NIGHT GOBLIN TRIBES

NIGHT GOBLIN BOSSES

0-1 NIGHT GOBLIN WARLORD
50 points

Your army must be led by a general and Orc and Goblin generals are called Warlords. A Night Goblin Tribe is led by a Night Goblin Warlord at least half of your Mobs must be from the Night Goblin Tribe list.

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Night Goblin456343747

Equipment: Sword or other hand weapon

Weapons/Armour: A Night Goblin Warlord may be armed with the following equipment; a short bow (+1 point), a secound hand weapon (+1 point), a double handed weapon (+2 points), a spear (+1 point), a halberd (+2 point) or/and a shield (+1 point).

May Ride: A Night Goblin Warlord may be ride any of the following; a Squig Chariot (see War Machines) or a Monster (see Monster List).

Save: None

Magic Items: A Night Goblin Warlord may have up to three magic items.

SPECIAL RULES:

Hate Dwarfs: Night Goblins hate Dwarfs.

Fear Elves: Night Goblins fear Elves they don't out number at least two to one.

0-1 NIGHT GOBLIN ARMY STANDARD .... 65 points

Your army may inclued a Night Goblin Battle Standard together with its bearer if your army is led by a Night Goblin Warlord.

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Night Goblin434331525

Equipment: Sword or other hand weapon

Weapons/Armour: A Night Goblin Battle Standard may be armed with the following equipment; a short bow (+1 point), a secound hand weapon (+1 point), a double handed weapon (+2 points), a spear (+1 point), a halberd (+2 point) or/and a shield (+1 point).

May Ride: A Night goblin Battle Standard may be ride any of the following; a Squig Chariot (see War Machines) or a Monster (see Monster List).

Save: None

Magic Items: A Night Goblin Battle Standard may carry a single magic item. This may be a magic standard.

SPECIAL RULES:

Hate Dwarfs: Night Goblins hate Dwarfs.

Fear Elves: Night Goblins fear Elves they don't out number at least two to one.

NIGHT GOBLIN BIG BOSSES
33 points

You may inclued a Night Goblin Big Boss for every Mob of Night Goblins in your army.

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Big Boss445342636

Equipment: Sword or other hand weapon

Weapons/Armour: A Night Goblin Big Boss may be armed with the following equipment; a short bow (+1 point), a secound hand weapon (+1 point), a double handed weapon (+2 points), a spear (+1 point), a halberd (+2 point) or/and a shield (+1 point).

May Ride: A Night Goblin Big Bosses may be ride any of the following; a Squig Chariot (see War Machines) or a Monster (see Monster List).

Save: None

Magic Items: A Night Goblin Big Bosses may carry upto two magic items.

SPECIAL RULES:

Hate Dwarfs: Night Goblins hate Dwarfs.

Fear Elves: Night Goblins fear Elves they don't out number at least two to one.

NIGHT GOBLIN BOSS ...... 15 points

You may choose a Night Goblin Boss to lead each Mob of Night Goblins in your army. He is always the same race as the Mob he is leading.

ProfileMWSBSSTWIALD
Boss434331525

Equipment: Sword or other hand weapon

Weapons/Armour: A Night Goblin Boss must be armed the same as the Mob he is leading.

May Ride: A Night Goblin Boss may not ride a steed.

Save: None

Magic Items: A Night Goblin Boss may carry a single magic item.

SPECIAL RULES:

Hate Dwarfs: Night Goblins hate Dwarfs.

Fear Elves: Night Goblins fear Elves they don't out number at least two to one.

NIGHT GOBLIN SHAMANS
Shaman .................. 28 points
Shaman Champion ......... 83 points
Master Shaman ........... 159 points
Shaman Lord ............. 253 points

Goblin ShamansMWSBSSTWIALD
Shaman423241515
Shaman Champion423342515
Master Shaman423343625
Shaman Lord423344736

Equipment: Staff or Sword.

Weapons/Armour: A Shaman may be armed with a secound hand weapon (+1 point).

May Ride: A Night Goblin Shaman may ride a Squig Chariot (see War Machines) or a Monster (see Monster List).

Save: None

Magic Items: Shamans carry a single Magic Item, Shaman Champions 2, Master Shaman 3 and Shaman Lord 4.

Magic Spells: Shamans take there spells from the Waaagh!! magic deck as normal.

SPECIAL RULES:

Fear Elves: Night Goblin Shamans who are fighting in a unit which does not out number a Elvern unit by at least 2 to 1 fears the elves.

Hate Dwarfs: Night Goblin Shamans hate Dwarfs just like normal Night Goblins.

Waaagh! Magic: Night Goblin Shamans follow the special rules for Waaagh Magic. These are detailed in the Shamans section of the rule book.

