Night Goblins (web)
Grade: 1c
Source: Fan made from the web (PDF)
Setting: Mordheim
Much of the Old World is infested with tribes of Orcs and Goblins. 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 so to avoid contact with others, they prefer to occupy existing chambers. The catacombs beneath Mordheim are the perfect place to grow the strange fungi that Night Goblins use for food, and to brew poisons and intoxicants.
Secretive, cowardly, and backstabbing by nature, Night Goblins would normally stay far away from densely populated human lands. But curious rumors have reached Mount Gunbad of a green stone which can amplify the potency the fungi that Night Goblins are so feverishly addicted to. The chance of experimentation with the effects of this “wyrdstone” on fungus brew is not something that can easily be resisted by these deranged greenskins, so raiding parties have been dispatched to gather all of the stuff they can.
Special Rules
Animosity: Night Goblins spend much of their lives squabbling and fighting among themselves. At the start of the Night Goblin player’s turn, roll a D6 for each Night Goblin Warrior Henchman. A roll of 1 means that the warrior has taken offense to something one of their mates has done or said. Do not roll for models that are engaged in hand-to-hand combat (they’re already scrappin’!). To find out just how offended the model is, roll another D6 and consult the following chart to see what happens:
Animosity Result
D6 | Result |
---|---|
1 | “I ’Erd Dat!” The warrior decides that the nearest friendly Orc or Goblin Henchman has insulted his lineage or personal hygiene and must pay the price! If there is a friendly Orc or Goblin Henchman or Hired Sword within charge reach (if there are multiple targets within reach, choose the one nearest to the mad model), the offended warrior will immediately charge and fight a round of hand-to-hand combat against the source of his ire. At the end of this round of combat, the models will immediately move 1" apart and no longer count as being in close combat (unless one of them fails another Animosity test and rolls this result again). If there are no friendly Orc or Goblin Henchmen or Hired Swords within charge reach, and the warrior is armed with a missile weapon, he immediately takes a shot at the nearest friendly Orc or Goblin Henchman or Hired Sword. If none of the above applies, or if the nearest friendly model is an Orc Hero, the warrior behaves as if a 2-5 had been rolled on this chart. In any case, the warrior in question may take no other action this turn, though he may defend himself if attacked in hand-to-hand combat. |
2-5 | “Wud Yoo Say?” The warrior is fairly certain he heard an offensive sound from the nearest friendly Orc or Goblin, but he’s not quite sure. He spends the turn hurling insults at his mate. He may do nothing else this turn, though he may defend himself if attacked in hand-to-hand combat. |
6 | “I’ll Show Yer!” The warrior imagines that his mates are laughing about him behind his back and calling him silly names. To show them up he decides that he’ll be the first one to the scrap! This model must move as quickly as possible towards the nearest enemy model, charging into combat if possible. If there are no enemy models within sight, the Orc or Goblin warrior may make a normal move immediately. This move is in addition to his regular move in the Movement phase, so he may therefore move twice in a single turn if you wish. If the extra move takes the Orc or Goblin warrior within charge reach of an enemy model, the warrior must charge into close combat during his regular movement. |
Hate Stunties: Night Goblins are subject to hatred towards Dwarfs. This only affects Night Goblins, not any other models in the warband. Fanatics are so out of their skull that they are not affected.
Fear Elves: Night Goblins are terrified of the Elven race. This only affects Night Goblins, not any other models in the warband. Fanatics are so out of their skull that they are not affected.
Distasteful Company: Many Hired Swords refuse to work for Night Goblins, they know that the backstabbing 'lil gits are likely to turn on them. Night Goblins may only hire Pit Fighters, Ogre Bodyguards, Warlocks, Witches, plus any Hired Sword that specifically states they work with Orcs or Goblins.
Mad Cap Masters: Night Goblins consume so much dangerous fungi they can ignore some of the permanent side effects of Mad Cap Mushrooms, provided they have a constant supply. Night Goblins affected by Mad Cap overuse may ignore the resulting stupidity, but only while under the effect of more Mad Caps. Once the model loses frenzy , due to being knocked down or stunned, it will be effected by Stupidity as normal.
Choice of Warriors
A Night Goblin warband must include a minimum of three models. You have 500 gold crowns with which you can use to recruit and equip your warband. The maximum number of warriors may never exceed 20.
- Boss: Each Night Goblin warband must have one Boss, no more, no less!
- Squig Herder: Your warband may include up to 1 Squig Herder.
- Goonz: Your warband may include up to 3 Goonz.
- Shaman: Your warband may include up to 1 Shaman.
- Night Goblin Warriors: Your warband may include any number of Night Goblin Warriors.
- Fanatics: Your warband may include up to 3 Fanatics.
- Cave Squigs: Your warband may include up to 5 Cave Squigs.
- Snotlings: Your warband may include up to 5 Snotlings which all count as 1 warrior in the warband.
- Great Squig/Troll: Your warband may include up to one Great Squig or Troll, but not both.
Starting Experience
- A Boss starts with 17 experience.
- A Squig Herder starts with 6 experience.
- Goonz start with 4 experience.
- A Shaman starts with 6 experience.
- Henchmen start with 0 experience.
- Cave Squigs, Snotlings, Trolls and Great Squigs do not gain experience.
Maximum characteristics
Night Goblin characteristics may not be advanced further than 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.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Night Goblin | 4 | 5 | 6 | 4 | 4 | 3 | 6 | 4 | 7 |
Night Goblin Skill Table
* Promoted Henchmen may never choose Strength as one of their skill sets
Night Goblin Special Skills
Fungus Farmer
The industrious little git has a mushroom crop back at the cave. If the Hero doesn’t search for rare items, it may pick D3-1 Mad Cap Mushrooms instead. There is a chance of getting none, as there is no guarantee they will be ready for harvest. Each Mad Cap Mushroom must be used in the next battle, and they cannot be sold or traded to other warbands These are a special high yield/low shelf life crop.
Hide in Shadows
The sneaky Goblin has become an expert at concealing themselves from enemies (and potential victims!). An enemy warrior attempting to detect this warrior when it is Hidden must halve their Initiative (round up) before measuring the distance.
Infiltrate
A Night Goblin with this skill is always placed on the battlefield after the opposing warband and can be placed anywhere on the table as long as it is out of sight of the opposing warband, and more than 12" away from any enemy model. If both players have models which infiltrate, roll a D6 for each, and the lowest roll sets up first.
Netter
The Goblin applies techniques learned hunting wild Cave Squigs in the depths of the mountains to disable charging enemies. Instead of their normal use, the Goblin may throw a Net they are equipped with at an enemy who is charging them. This will reduce the charge range of the attacker by D6 inches as the charger either slows down to avoid the net, or gets tangled up in it. If this means that the attacker cannot reach the Goblin then it is a failed charge. Regardless of the outcome the Net is lost when this skill is used.