Night Goblins v.1.5. Warband Special Rules. Warband Special Rules. Gork Complex Night Goblin warbands have +2 Ld to all Rout Tests they have to take.

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- Night Goblins v.1.5 Gork Complex Night Goblin warbands have +2 Ld to all Rout Tests they have to take. Animosity At the start of each of your own turns (i.e. not opponent s), roll a D6: On (2-6) nothing happens, but on a roll of (1), you and your opponent each nominate a warrior in your warband with the Animosity rule that is not fleeing, not engaged in close combat, and not within 6 of a visible, nonhidden enemy. Then roll a D6: On a roll of (1-3), the warrior your opponent chose is affected by Animosity this turn. On a roll of (4-6), the warrior you chose is affected by Animosity this turn. The warrior that is affected by Animosity cannot move, shoot, hide, or cast spells/prayers that turn. He can only squabble on the spot and fight back in close combat if he is somehow engaged. Warriors affected by Animosity cannot use passive abilities such as the Leader or Animal Handler skills, and nor may they be affected by them. (I.e. they may not use the Ld of the Leader if he is within 6.) Wizards still generate Power Dice. If the warrior that is affected by Animosity is hiding, he immediately becomes un-hidden. Hate Dwarves Warriors with this rule have +1 to hit Dwarves in all rounds of close combat. Eagle Eyes Warriors with this rule ignore enemy Stealth when shooting missile weapons. Fight Unarmed (Fanatics) Fanatics suffer no penalties for fighting unarmed. Completely Gone (Fanatics) Immune to Fear and Panic; Immune to Concussion; Cannot Hide; No Promotion; Cannot Capture Objectives. Stupidity (6 ) Warriors with this rule must be within 6 of a nonhiding, non-fleeing goblin in the warband at the start of each of your Power Phases (i.e. not opponent s). Otherwise they must take a Leadership test: If passed, they continue their turn as normal, but if failed, they may do nothing but strike back in close combat until the beginning of your next Power Phase. Roll for Animosity before checking for Stupidity: Goblins affected by Animosity may not be used to alleviate Stupidity. Warriors with Stupidity may never leave close combat voluntarily. Monster (Trolls) Cause Fear; Cannot Hide; Immune to Concussion; Cannot Capture Objectives; Cannot Use Special Equipment; No Penalties for Fighting Unarmed; Climb as Normal; No Promotion. Unruly (Trolls) When deploying the warband, there can only be one warrior with is rule in each Combat Group. Regeneration (5+) Warriors with this rule have a 5+ Regeneration save vs. all wounds suffered. This save is completed negated by flaming hits. Troll Vomit (6 ) Trolls count as being armed with a missile weapon which they may shoot in the Phase in the same way as a normal shooting weapon: Range: 6 Strength: 4 Splinter (D3) Quick to Fire: No -1 to hit for moving and shooting. Cannot be Robbed, Swapped, or Discarded. Squig Breeder Friendly Squigs that declare a charge within 6 of this warrior gain +1 Strength that turn. Being within 6 of multiple warriors with this ability does not stack. This ability requires line of sight and is not active while this warrior is fleeing.

Go Wild! (Squigs) If a Squig fails a Stupidity test, it is immediately placed out of action. Enemies do not gain experience for its demise. Furthermore, all warriors (friend or foe) within D3 of where it was also take 1 Strength 4 hit with armour saves as normal. Bouncy (Squigs) Enemies cannot Stand and Shoot at charging Squigs and Squigs cannot be intercepted when charging. Unbreakable (Squigs) Squigs are immune to fear and panic and may not leave close combat voluntarily. Throw Squigs (24 ) A River Troll and a Cave Squig that start their turn within 1 of each other and do not move or otherwise shoot, may throw the Squig at a visible enemy within 24. Roll to hit using the Troll s BS and apply all bonuses and penalties for shooting as normal: If the throw hits, the Squig lands anywhere within 1 of the target, chosen by you, and counts as charging with all the bonuses of a diving charge (i.e. +1 S and additional +D3 I, besides the normal +1 I for charging). If the throw misses, the Squig lands anywhere within 4 of the target, chosen by your opponent. In either case, the Squig takes 1 automatic Strength 3 hit for having been thrown. Troll may throw Squigs into close combat involving friendly warriors. Troll must target a visible enemy within 24 ; it cannot target empty ground. Throw follows the normal rules for targeting shooting (must target closest enemy unless elevated a full 2 or more above ground level etc.). Cannot throw if there are visible, non-hiding, non-fleeing enemies within 6 of either Troll or Squig, or if either party is fleeing, subject to stupidity, or engaged in close combat. Carry and Release (Fanatics) Fanatics start each battle as a piece of Special Equipment carried by another Goblin (hero or henchman) in your warband. At the start of each of your Phases, that Goblin may release the Fanatic instead of shooting a missile weapon. This ability cannot be used while Goblin is fleeing, and un-hides the hero if hidden. Cannot be released the turn the Goblin ran or while engaged in close combat. If the Goblin is taken out of action before having released the Fanatic, place a Caged Fanatic counter where he went out of action: Other Goblins in the warband (who are not Fanatics) may then pick it up. (Fanatics still count towards the number of warriors in the warband and their combat group, even though they start as equipment.) Fanatic Movement (2D6 ) Once released, Fanatics never move as normal. Instead, at the start of each of your charge phases, roll a D6 for each Fanatic: On a roll of (1-3), the Fanatic moves in a straight line, its direction determined by you. On a roll of (4-6), your opponent determines the direction of the line. A Fanatic always moves a direction determined by you the turn it is released. All warriors (friend or foe) that are within 1 of the straight line suffer D6 automatic Strength 5 hits with armour saves as normal. (Except for the warrior that released the Fanatic on the turn it was released.) Fanatics cannot be intercepted. Fanatics never climb or move around corners, and automatically pass all Jump Down tests. If a Fanatic moves into a terrain feature more than 1 high, it stops and suffers 1 Wound with no saves allowed. Fanatics are automatically placed out of action if they move off a table edge. Fanatic Fighting Fanatics never charge or engage in : Even if there are enemies within 1 of them, they do not count as being engaged in close combat. Fanatics may be charged as normal, however, enemies that charge a Fanatic take D6 automatic Strength 5 hits with armour saves as normal before they may strike at the Fanatic. (Roll separately for each enemy.)

