Night Goblins (web)
Grade: 1c
Source: Fan made from the web (PDF)
Setting: Mordheim
Lore
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:
| 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 Goblins (web) 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.
- Bosses: Each warband must have 1 Boss: no more, no less!
- Squig Herders: Your warband may include up to 1 Squig Herder.
- Goonz: Your warband may include up to 3 Goonz.
- Shamans: Your warband may include up to 1 Shaman.
- Night Goblin Warriors: Your warband may include any number of Night Goblin Warriors.
- Night Goblin Fanatics: Your warband may include up to 3 Night Goblin Fanatics.
- Cave Squigs: Your warband may include up to 5 Cave Squigs.
- Snotlings: Your warband may include up to 5 Snotlings.
- Great Squigs: Your warband may include up to 1 Great Squig.
- Trolls: Your warband may include up to 1 Troll.
Starting experience
- The Boss starts with 17 experience.
- The Squig Herder starts with 6 experience.
- Goonz start with 4 experience.
- The Shaman starts with 6 experience.
- Henchmen start with 0 experience.
Night Goblins (web) Skill Table
| Combat | Shooting | Academic | Strength | Speed | Special | |
|---|---|---|---|---|---|---|
| Boss | ✓ | ✓ | ✓ | ✓ | ✓ | |
| Squig Herder | ✓ | ✓ | ✓ | |||
| Goonz | ✓ | ✓ | ✓ | ✓ | ||
| Shaman | ✓ | ✓ | ✓ |
Night Goblins (web) Special Skills
Night Goblins (web) Heroes may use the following Skill table instead of any of the standard Skill tables available to them.
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 warrior 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.
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.
Ride Squig
This Goblin can ride one of the warband's Cave Squigs, or even a Great Squig! The pair deploy as a single model. Standard mount rules are not used, although the rider counts as being mounted for the Cavalry Bonus rule (see spears and lances). While the Squig is being ridden, it and the rider move as a single model using the Squig's movement rules, but attack separately in Close Combat. Any shooting or close combat attacks will hit the rider on a D6 roll of 1–2, and the Squig on a 3–6. If the Squig is stunned or taken out of action, the rider takes a Strength 2 hit with no Armour save as they crash to the ground. If the Rider is stunned or taken out of action, the Squig reverts to normal Squig behavior. In either case the rider is now dismounted for the rest of the battle. Squigs don't like being ridden. If the movement roll results in a double or triple, the rider must roll a D6 before the Squig moves. If the result is over the rider's Strength, they are thrown off before the Squig moves away, and take a Strength 2 hit with no Armour save as they crash to the ground. The rider is now dismounted for the rest of the battle. If the roll is equal to or below their Strength, the rider keeps their grip and remains atop the Squig.
Sneaky Git
The Goblin specializes in attacking their targets from the shadows. They may charge an opponent from hiding, even if they cannot see the target. There is no need for an initiative test, and the target may be over the normal 4” limit for charging unseen targets. If the charge is successful, the Goblin surprises their opponent who will attack at half Weapon Skill and half Initiative, rounded up. This penalty lasts for the first round of combat only, as the opponent will swiftly recover their wits if the initial assault is survived.
Night Goblins (web) equipment lists
Hero 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 |
| Halberd | 10 gc |
| Two-handed weapon (Double-handed weapon) | 15 gc |
| Boss Pole | 20 gc |
| Poison Daggers | 25 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Short Bow | 5 gc |
| Sling | 2 gc |
| Throwing Knives/Stars | 15 gc |
Armour
| Item | Cost |
|---|---|
| Shield | 5 gc |
| Helmet | 10 gc |
| Light Armour | 20 gc |
Miscellaneous
| Item | Cost |
|---|---|
| Net | 5 gc |
| Mad Cap Mushrooms | 15 gc |
| Squig Prodder | 15 gc |
Henchmen Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free/2 gc |
| Club, Mace or Hammer | 3 gc |
| Sword | 10 gc |
| Spear | 5 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Short Bow | 5 gc |
Armour
| Item | Cost |
|---|---|
| Shield | 5 gc |
| Light Armour | 20 gc |
Miscellaneous
| Item | Cost |
|---|---|
| Net | 5 gc |
| Mad Cap Mushrooms | 15 gc |
| Squig Prodder | 15 gc |
Fanatic Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Double-handed Weapon (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 | 15 gc |
Special Equipment
Night Goblins (web) 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.
Boss Pole
Cost: 20 gc
Availability: Common
Some influential Goblins carry badges of office, usually taking the form of long wooden poles with an icon or sharp blade on the end. This allows the hero and any Goblin henchmen within 6" to ignore animosity. Additionally, the Boss Pole acts as a spear in close combat.
