Night Goblin
may be equipped with weapons from the Night Goblin equipment list.
0-2 Fanatics; 20 gold crowns to
hire
The caves where Night Goblins live are rich in various forms of fungi. The
goblins are able to make use of these and even cultivate some of them. Best
known are the Madcap mushrooms. These drive anyone who eats them into a frothing
fighting frenzy. Some of the Night Goblins are deliberately fed large quantities
of Madcap mushrooms to turn them into crazed killing machines. Often seen on
open battlefields wielding a huge ball and chain they adopt slightly safer
weapons in the narrow streets of Mordheim.
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Weapons/Armor: A Fanatic may be
equipped with weapons from the Fanatic equipment list.
Special Rules:
Addict: The Fanatic is dependent on a regular
supply of Madcap Mushrooms which must be bought each game. If he can't get
any before a battle he will stay in his cave foaming at the mouth and not
take part. If available he will eat his mushrooms before the battle.
Mushroom Brain: Due to the effect of prolonged use
of Madcap Mushrooms the Fanatic's brain is about useless. He cannot gain
experience.
Looney: Due to the effect of the Mushrooms he is
subject to Frenzy. He must also test for permanent damage after the battle
as described in the rulebook.
Frantic: The Fanatic is hyperactive and will
strike first in combat ignoring penalties or bonuses for weapons or
initiative order.
<Designer’s note: We though it essential to include a Night Goblin Fanatic
but wanted to get away from the stereotype ball and chain. In the confined
spaces of a skirmish setting he is likely to hit the scenery and make a mess
very rapidly. The axe wielding loony tanked up on madcap mushrooms seems to
fit the Fanatic image whilst providing a few more options.>
0-5 Cave Squigs; 15 gold crowns to hire
Goblins raise the deadly Cave Squigs. These creatures are a curious blend of
animal and fungus, and are composed mostly of teeth, horns, and a nasty
temperament.
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Weapons/Armor: Big gob and brutality! Cave Squigs never use or need
weapons or armor.
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
within 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 Night Goblin, who keeps the creature in line. If a Cave Squig finds
itself without a Goblin within 6” at the start of it’s 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 it’s random 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.
0-1 Troll; 200 gold crowns to hire
Trolls are not intelligent enough to recognize the value of gold, but large
amounts of food can often instill a certain loyalty in them.
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Weapons/Armor: Trolls do not require weapons to fight but often carry
a big club. In any event, Trolls can never be given weapons or armor.
Special Rules:
Fear: Trolls are frightening monsters which cause Fear.
Stupidity: A Troll is subject to the rules for
stupidity.
Regeneration: Trolls have a unique physiology that
allows them to regenerate wounds. Whenever an enemy successfully inflicts a
wound on a Troll roll a D6, on a result of 4 or more the wound is ignored
and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or
fire-based magic. Trolls never roll for injury after a battle.
Dumb Monsters: A Troll is far too stupid to ever
learn any new skills. Trolls do not gain experience.
Always Hungry: A Troll requires an upkeep cost.
This upkeep represents the copious amounts of food that must be fed to the
troll in order to keep him loyal to the warband. The warband must pay 15 gc
after every game in order to keep the Troll. If the warband lacks the gold
to pay the upkeep, the Big Boss has the option of sacrificing three
Snotlings or two Cave Squigs to the Troll in lieu of buying food (Trolls eat
nearly anything). If this fee is not paid (either in gold or warband
members) the Troll gets hungry and wanders off in search of food.
Vomit Attack: Instead of his normal attacks, a
Troll can regurgitate it’s highly corrosive digestive juices on an
unfortunate hand-to-hand combat opponent. This is a single attack that
automatically hits with a Strength of 5 and ignores armor saves.
0-1 Snotling Mob (consists of 5
Snotlings); 50 gold crowns to hire (10 gc per Snotling to replace)
Wherever there are greenskins you will find Snotlings. Any Goblin warband will
attract a number of them. Snotlings perform the same function for Goblins as
Goblins serve for Orcs. They provide someone smaller to slap around.
