Post by chaosgrot on Feb 18, 2007 18:14:41 GMT 1
Hier is hij dan, de Night Goblin Warband list. Ik zou deze list graag willen gebruiken in de volgende campaign, als dat teminste toegestaan is.
Night Goblin Scavengers
SPECIAL RULES
All Night Goblins are subject to the following rules:
Animosity
Only Night Goblin henchman suffer from animosity, See ‘Da Mob Roolz’ rules for further description.
Scavengers
Night Goblins are experts in quickly scavenging entire areas. Therefore, you may re-roll one D6 when deciding how much wyrdstone the warband has found. When the dice has been re-rolled, then second result has to be taken, even if the first roll was higher.
NIGHT GOBLIN SKILL TABLE
Boss: Combat, Shooting, Speed, Special.
Shaman: Speed, Special.
Overseer: Combat, Strength, Special.
CHOICE OF WARRIORS
A Night Goblin warband must include a minimum of five 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 Night Goblin Warband must have one Boss: no more, no less!
Shaman: Your warband may include up to one Shaman.
Overseer: Your warband may include up to two Overseers.
Night Goblin warriors: Your warband may include any number of Goblin Warriors.
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.
Troll: Your warband may include up to one Troll.
STARTING EXPERIENCE
A Boss starts with 20 Experience.
A Shaman starts with 10 Experience.
Overseers start with 15 Experience.
All Henchman start with 0 Experience.
CHARACTERISTIC INCREASE
Night Goblin Characteristics may not be increased beyond the maximum profile limits shown below. If a Characteristic is at its maximum, take the other option or roll again if you can only increase one characteristic. If both are already at their maximum, you may increase any other by +1 instead. Remember that Henchmen can only add +1 to any characteristic.
Profile M WS BS S T W I A Ld
Hobgoblin 4 5 6 4 4 3 6 4 8
NIGHT GOBLIN EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger........................1st free/2gc
Club.......................................3 gc
Sword...................................10 gc
Spear...................................10 gc
Missile Weapons
Short bow...............................5 gc
Armour
Light armour..........................20 gc
Shield.....................................5 gc
Helmet..................................10 gc
Miscellaneous
Squig Prodder........................15 gc
Ball & Chain...........................15 gc
Mad Cap Mushrooms...............25 gc
Whip.....................................15 gc
HEROES
1 Night Goblin Boss
75 gold crowns to hire
An Night Goblin Boss is the toughest and meanest (mostly meanest) Goblin around. He survived trough bickering and fights long enough to become a powerful warrior and cunning commander.
M WS BS S T W I A Ld
4 4 4 3 3 1 4 1 7
Weapons/Armour: A Night Goblin Boss may be equipped with weapons and armour from the Night Goblin equipment list.
Special rules
Leader: Any warrior within 6” of the Night Goblin Boss may use his Leadership characteristic when taking Leadership tests.
0-1 Night Goblin Shaman
40 gold crowns to hire
Where Orc Shamans are shunned for their magic capabilities, Night Goblin shamans are generally accepted into warbands. Their connection to Gork and Mork is seen as a blessing upon the warband, aiding them in raiding and fighting.
M WS BS S T W I A Ld
4 3 3 3 3 1 4 1 6
Weapons/Armour: A Night Goblin Shaman may be equipped 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 the Waaagh! Magic. See the Waaagh! Magic section in ‘Da mob Roolz’ on page 13 for his spell list.
0-2 Night Goblin Overseers
40 gold crowns to hire
Night Goblin Overseers are the personal guard of the Boss. What the lack in cunningness, they make up in brute force (for a Night Goblin that is) Therefore, Overseers are more tougher and stronger than the average Night Goblin. In the field, they make sure that no warriors are bickering amongst themselves, and deliver a few correcting blows with their whips to make sure that all Night Goblins are always paying attention.
M WS BS S T W I A Ld
4 4 3 3 4 1 3 1 7
Weapons/Armour: Night Goblin Overseers may be equipped with weapons and armour chosen from the Night Goblin equipment list.