Range: Close Combat
Strength: As user
Special Rules
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
Squig Prodder
Cost: 15 gc
Availability: Common (Goblins only)
This item is a long pole with a trio of spikes at the end. It is used by Goblin Squig herders to keep their livestock in line. Cave Squigs will recognize a Squig prodder and automatically give the bearer more respect, as they've all been on its pointy end more than once!
Special Rules
Heroes
1 Boss
45 gold crowns to hire
Like all greenskins, Night Goblin society is ruled by the biggest and meanest of the tribe. To climb to the position of Boss a Night Goblin must be sneaky and backstabbing as well.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 4 | 3 | 3 | 1 | 4 | 1 | 7 |
Weapons/Armour: Boss may be equipped with weapons and armour chosen from the Hero Equipment List.
Special Rules
0 – 1 Squig Herder
35 gold crowns to hire
Night Goblins are known for their ability to catch and train wild Cave Squigs. Those who devote their lives to such pursuits often bear the scars of their profession. These Squig Herders often train the most intelligent and vicious Squig of the pack to be their personal bodyguard.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 6 |
Weapons/Armour: Squig Herder may be equipped with weapons and armour chosen from the Hero Equipment List.
Special Rules
0 – 3 Goonz
20 gold crowns to hire
Night Goblin Goonz are just a tad more intelligent than their peers, and aid the Boss in directing them in battle. What they lack in experience they make up for in ambition and ferocity.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 6 |
Weapons/Armour: Goonz may be equipped with weapons and armour chosen from the Hero Equipment List.
0 – 1 Shaman
25 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 wyrdstone, most other Goblins agree that ‘dey is odd’. Shamans are responsible for brewing the fungus brew Night Goblins are known for.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 3 | 3 | 3 | 1 | 4 | 1 | 6 |
Weapons/Armour: Shaman may be equipped with weapons and armour chosen from the Hero Equipment List.
Special Rules
| D6 | Result |
|---|---|
| 1 | Rowdy: Affected by Animosity on a 1 or 2. |
| 2 | Dizzy: -1 Initiative. |
| 3 | Fearless: Immune to fear and all alone tests. |
| 4 | Numbed: +1 Save which may not be reduced below 6+. |
| 5 | Belligerent: hatred against the opposing warband(s). |
| 6 | Loony: frenzy, followed by stupidity if it wears off by a Goblin being knocked down or stunned |
Henchmen
(Bought in groups of 1-5)Night Goblin Warriors
15 gold crowns to hire
Night Goblins make their homes in vast subterranean lairs. It is in these cavernous locales that they can grow all manner of noxious fungi, which they use to brew potent and intoxicating beverages.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 5 |
Weapons/Armour: Night Goblin Warrior may be equipped with weapons and armour chosen from the Henchmen Equipment List.
Special Rules
0 – 3 Night Goblin Fanatics
20 gold crowns to hire
Some Night Goblins are deliberately fed large quantities of Mad Cap Mushrooms to turn them into crazed killing machines. Often seen on open battlefields wielding a huge ball and chain, they sometimes adopt slightly safer weapons in the narrow streets of Mordheim.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 5 |
Weapons/Armour: Night Goblin 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
Night Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns, and a nasty temperament.
| 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 – 5 Snotlings
10 gold crowns to hire
Any Night Goblin warband will attract a number of Snotlings. They 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 or similar mundane object, which they will find for themselves at no cost. This counts as a dagger.
Special Rules
0 – 1 Great Squig
210 gold crowns to hire
Night Goblins are expert Cave Squigs hunters and breeders, and occasionally a Squig, fed the right mixture of wyrdstone and Snotlings, grows to such titanic proportions that it can give a troll a run for its money in a fight!
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 3D6 | 4 | 0 | 5 | 5 | 3 | 4 | 3 | 5 |
Weapons/Armour: Massive snapping jaws! Great Squigs never use or need weapons or armour.
Special Rules
0 – 1 Troll
200 gold crowns to hire
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.
| 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
Goblin Magic
Goblin Magic is used by Night Goblins (Web) Shaman
| D6 | Result |
|---|---|
| 1 | Wind of Gork |
| 2 | Gaze of Mork |
| 3 | ‘Eadbanger |
| 4 | Leap of Waaagh! |
| 5 | Idol of Gork |
| 6 | ‘Ere we go! |
Wind of Gork
Difficulty: 6
A blast of foul flatulence signals G’rrk’s Wrath.
Gaze of Mork
Difficulty: 8
The Shaman invokes the presence of the God Mork to smite their foes with lightning.
‘Eadbanger
Difficulty: 8
The Shaman channels pure Waaagh! energy through their body and vomits it toward the enemy.
Leap of Waaagh!
Difficulty: 7
The Shaman summons a giant green hand to lift any Goblin and carry them into the fray.
Idol of Gork
Difficulty: 8
Swirling energy crackles around the Shaman, giving them the appearance of a huge Orc hero.
‘Ere we go!
Difficulty: 8
The Shaman and nearby allies become filled with the essence of the Waaagh!