Warband Special Equipment Bad Moon Stick 10gc Special Equipment: Wielder cannot hide and loses Stealth if he has it, but gains the Leader (6 ) ability or adds +6 to its range if he has it already. Warband Special Equipment Magic Mushrooms 5gc Special Equipment: Owner must add +D3 to all his spellcasting rolls, but whenever +3 is added to such a roll, the warrior takes 1 Strength 3 hit with no saves of any kind allowed. Lasts entire campaign. Can only be carried by Wizards. (This D3 never contributes towards miscasts.) Night Goblin Skill Table Combat Academic Strength Speed Rogue Boss V V V V V Squig Herder V V V V Great Shaman (+10gc) V V Shaman (+10gc) V V Sneak V V V V Night Goblin Equipment Lists Goblin Boss, Squig Herders, and Goblin Warriors Great Weapon Spear Bad Moon Stick Nets Goblin Shaman and Great Shaman Great Weapon Bad Moon Stick Sling None Goblin Sneaks Throwing Knives / Stars Nets Light Ded Shootys Light Light Shield

HEROES 0-1 Night Goblin Boss 20gc to hire Starting Experience: 8 4 4 4 3 2 3 4 1 6 Leader (6 ), 0-2 Squig Herders 15gc to hire Starting Experience: 6 4 4 3 3 2 3 3 1 6, Squig Breeders (6 ) 0-1 Night Goblin Great Shaman 30gc to hire Starting Experience: 6 4 2 2 3 2 3 3 1 6 Wizard (Little Waaagh!): Start with 3 spells. 0-1 Night Goblin Shaman 20gc to hire Starting Experience: 2 4 2 2 3 2 3 3 1 6 Wizard (Little Waaagh!): Start with 1 spell. 0-3 Night Goblin Sneaks 4 2 2 3 2 3 3 1 5 HENCHMEN Night Goblin Warriors 4 2 3 3 2 3 3 1 5 0-4 Ded Shootys 4 2 4 3 2 3 3 1 4, Eagle Eyes 0-2 Night Goblin Fanatics 30gc to hire 2D6 - - 5 2 3 3 D6 5 Carry and Release, Completely Gone, Fight Unarmed, Fanatic Movement, Fanatic Fighting 0-3 River Trolls 85gc to hire Starting Experience: 18 Race: Troll 5 3 3 6 4 3 1 2 4 Monsters, Stupidity (6 ), Troll Vomit (6 ), Unruly, Regeneration (5+), Throw Squigs (24 ) 0-5 Cave Squigs 25gc to hire 4 4-4 3 3 3 1 4 Stupidity (6 ), Bouncy, Unbreakable, Go Wild! Animals (Cannot Climb; Cannot Hide; Cannot use the Leader s Ld; Cannot Capture Objectives; Fight Unarmed; No Promotion.)

v.1.5 Ded Shootys: -5gc price, -2 starting XP, -1 Ld, can use Nets. Bad Moon Stick: Changed to Special Equipment; Changed effects. v.1.4 Sneaks can use and Nets Bad Moon Stick revamped Trolls have Movement 5 Fanatics +5gc price Squigs Bouncy rule also prevents enemy Stand and Shoot attacks. Squigs Go Wild nerfed from S5 to S4. Squig Herder heroes lose Animal Handler rule, gain new Squig Breeder rule. Squigs cannot leave close combat voluntarily Clarified that Fanatics do not suffer penalties for fighting unarmed Clarified that Fanatics cannot be promoted v.1.3 Squigs -10gc price, -1 S, +1 max number (from 0-4 to 0-5) Troll regeneration changed from 4+ to 5+