Special rules
Slow witted: Overseers are slow witted by Night Goblin standards. Therefor, the Initiative characteristic of an Overseer may never be increased above 4.
Intimidating presence: Night Goblin Overseers are bullies in their own right, and strike fear into the hearts of nearby Night Goblins. Any Night Goblin Henchman within 4 inch of the Night Goblin Overseer may reroll failed animosity tests. This may only happen if the Overseer is not engaged in hand-to-hand combat, and is not stunned or knocked down.
HENCHMEN (bought in groups of 1-5)
Night Goblin Warriors
15 gold crowns to hire
These warriors form the core of the warband. Their lack of strength and skill, is made up by their sheer amount of numbers.
M WS BS S T W I A Ld
4 2 3 3 3 1 3 1 5
Weapons/Armour: Night Goblins may be equipped with weapons and armour chosen from the Night Goblin equipment list.
Special rules
Animosity: All Night Goblin Warriors suffer from Animosity. See the Animosity section for further details.
Cave Squigs
15 gold crowns to hire
Night 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.
M WS BS S T W I A Ld
2D6 4 0 4 3 1 4 1 5
Weapons/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. Te represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contract 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 Night Goblin Warrior, who keeps the creature in line. If a Cave Squig finds itself without a Night 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.
Not Goblins: Night Goblins or not terribly unsettled if a few Cave Squigs kick the bucket. In fact, they expect as much from these pieces of cannon fodder! Therefore, when testing to see if an Night Goblin Warband needs to take a Rout test, each Cave Squig taken out of action only counts as half a model. Therefore, a band of 10 Night Goblins and 5 Cave Squigs (15 models) would only have to take a test if 4 models fell (4 Night Goblins, 2 Night Goblins and 4 Cave Squigs, or some combination thereof).
Animals: Cave Squigs are animals of some sort and 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.
M WS BS S T W I A Ld
6 3 1 5 4 3 1 3 4
Weapons/Armour: Trolls do not require weapons to fight but often carry a big club. In any event, Trolss can never be given weapons or armor.
Special rules
Fear: Trolls are frightening monster which cause fear.
Stupidity: A Troll is subject to the rules of stupidity.
Regeneration: Trolls have an unique physiology that allow 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 Monster: 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 gold crowns after every game in order to keep the Troll. If the warband lakcs the gold to pya the upkeep, the Boss has the option of sacrificing two Goblin Warriors or Cave Squigs to the Troll in lieu of buying food (Trolls eat nearly everything). If this fee is not paid (either in gold or in warband members) the Troll gets hungry and wanders off in search of food.
Vomit Attack: Instead of his normal attacks, a Troll can regurgitate its 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 armour saves.
NIGHT GOBLIN SPECIAL EQUIPMENT
All special equipment can be found in ‘Da Mob Roolz’ on page 12. With the addition on the item listed below.
WHIP
15 gold crowns
Availability: Night Goblin Overseers Only.
This weapon is often used by the Overseers to maintain order amongst the Night Goblin ranks.
To represent this, an Overseer wielding a whip increases his Intimidating presence reach from 4” to 6”. In addition, a whip has the following profile:
Range: Close Combat;
Strength: As user +1; Special Rule: Cutting edge (same as Axe)
NIGHT GOBLIN SPECIAL SKILLS
Night goblin heroes may use the following Skill list instead of any of the standard Skill lists available to them.
Da cunnin’ plan
Only the Boss may have this skill. The warband may re-roll any failed Rout tests as long as the Boss is not out of action.
Waaagh!
Goblins answer the warcry of their fellow kin. The Night Goblin may add +D3” to his charge range.
Sneaky git
Some Night Goblins have mastered the art of dirty and low combat even more than the regular Night Goblin. Any knocked down results which the Night Goblin causes in hand-to-hand combat count as stunned results instead.
Squig Blood
The Goblin has spent to much time around Cave Squigs, and has taken over some of their personality traits. The most important of them being their random and unpredictable movement pattern. To represent this, the Night Goblin with this skill has a 6+ ward save against all hand-to-hand and ranged attacks. Note that this save does not work against magic attacks.
