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Forest Goblins

Grade: 1b
Source: Nemesis Crown Supplement (PDF)
Setting: Nemesis Crown
Author: Mordheim Nemesis Crown Development Team

Forest Goblin tribes dwell deep within The Great Forest. They have completely adapted to their surroundings, learning stealth and camouflage to evade their neighbours.

Gold motivates the Forest Goblins as it does any warband, albeit for different reasons. It is worthless to them as currency but as a metallic resource, it is valuable nonetheless. Instead of using gold to buy weapons and armour, Forest Goblins actually coat their stone equipment with the metal. This has led unscrupulous leaders to send their henchmen into certain ambush, only to arrive later to collect the arrowheads and spear points from the remains of their former employees.

Forest Goblins are able to create poisons with a precision surpassing even the Dark Elves. Their natural surroundings harbour any number of poisonous creatures, including the gigantic spiders they are rumoured to prod into combat with their enemies. Coating their weapons with deadly venom, the Goblins are capable of felling any foe, no matter their size. Led by their Chieftain (usually the Goblin with the loudest voice), the Forest Goblins appear from nowhere and strike with feral ferocity before receding into the trees, leaving injuries as the only proof they were ever there.

Special Rules

Natives: Used to poking through the underbrush, Forest Goblins suffer no movement penalties from moving through any wooded terrain.

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.

Choice of warriors

A Forest Goblin warband must include a minimum of three models. You have 500 gold crowns which you can use to recruit your initial warband. The maximum number of warriors in the warband may never exceed 20.

Chieftain: Each Forest Goblin warband must have one Chieftain.

Braves: Your warband may include up to four Braves.

Shaman: Your warband may include one Shaman.

Forest Goblins: Any number of models may be Forest Goblins.

Red Toof Boyz: Your warband may include up to five Red Toof Boyz.

Sluggas: Your warband may include up to five Sluggas.

Gigantic Spider: Your warband may include one Gigantic Spider.

Starting experience

A Chieftain starts with 17 experience.

A Brave starts with 6 experience.

A Shaman starts with 6 experience.

Henchmen start with 0 experience.

A Gigantic Spider does not gain experience.

Forest Goblin Skill Table

CombatShootingAcademicStrengthSpeedSpecial
Chieftain
Brave✓*
Shaman

*A Forest Goblin Brave may choose to remove his Animosity instead of choosing a skill, should they earn one.

Forest Goblin Equipment Lists

The following lists are used by Forest Goblin warbands to pick their equipment.

Hero Equipment List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Axe5 gc
Spear5 gc
Sword10 gc
Halberd10 gc
Two-handed weapon15 gc
Boss Pole20 gc

Missile Weapons

ItemCost
Short bow5 gc
Blowpipe25 gc

Armour

ItemCost
Shield5 gc
Light armour20 gc

Henchmen Equipment List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Spear5 gc
Sword10 gc

Missile Weapons

ItemCost
Bow10 gc
Throwing Weapons15 gc
Blowpipe25 gc

Armour

ItemCost
Shield5 gc

Forest Goblin Special Equipment

Forest Goblins have access to the following special equipment outside their starting list:

heroes

1 Chieftain

50 gold crowns to hire

Forest Goblins are usually led by the biggest, strongest, and most cunning Goblin in the band. This Chieftain routinely comes up with ways to drive off the Old World invaders, and collect gold for Mork and Gork.

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Weapons/Armour: A Chieftain may be equipped with weapons and armour chosen from the Hero equipment list.

Special Rules

Leader: Any warrior within 6" of the Chieftain may use his Leadership characteristic when taking Leadership tests.

Ride Spiders: The Chieftain can ride Giant Spiders and the Gigantic Spider as detailed in the ‘Blazing Saddles’ article.

0 – 4 Braves

20 gold crowns to hire

Forest Goblin Braves are just a tad more intelligent than their peers, and aid the Chieftain in directing them in battle. This does not improve their temperament, however, since they are as prone to infighting as their henchmen.