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Weapons/Armor: Snotlings may
only ever use a pointy stick, which they will find for themselves at no cost.
This counts as a dagger and gives the enemy a +1 to his armor save or a 6+ save
if he had none.
Special Rules:
Mob: Snotlings are naturally gregarious creatures.
They are initially bought in a mob of 5. You may replace mob members up to
the maximum of 5. They will always move and fight as a mob. All members must
stay within 1" <or 1/2"?> and all will join in the same combat if possible.
Weedy: Snotlings are not the most robust of
creatures. If wounded they will be Knocked Down on a 1, Stunned on a 2-3 and
go Out Of Action on a 4-6.
Dodgy: The little creatures are constantly ducking
and diving in the most infuriating way. They get a 6+ dodge save against
shooting.
Insignificant: Nobody cares about the Snotlings.
The whole mob counts as a single model for the purposes of rout tests,
maximum warband size and calculating income. An enemy hero will only gain
experience for taking the last Snotling Out Of Action.
<Designer’s note: The designers had much debate about making the Snotlings
as individuals or as a single base of 5. My preference (as author) was for
individuals in order to better reflect the detail of a skirmish.>
Special Equipment
Poison Daggers: 25 gc; Availability: Common (Fanatics only) A pair of daggers which are coated in Death Cap mushroom juice. The coating is
re-applied for free after every game. It is derived from the poisonous Death Cap
mushrooms and has the same effect as Black Lotus.
Mad Cap Mushrooms; 25 gc;
Availability: Common (all Night Goblins) Mad Cap Mushrooms (see the rules in the Mordheim rulebook for more information
on Mad Cap Mushrooms) are a necessity for someone wishing to wield a ball and
chain (see below). Fortunately for Orc warbands, Mad Cap Mushrooms are
cultivated by the Night Goblins of the Worlds Edge Mountains, and they are much
more willing to trade these to other Goblins. Though normally a rare item in
Mordheim, Mad Cap Mushrooms are a common item that cost 25 gold crowns for an
Orc warband that includes one or more Goblins. A Goblin may take his mushrooms
at the start of any turn.
Ball and Chain; 15 gc;
Availability: Common (Fanatics only) This is a huge iron ball with a chain attached, used by the dreaded Night Goblin
Fanatics to deal out whirling death. Enormously heavy, it can only be used when
combined with Mad Cap Mushrooms.
Incredible Force: Because the Ball and Chain is so heavy, normal
armor does very little to protect against it. No armor saves are allowed
against wounds caused by a Ball and Chain. In addition, any hit from a Ball
and Chain is very likely to take off someone’s head (or at least break some
ribs!). Therefore, any hit that successfully wounds will do 1D3 wounds
instead of 1.
Random: The only way to wield a Ball and Chain is to swing it
around in large circles, using your body as a counter-weight. Unfortunately
this is not a very controllable fighting style, and as soon as he starts
swinging his Ball and Chain, a warrior starts to lose control. The first
turn he starts swinging the Ball and Chain, the model is moved 2D6" in a
direction nominated by the controlling player. In his subsequent Movement
phases, roll a D6 to determine what the model does:
D6 Result 1 The model trips and strangles himself with the chain. The model is
taken Out Of Action. When rolling for Injury after the game, a roll of
1-3 means the model is out permanently, instead of the normal 1-2. 2-5 The model moves 2D6" in a direction nominated by the controlling
player. 6 The model moves 2D6" in a random direction. If the player owns a
Scatter dice (available from Games Workshop stores), roll that to
determine direction. If not, then roll a D6: 1 – Straight Forward, 2-3 –
Right, 4-5 – Left, 6 – Straight Back.
If the Ball and Chain wielding model moves into contact with another
model (friend or foe), he counts as charging into close combat, and will
engage in close combat until his next Movement phase. Opponents wishing
to attack a Ball and Chain wielding model suffer a To Hit penalty of -1,
as they must dodge the whirling ball to get close enough to strike. The
Ball and Chain wielder cannot be held in close combat and will
automatically move even if he starts the Movement phase in base contact
with another model. If the model moves into contact with a building,
wall, or other obstruction, he is automatically taken Out Of Action. In
addition, a ball and chain wielding Goblin is much too busy trying to
control the spinning weapon to worry about what others are saying about
him behind his back, so ignores the special rules for Animosity.
