Gobbo Night Goblins.pdf

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Heroes
Night Goblin Warbands
The greedy little runts known as Night Goblins are newcomers to the city of
Mordheim, drawn there by their inherent acquisitive natures. They come in search of shiny-
shinies, of sparkly-sparkles, and the precious wyrdstone. Being slightly more intelligent than
Orcs (which are only slightly brighter than sand), Night Goblin warbands are stealthy sneaks.
They have an unending, unnerving hatred towards all Dwarfs and fear the Elven races.
These little buggers traipse around the ruins of the city, hell-bent on collecting loot to trade
with other goblins for more "stuff" (basically weapons and equipment). Unlike ordinary
warbands, Goblins will challenge their leader once a troop has accumulated more stuff than
the leader. Of course, a smart leader would never let that happen, however, if, in any given
battle, a goblin picks up loot or wyrdstone shards which put its accumulated "stuff" beyond
that of the leaders, a challenge ensues. The loser looses all his stuff to the winner, and must
by new gear. The only exceptions to this are Shamans, Trolls, Snotlings and, well, Squigs and
Spiders (both of which have no desire to rule a gang...). Shamans are feared for their
powers, Trolls just aren't bright enough, and well, Snotlings are just puny (even when
compared to the Gobbos!).
Gobbo Hero Weapons
Gobbo Henchmen Weapons
Dagger (1st free)
1
Dagger (1st free)
1
Club
3
Club
3
Sword
10
Sword
10
Mace
3
Mace
3
Flail
15
Flail
15
Spear
10
Spear
10
Axe
5
Axe
5
Halberd
10
Halberd
10
Short Bow
5
Short Bow
5
Crossbow
25
Pistol
15
Gobbo Hero Armour
Gobbo Henchmen Armour
Heavy(Leader Only) 50
Buckler
5
Light
20
Shield
5
Troll Equipment
Maul
15
Gobbo Fanatic Equipment
Giant Axe
15
Ball and Chain
10
1
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Heroes
Night Goblin Boss Points: 60
M Ws Bs S T A I W Ld
5 3 4 4 3 1 3 2 5
Weapons: May choose weapons and armour from the Gobbo Hero equipment table.
Special Rules: Goblins have Hatred towards Dwarves and Fear for Elves, Leader
Leadership bonus.
Skills: Combat, Shooting, Academics, Speed, Gobbo
Night Goblin Shaman 0-1 Points: 35
M Ws Bs S T A I W Ld
5 2 3 3 4 1 3 1 5
Weapons: May choose weapons and armour from the Gobbo Hero equipment table.
Special Rules: Goblins have Hatred towards Dwarves and Fear for Elves
Skills: Shooting, Academics, Speed, and Gobbo
Night Goblin Fanatics 0-2 Points: 40
M Ws Bs S T A I W Ld
2d6" 4 0 5 3 1d3 3 1 5
Weapons: May choose weapons and armour from the Gobbo Fanatic equipment table.
Special Rules: Goblins have Hatred towards Dwarves and Fear for Elves
Skills: Combat, Speed, and Gobbo
Night Goblin Squig Hoppers 0-2 Points: 60
M Ws Bs S T A I W Ld
5 2 3 3 3 1 2 1 5
Squig
M Ws Bs S T A I W Ld
2d6 4 0 5 3 1 5 2 2
Weapons: May choose weapons and armour from the Gobbo Hero equipment table.
Special Rules: Goblins have Hatred towards Dwarves and Fear for Elves
Skills: Combat, Shooting, and Gobbo
Henchmen
Night Goblins 0-5 Points: 20
M Ws Bs S T A I W Ld
5 2 3 3 3 1 2 1 5
Weapons: May choose weapons and armour from the Gobbo Henchmen equipment table.
Special Rules: Goblins have Hatred towards Dwarves and Fear for Elves
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Snotlings 0-5 Points: 10
M Ws Bs S T A I W Ld
4 2 2 1 2 1 2 1 4
Weapons: Snotlings may only be equipped with daggers, clubs and spears.
Special Rules: Snotlings have Hatred towards Dwarves and Fear for Elves
Giant Spiders 0-5 Points: 20
M Ws Bs S T A I W Ld
7 3 0 4 3 1 1 1 5
Weapons: None.