Eventueel commentaar is welkom!
Night Goblin Scavengers
SPECIAL RULES
All Night Goblins are subject to the following rules:
Animosity
Only Night Goblin henchman suffer from animosity, See ‘Da Mob Roolz’ rules for further description.
Scavengers
Night Goblins are experts in quickly scavenging entire areas. Therefore, you may re-roll one D6 when deciding how much wyrdstone the warband has found. When the dice has been re-rolled, then second result has to be taken, even if the first roll was higher.
NIGHT GOBLIN SKILL TABLE
Boss: Combat, Shooting, Speed, Special.
Shaman: Speed, Special.
Overseer: Combat, Strength, Special.
CHOICE OF WARRIORS
A Night Goblin warband must include a minimum of five 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 Night Goblin Warband must have one Boss: no more, no less!
Shaman: Your warband may include up to one Shaman.
Overseer: Your warband may include up to two Overseers.
Night Goblin warriors: Your warband may include any number of Goblin Warriors.
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.
Troll: Your warband may include up to one Troll.
STARTING EXPERIENCE
A Boss starts with 20 Experience.
A Shaman starts with 10 Experience.
Overseers start with 15 Experience.
All Henchman start with 0 Experience.
CHARACTERISTIC INCREASE
Night Goblin Characteristics may not be increased beyond the maximum profile limits shown below. If a Characteristic is at its maximum, take the other option or roll again if you can only increase one characteristic. If both are already at their maximum, you may increase any other by +1 instead. Remember that Henchmen can only add +1 to any characteristic.
Profile M WS BS S T W I A Ld
Hobgoblin 4 5 6 4 4 3 6 4 8
NIGHT GOBLIN EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger........................1st free/2gc
Club.......................................3 gc
Sword...................................10 gc
Spear...................................10 gc
Missile Weapons
Short bow...............................5 gc
Armour
Light armour..........................20 gc
Shield.....................................5 gc
Helmet..................................10 gc
Miscellaneous
Squig Prodder........................15 gc
Ball & Chain...........................15 gc
Mad Cap Mushrooms...............25 gc
Whip.....................................15 gc
HEROES
1 Night Goblin Boss
75 gold crowns to hire
An Night Goblin Boss is the toughest and meanest (mostly meanest) Goblin around. He survived trough bickering and fights long enough to become a powerful warrior and cunning commander.
M WS BS S T W I A Ld
4 4 4 3 3 1 4 1 7
Weapons/Armour: A Night Goblin Boss may be equipped with weapons and armour from the Night Goblin equipment list.
Special rules
Leader: Any warrior within 6” of the Night Goblin Boss may use his Leadership characteristic when taking Leadership tests.
0-1 Night Goblin Shaman
40 gold crowns to hire
Where Orc Shamans are shunned for their magic capabilities, Night Goblin shamans are generally accepted into warbands. Their connection to Gork and Mork is seen as a blessing upon the warband, aiding them in raiding and fighting.
M WS BS S T W I A Ld
4 3 3 3 3 1 4 1 6
Weapons/Armour: A Night Goblin Shaman may be equipped 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 the Waaagh! Magic. See the Waaagh! Magic section in ‘Da mob Roolz’ on page 13 for his spell list.
0-2 Night Goblin Overseers
40 gold crowns to hire
Night Goblin Overseers are the personal guard of the Boss. What the lack in cunningness, they make up in brute force (for a Night Goblin that is) Therefore, Overseers are more tougher and stronger than the average Night Goblin. In the field, they make sure that no warriors are bickering amongst themselves, and deliver a few correcting blows with their whips to make sure that all Night Goblins are always paying attention.
M WS BS S T W I A Ld
4 4 3 3 4 1 3 1 7
Weapons/Armour: Night Goblin Overseers may be equipped with weapons and armour chosen from the Night Goblin equipment list.
Special rules
Slow witted: Overseers are slow witted by Night Goblin standards. Therefor, the Initiative characteristic of an Overseer may never be increased above 4.
