Night Goblins
Grade: 1c
Source: Mordheimer's Information Centre (PDF)
Setting: Mordheim
Author: Terry Maltman
Lore
Whilst they are quite capable of digging their own tunnels and will do to avoid contact with others, they prefer to occupy the existing chambers. They use the catacombs beneath Mordheim to grow the strange fungi they use for food and to brew poisons. Elsewhere they just spoil and vandalise anything they can find.
Wanderers and adventurers should not underestimate the Night Goblins. Whilst they are a weak and cowardly race they are a pernicious enemy. They bolster their numbers with the ferocious cave squigs which abound in the caves and if they are lucky they can entice a troll to join them.
Special rules
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.
Hate Stunties: Night Goblins are subject to hatred towards Dwarfs. This only affects Night Goblins not any other greenskins. Fanatics are so out of their skull that they are not affected.
Choice of warriors
A Night Goblins warband must include a minimum of three models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 20.
- Big Boss: Each warband must have 1 Big Boss: no more, no less!
- Shamans: Your warband may include up to 1 Shaman.
- Bosses: Your warband may include up to 4 Bosses.
- Night Goblins: Your warband may include any number of Night Goblins.
- Fanatics: Your warband may include up to 2 Fanatics.
- Cave Squigs: Your warband may include up to 5 Cave Squigs.
- Trolls: Your warband may include up to 1 Troll.
- Snotling Mob (consists of 5 Snotlings)s: Your warband may include up to 1 Snotling Mob (consists of 5 Snotlings).
Starting experience
- The Big Boss starts with 17 experience.
- The Shaman starts with 10 experience.
- Bosses start with 6 experience.
- Henchmen start with 0 experience.
Night Goblins Skill Table
| Combat | Shooting | Academic | Strength | Speed | Special | |
|---|---|---|---|---|---|---|
| Big Boss | ✓ | ✓ | ✓ | ✓ | ✓ | |
| Shaman | ✓ | ✓ | ✓ | |||
| Bosses | ✓ | ✓ | ✓ | ✓ |
Night Goblins Special Skills
Night Goblins Heroes may use the following Skill table instead of any of the standard Skill tables available to them.
Infiltration
A warrior 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.Ded Shooty
The clever little git adds +6" to the range of any missile weapons he uses (not including nets).
Sneaky Git
The greenskin is so sneaky that he can move D3 of his warband members after all other deployment is complete. Night Goblin Big Boss only.
Netter
The goblin is adept at using a net to disable his enemies. They learn their skill hunting wild cave squigs in the depths of the mountains. The technique he has mastered is 'chuck and charge'. The goblin may declare that he is making a net charge. He throws the net at a target in the same way as described in the Mordheim rulebook. If he hits and the target fails to escape the net then target counts as knocked down and the goblin completes his charge. If he misses or the target escapes then the goblin makes a failed charge. If the failed charge would take him into base contact then stop him 1" away. A warrior who is caught in a net will be automatically hit in combat. The goblin must still roll to wound just as with a knocked down enemy. In the warrior's next recovery phase, unless he is stunned or out of action he will cut himself out of the net but cannot do anything else and will go last in combat just as if he had stood up from being knocked down.
Night Goblins equipment lists
Night Goblin Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free/2 gc |
| Club, Mace or Hammer | 3 gc |
| Sword | 10 gc |
| Spear | 10 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Short Bow | 5 gc |
Armour
| Item | Cost |
|---|---|
| Shield | 5 gc |
| Helmet | 10 gc |
| Light Armour | 20 gc |
Fanatic Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Double-handed weapon | 15 gc |
| Ball and Chain | 15 gc |
| Poison Daggers | 25 gc |
Missile Weapons
None.
Armour
None.
Miscellaneous
| Item | Cost |
|---|---|
| Mad Cap Mushrooms | 25 gc |
Special Equipment
Night Goblins have access to the following special equipment when purchasing items from the Trading Post, outside their starting list:
Ball and Chain
Cost: 15 gc
Availability: Common (Goblins only)
This is a huge iron ball with a chain attached, used by the dreaded Night Goblin Fanatics to deal out whirling death. Enormously heavy, it can only be used when combined with Mad Cap Mushrooms.
Range: Close Combat
Strength: As user +2
Special Rules
| D6 | Result |
|---|---|
| 1 | The model trips and strangles himself with the chain. The model is taken out of action. When rolling for Injury after the game, a roll of 1-3 means the model is out permanently, instead of the normal 1-2. |
| 2-5 | The model moves 2D6" in a direction nominated by the controlling player. |
| 6 | The model moves 2D6" in a random direction. If the player owns a Scatter dice (available from Games Workshop stores), roll that to determine direction. If not, then roll a D6: 1 – Straight Forward, 2-3 – Right, 4-5 – Left, 6 – Straight Back. |
If the Ball and Chain wielding model moves into contact with another model (friend or foe), he counts as charging into close combat, and will engage in close combat until his next Movement phase. Opponents wishing to attack a Ball and Chain wielding model suffer a To Hit penalty of -1, as they must dodge the whirling ball to get close enough to strike. The Ball and Chain wielder cannot be held in close combat and will automatically move even if he starts the Movement phase in base contact with another model. If the model moves into contact with a building, wall, or other obstruction, he is automatically taken out of action. In addition, a ball and chain wielding Goblin is much too busy trying to control the spinning weapon to worry about what others are saying about him behind his back, so ignores the special rules for Animosity.