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Weapons/Armour: Braves may be equipped with weapons from the Night Goblin equipment list.

SPECIAL RULES

Animosity: Braves are subject to the rules for Animosity.

0 – 1 Shaman

20 gold crowns to hire

Shamans use the power of the Waaagh to direct the might of G’rrk and M’rrk against their foes. Usually found scrounging up mysterious animal parts instead of gold, most other Goblins agree that ‘dey is odd’.

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Weapons/Armour: A Shaman may be equipped with weapons from the Night Goblin equipment list.

SPECIAL RULES

Wizard: A Shaman begins with one spell randomly chosen from the Forest Goblin Spell list.

henchmen

(Bought in groups of 1-5)

Forest Goblins

15 gold crowns to hire

Forest Goblin warriors form the rank and file of a Goblin warband. They use their natural talents to harass their enemies while keeping out of sight in the dense foliage.

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Weapons/Armour: Forest Goblins may be equipped with weapons chosen from the Henchmen equipment list.

Special Rules

Animosity: Forest Goblins are subject to the rules for Animosity.

0 – 5 Red Toof Goblins

25 gold crowns to hire

Of all the various factions that comprise the Forest Goblins, the infamous Red Toof tribe is the most feared. They are elite shock troops, valued by Chieftains for their berserk rage in battle.

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Weapons/Armour: Red Toof Boyz may be equipped with weapons chosen from the Henchmen equipment list.

Special Rules

Animosity: Red Toof Boyz are subject to the rules for Animosity.

Berserkers: Forest Goblins of the Red Toof tribe allow themselves to be bitten by all sorts of poisonous wildlife before entering battle. The mingling venom drives them into frothing convulsions, making them extremely ferocious. Red Toof Boyz are affected by the rules for Frenzy as described in the Mordheim rulebook. In addition, if they begin their turn within charge range of an enemy, they are immune to animosity for that turn.

0 – 5 Sluggas

20 gold crowns to hire

Sluggas practice the art of throwing various objects until they can hurl several projectiles in a split second. This makes them useful for distracting enemies with a hail of heavy stones.

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Weapons/Armour: Sluggas may be equipped with weapons chosen from the Henchmen equipment list.

Special Rules

Animosity: Sluggas are subject to the rules for Animosity.

Sluggas: In the shooting phase, the Sluggas may throw thrown weapons up to three times. This may not be combined with Quick Shot if they should be promoted to hero status.

0 – 1 Gigantic Spider

200 gold crowns to hire

Gigantic Spiders are best avoided when encountered in the wild, due to their deadly poison and huge size. When urged into fighting by Forest Goblin beastmasters, they become doubly dangerous and much harder to evade.

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Weapons/Armour: A Gigantic Spider never needs or uses weapons or armour.

SPECIAL RULES

Fear: Gigantic Spiders cause fear as described in the Mordheim Rulebook.

Large Monster: Gigantic Spiders are large targets, and may always be shot at.

Poisonous: The Gigantic Spider’s maw drips with vile poisons. When it wounds an enemy and a roll is made on the injury table, 1: knocked down, 2-4: stunned, and 5-6: Out of Action.

Native: Negotiating woodlands is no trouble for spiders. They move through any wooded terrain without penalty.

Non-sentient: Spiders are affected by the stupidity rules in the Mordheim rulebook. In addition, they never gain experience, as they are animals. Note however that they may climb as normal.

May Ride: The Forest Goblin Chieftain, may ride the Gigantic Spider. He gains +1 armour save, and shall move at the Gigantic Spider’s rate of 6. Shooting attacks hit the Chieftain on a die roll of 1-2, and the Gigantic Spider on a 3-6. In close combat, the opponent may choose which to hit. The Gigantic Spider no longer has to check for stupidity if it is being ridden, as the Chieftain is directing its actions.