Night Goblins Warband
 
 

 

 

 

 

 

 

 

 

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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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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.

Range Strength Special Rules
Close Combat As User +2 Incredible Force, Random, Two-handed, Cumbersome, Unwieldy
Special Rules:

  • 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.

  1. 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
     
  2. 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
     
  3. 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
     
  4. 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
     
  5. 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
     
  6. 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

 

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Last Modified : 21-Jan-2006 01:09 AM