Poison Daggers
Cost: 25 gc
Availability: Common
A pair of daggers which are coated in Death Cap mushroom juice. The coating is re-applied for free after every game. It is derived from the poisonous Death Cap mushrooms and has the same effect as Black Lotus.
Range: Close Combat
Strength: As user
Special Rules
Heroes
1 Big Boss
45 gold crowns to hire
Like all greenskins Night Goblin society is ruled by the biggest and meanest of the tribe. Goblins have one advantage over their larger cousins - they are cunning too. To climb to position of Big Boss the goblin must be sneaky and backstabbing as well as the biggest and best.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: Big Boss may be equipped with weapons and armour chosen from the Night Goblin Equipment List.
Special Rules
0 – 1 Shaman
50 gold crowns to hire
Despite their smaller size, Night Goblin Shamans are every bit as powerful as their Orc cousins. They can summon the power of the Waaagh generated by their fighting comrades and call on Gork and Mork for their supernatural assistance.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 6 |
Weapons/Armour: Shaman may be equipped with weapons and armour chosen from the Night Goblin Equipment List.
Special Rules
0 – 4 Bosses
25 gold crowns to hire
Goblin Bosses like to think that they are the best and toughest fighters in the tribe. Of course the Big Boss knows better but he has to watch his back when the other Bosses are around.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 6 |
Weapons/Armour: Bosses may be equipped with weapons and armour chosen from the Night Goblin Equipment List.
Henchmen
(Bought in groups of 1-5)Night Goblins
15 gold crowns to hire
Individually Night Goblins are weak and cowardly but together they make a force to be reckoned with. Preferring to attack in large numbers they are adept at hit and run tactics and can take down foes much stronger than themselves.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 5 |
Weapons/Armour: Night Goblin may be equipped with weapons and armour chosen from the Night Goblin Equipment List.
0 – 2 Fanatics
20 gold crowns to hire
The caves where Night Goblins live are rich in various forms of fungi. The goblins are able to make use of these and even cultivate some of them. Best known are the Madcap mushrooms. These drive anyone who eats them into a frothing fighting frenzy. Some of the Night Goblins are deliberately fed large quantities of Madcap mushrooms to turn them into crazed killing machines. Often seen on open battlefields wielding a huge ball and chain they adopt slightly safer weapons in the narrow streets of Mordheim.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 5 |
Weapons/Armour: Fanatic may be equipped with weapons and armour chosen from the Fanatic Equipment List.
Special Rules
0 – 5 Cave Squigs
15 gold crowns to hire
| Profile | 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
0 – 1 Troll
200 gold crowns to hire
| Profile | 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, Trolls can never be given weapons or armour.
Special Rules
0 – 1 Snotling Mob (consists of 5 Snotlings)
50 gold crowns to hire
Wherever there are greenskins you will find Snotlings. Any Goblin warband will attract a number of them. Snotlings perform the same function for Goblins as Goblins serve for Orcs. They provide someone smaller to slap around.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 2 | 2 | 2 | 1 | 3 | 1 | 4 |
Weapons/Armour: Snotlings may only ever use a pointy stick, which they will find for themselves at no cost. This counts as a dagger and gives the enemy a +1 to his armour save or a 6+ save if he had none.
Special Rules
Waaaagh! Magic
Waaagh! spells are used by Orc Shamans. They are rituals of a sort, howling prayers to the boisterous Orc gods Gork and Mork.
Waaaagh! Magic are used by Orc Mob Shaman, Night Goblins Shaman
| D6 | Result |
|---|---|
| 1 | Led’z go |
| 2 | Oi! Gerroff! |
| 3 | Zzap! |
| 4 | Fooled Ya! |
| 5 | Clubba |
| 6 | Fire of Gork |
Led’z go
Difficulty: 9
The Shaman’s howling invigorates the ladz to fight even harder for Gork and Mork.
Oi! Gerroff!
Difficulty: 7
A huge, green ectoplasmic hand pushes an enemy away.
Zzap!
Difficulty: 9
A crackling green bolt of WAAAGH! energy erupts from the Shaman’s forehead to strike the skull of the closest foe. This energy easily overloads the brain of a weak-willed opponent.
Fooled Ya!
Difficulty: 6
The Shaman disappears in a green mist, confusing his enemies.
Clubba
Difficulty: 7
A huge, green club appears in the hand of the Shaman.
Fire of Gork
Difficulty: 8
Twin bolts of green flame shoot from the Shaman’s nose to strike the nearest enemy model.