Cumbersome: Because the Ball and Chain is so heavy, a model
equipped with one may carry no other weapons or equipment. In addition, only
a model under the influence of Mad Cap Mushrooms has the strength to wield a
ball and chain.
Unwieldy: The great weight of the Ball and Chain can easily tear
ligaments or pull a wielder’s arms out of their sockets. While someone under
the influence of Mad Cap Mushrooms will not notice such effects, when the
drug wears off he will be in great pain. To represent this, at the end of
the battle the controlling player must roll for Injury for each model that
used a Ball and Chain, just as if the model had been taken Out Of Action. If
the model was actually taken Out Of Action normally, just roll once for
Injury – there is no need to make a second roll.
Night Goblins' Special Skills
Ded Shooty: The clever little git adds +6" to the
range of any missile weapons he uses (not including nets)
Sneaky Git: The greenskin is so sneaky that he can
move D3 of his warband members after all other deployment is complete. Night
Goblin Big Boss only.
Infiltrate: As Skaven skill.
Netter: The goblin is adept at using a net to
disable his enemies. They learn their skill hunting wild cave Squigs in the
depths of the mountains. The technique he has mastered is 'chuck and
charge'. The goblin may declare that he is making a net charge. He throws
the net at a target in the same way as described in the Mordheim rulebook.
If he hits and the target fails to escape the net then target counts as
Knocked Down and the goblin completes his charge. If he misses or the target
escapes then the goblin makes a failed charge. If the failed charge would
take him into base contact then stop him 1" away. A warrior who is caught in
a net will be automatically hit in combat. The goblin must still roll to
wound just as with a Knocked Down enemy. In the warrior's next recovery
phase, unless he is Stunned or Out Of Action he will cut himself out of the
net but cannot do anything else and will go last in combat just as if he had
stood up from being Knocked Down.
Waaagh! Magic
Waaagh! spells are used by Orc Shamans. They are rituals of a sort, howling
prayers to the boisterous Orc gods Gork and Mork.
Led’z go: The Shaman’s howling invigorates the ladz to fight even
harder for Gork and Mork. Any Orc or Goblin within 4" of the Shaman will
automatically strike first in hand-to-hand combat regardless of other
circumstances. The spell only lasts until the caster is Knocked Down,
Stunned or taken Out Of Action. Difficulty: 9
Oi! Gerroff!: A huge, green ectoplasmic hand pushes an enemy
away. Range 8". Moves any enemy model within range D6" directly away from
the Shaman. If the target collides with another model or a building, both
suffer 1 S3 hit. Note: Very handy for dropping people from high buildings
with. May not be cast on models in hand-to-hand combat. Difficulty: 7
Zzap!: A crackling green bolt of WAAAGH! energy erupts from the
Shaman’s forehead to strike the skull of the closest foe. This energy easily
overloads the brain of a weak-willed opponent. Range 12". Causes D3 S4 hits
on the closest enemy target, with no armor saves allowed. Difficulty: 9
Fooled Ya!: The Shaman disappears in a green mist, confusing his
enemies. No enemy may charge the Shaman during their next turn. If the
Shaman is engaged in hand-to-hand combat he may immediately move 4" away.
Difficulty: 6
Clubba: A huge, green club appears in the hand of the Shaman. The
ectoplasmic club counts as a normal club with +2 Strength bonus and gives
the Shaman +1 attack as well. This spell lasts until the Shaman suffers a
wound. Difficulty: 7
Fire of Gork: Twin bolts of green flame shoot from the Shaman’s
nose to strike the nearest enemy model. Range 12". Each of the two bolts
causes D3 S3 hits; the bolts can either be fired both at the closest enemy
target or split between the two closest enemy targets. Difficulty: 8