Special Rules: Suffer no penalties climbing sheer surfaces or difficult terrain. Never Advance.
Trolls 0-1 Points: 210
M Ws Bs S T A I W Ld
6 3 1 5 4 3 1 3 4
Weapons: Trolls may use gear off the Troll Weapons table and never wear armour.
Special Rules: Trolls come in two varieties: River and Stone, both varieties have some similar
abilities, such as: Cause Fear, Regenerate (each turn roll 1d6, a result of 4+ removes
one wound from the Troll, with the exception of wounds caused by fire), Large
Target (archers can shoot a Troll above other targets), Trolls suffer from Stupidity
unless they are within 6" of a Goblin Hero, and lastly all Trolls can use a Vomit
attack which has a range of 6" and causes a Strength 5 hit. Never Advance.
Maximum Statistics
Goblins
M Ws Bs S T A I W Ld
5 6 6 4 5 3 7 3 7
Snotlings
M Ws Bs S T A I W Ld
4 5 2 3 3 2 5 2 5
3
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Gobbo Skills
Bite 'is Knees Off
The goblin who learns this skill is granted an extra biting
attack which causes one wound at the goblins Strength.
'E Tinks 'E One O' Da Boyz
The Goblin's got Orc in him! Due to this, the Goblin is
now allowed to take Strength Skills, and his maximum
Strength is now +1 higher.
Da Meany!
This Goblin is especially fearless, he no longer suffers
from Fear.
Shooty Inventor
The Goblin has shown tremendous skill in inventing
Shooty weapons! However, they aren't very stable.
After each battle, at the cost of 5 GC for a pistol, and
10 GC for a rifle, the Goblin may attempt to create a
Shooty. Roll a d6 if the result is 4+ the Goblin
Invented his weapon. For weapons Strength 4 and
below, a roll of 1 to hit causes a misfire, for Strength
5 - 7 the misfire occurs on a 2 or less, and Strength
8+ fails on a 3 or less. Once a weapon misfires it can
be repaired the same way as invented, at the same
cost, failure to repair means the weapon is lost.
Da Gits Gone Goofy!
From now on the Goblin can whip himself into a
Frenzy, and as such gains the Frenzy special ability.
Da Lads a Sneak!
The Goblin gains the Infiltration ability and may be
placed anywhere on the board during the players
second turn before his movement phase (which, yes,
means he gets to Move and act that turn).
4
Spells
Spell Name
Difficulty
Mork Wants Ya!
7
A gigantic green claw descends from the sky and grabs a single model within
24" of the Shaman, lifting him into the air. He may try to escape at the
beginning of the players turn by rolling under his Strength score on 2d6. If
the victim is freed the model plummets to the ground and suffers a single
S4 hit.
The power of the Waagh! surges from the Shaman in an unstoppable
flood of magical energy. All enemy wizards within 12" of the Shaman
must roll equal to or less than their Leadership on 2d6 or suffer 1 wound.
In addition all Orcs or Goblins within 12" of the Shaman gain +1 to their
Ws and can reroll any leadership test for the duration of that turn.
9
The Shaman calls upon Gork and Mork to make the Orcs and Goblins
extra tough! The unit gains +1 Toughness and always hits first in combat
even if charged for one full turn (until the Movement Phase of the players
next turn), unlike other spells this one may be cast in the Movement Phase.
7
The Shaman glows bright green as the power of Gork surges through his
body enabling him to rip apart enemies he is touching. The Shaman
inflicts d6 S6 hits which can be spread among all enemy models in base
to base contact. If he rolls a 6 for the number of hits, and additional d6
can be rolled, and so forth until anything else but a six comes up. This
can be quite impressive depending on how much Gork favors the
Shaman.
7
The Shamans beady red eyes shoot out a destructive blast across the
Area. The Gaze of Mork is 24" long and afflicts anything in its path,
friend or foe. Everyone in its wake is hit with a S6 hit.
7
A violent bolt of energy erupts from the Shaman's forehead and
rockets across battlefield in a straight line. The first model it touches
must roll equal or less than its Toughness on 1d6. If the roll is failed
the target explodes with green energy and the victim is killed. No
armour save is allowed against the Brain Bursta.
11
5
WAAAAAGH!
'Ere We Go!
Fists of Gork
Gaze of Mork
Brain Bursta
 
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