Intimidating presence: Night Goblin Overseers are bullies in their own right, and strike fear into the hearts of nearby Night Goblins. Any Night Goblin Henchman within 4 inch of the Night Goblin Overseer may reroll failed animosity tests. This may only happen if the Overseer is not engaged in hand-to-hand combat, and is not stunned or knocked down.
HENCHMEN (bought in groups of 1-5)
Night Goblin Warriors
15 gold crowns to hire
These warriors form the core of the warband. Their lack of strength and skill, is made up by their sheer amount of numbers.
M WS BS S T W I A Ld
4 2 3 3 3 1 3 1 5
Weapons/Armour: Night Goblins may be equipped with weapons and armour chosen from the Night Goblin equipment list.
Special rules
Animosity: All Night Goblin Warriors suffer from Animosity. See the Animosity section for further details.
Cave Squigs
15 gold crowns to hire
Night 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.
M WS BS S T W I A Ld
2D6 4 0 4 3 1 4 1 5
Weapons/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. Te represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contract 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 Night Goblin Warrior, who keeps the creature in line. If a Cave Squig finds itself without a Night 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.
Not Goblins: Night Goblins or not terribly unsettled if a few Cave Squigs kick the bucket. In fact, they expect as much from these pieces of cannon fodder! Therefore, when testing to see if an Night Goblin Warband needs to take a Rout test, each Cave Squig taken out of action only counts as half a model. Therefore, a band of 10 Night Goblins and 5 Cave Squigs (15 models) would only have to take a test if 4 models fell (4 Night Goblins, 2 Night Goblins and 4 Cave Squigs, or some combination thereof).
Animals: Cave Squigs are animals of some sort and 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.
M WS BS S T W I A Ld
6 3 1 5 4 3 1 3 4
Weapons/Armour: Trolls do not require weapons to fight but often carry a big club. In any event, Trolss can never be given weapons or armor.
Special rules
Fear: Trolls are frightening monster which cause fear.
Stupidity: A Troll is subject to the rules of stupidity.
Regeneration: Trolls have an unique physiology that allow 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 Monster: 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 gold crowns after every game in order to keep the Troll. If the warband lakcs the gold to pya the upkeep, the Boss has the option of sacrificing two Goblin Warriors or Cave Squigs to the Troll in lieu of buying food (Trolls eat nearly everything). If this fee is not paid (either in gold or in warband members) the Troll gets hungry and wanders off in search of food.
Vomit Attack: Instead of his normal attacks, a Troll can regurgitate its 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 armour saves.
NIGHT GOBLIN SPECIAL EQUIPMENT
All special equipment can be found in ‘Da Mob Roolz’ on page 12. With the addition on the item listed below.
WHIP
15 gold crowns
Availability: Night Goblin Overseers Only.
This weapon is often used by the Overseers to maintain order amongst the Night Goblin ranks.
To represent this, an Overseer wielding a whip increases his Intimidating presence reach from 4” to 6”. In addition, a whip has the following profile:
Range: Close Combat;
Strength: As user +1; Special Rule: Cutting edge (same as Axe)
NIGHT GOBLIN SPECIAL SKILLS
Night goblin heroes may use the following Skill list instead of any of the standard Skill lists available to them.
Da cunnin’ plan
Only the Boss may have this skill. The warband may re-roll any failed Rout tests as long as the Boss is not out of action.
Waaagh!
Goblins answer the warcry of their fellow kin. The Night Goblin may add +D3” to his charge range.
Sneaky git
Some Night Goblins have mastered the art of dirty and low combat even more than the regular Night Goblin. Any knocked down results which the Night Goblin causes in hand-to-hand combat count as stunned results instead.
Squig Blood
The Goblin has spent to much time around Cave Squigs, and has taken over some of their personality traits. The most important of them being their random and unpredictable movement pattern. To represent this, the Night Goblin with this skill has a 6+ ward save against all hand-to-hand and ranged attacks. Note that this save does not work against magic attacks.
Eventueel commentaar is welkom!