'Shrooms: Night Goblin Shamans have a piece of mushroom per magic level for rules for mushrooms see Shamans section of the rule book.

NIGHT GOBLIN MOBS

NIGHT GOBLIN WARRIORS
2.5 points

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Night Goblin423231415

Equipment: Night Goblin Warriors are armed with hand weapons.

Save: None

Options: They may have a double handed weapon at (+1 point) and shields (+0.5 points).

Leader: The Night Goblins may be led by a Night Goblin Boss. He is armed the same as the Night Goblins.

Standard & Musician: The Night Goblins may inclued a standard bearer and/or musician costing double the points of a normal Night Goblins. One mobs standard bearer may carry a magic standard.

SPECIAL RULES:

Fear Elves: Goblins fear Elves if they don't out number them at least two to one.

Hate Dwarfs: When fighting Dwarfs, Night Goblins are affected by hatred.

NIGHT GOBLIN STIKKAS
3.5 points

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Night Goblin423231415

Equipment: Night Goblin Stikkas are armed with spears and hand weapons.

Save: None

Options: They exchange there spears to halberds (+1 point). They may have shields (+0.5 points).

Leader: The Night Goblins may be led by a Night Goblin Boss. He is armed the same as the Night Goblins.

Standard & Musician: The Night Goblins may inclued a standard bearer and/or musician costing double the points of a normal Night Goblins. One mobs standard bearer may carry a magic standard.

SPECIAL RULES:

Fear Elves: Goblins fear Elves if they don't out number them at least two to one.

Hate Dwarfs: When fighting Dwarfs, Night Goblins are affected by hatred.

NIGHT GOBLIN ARRERS
3.5 points

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Night Goblin423231415

Equipment: Night Goblin Arrers are armed with spears and shortbows.

Save: None

Options: They may have shields (+0.5 points).

Leader: The Night Goblins may be led by a Night Goblin Boss. He is armed the same as the Night Goblins.

Standard & Musician: The Night Goblins may inclued a standard bearer and/or musician costing double the points of a normal Night Goblins. One mobs standard bearer may carry a magic standard.

SPECIAL RULES:

Fear Elves: Goblins fear Elves if they don't out number them at least two to one.

Hate Dwarfs: When fighting Dwarfs, Night Goblins are affected by hatred.

NIGHT GOBLIN NETTERS
3.5 points

The Subterranean tunnels where the Night Goblins, live are riddled with other, even older, passages and caverns. The deeper down a tunnel goes the more dangerous it is to be inhabited by some terrible monster. Night Goblins find it necessary to occasionally descend into the chill depths in search of exotic fungses, so they know all too well what dangers await them. Night Goblin Netters and Clubbers fight together in order to immobilise and either destroy or capture dangerous creatures. On the battlefield they use their skills against the enemy, throwing their nets to entangle the foe while Clubbers bash the enemy senseless.

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Night Goblin Netter423231415

Equipment: Night Goblin Netters are armed with either nets or clubs.

Save: None

Options: None

Leader: The Night Goblins may be led by a Night Goblin Boss. He is armed the same as the Night Goblins.

Standard & Musician: The Night Goblins may inclued a standard bearer and/or musician costing double the points of a normal Night Goblins. One mobs standard bearer may carry a magic standard.

SPECIAL RULES:

Fear Elves: Goblins fear Elves if they don't out number them at least two to one.

Hate Dwarfs: When fighting Dwarfs, Night Goblins are affected by hatred.

Formation: Netters may have either nets or clubs and may be of what ever mix you want. Other wise it is moved and used just like any other unit.

Nets: Goblins with nets receive a +1 initiative bonus and always attack before club armed goblins. Hits do not casue damage instead they are netted. They cannot attack back that turn. They also become the prime target for clubbers.

Clubs: Goblins armned with clubs have a +1 strength bonus Once you have establised how may hits your clubbers have caused and add the numbe rof hits caused by netters. All these hits are resolved at srenght 4.

Shooting: When shooting hits are randomised for example with 4 netters and 2 clubbers do the following: 1-4 = Netters, 5-6 = Clubbers.

NIGHT GOBLIN FANATICS
30 points

Night Goblins cultivate many kinds of toxic fungi in their dark caves and they are constantly on the look-out for new and exotic varities. The least noxious ones are eaten with great enthusiasm. Others are used by Shamans to make foul potions and poisons. One particular variety, known as the Mad Cap, is used as the basis for an intoxicating brew whose effects are legendary amongst the Night Goblins. This is the brew which turns a Goblin into an ecstatic gibbering lunitic who is impervious to pain, almost completely unaware of his enviroment, hugely strong and completely fearless into the bargain. It is the secret behind the powers of the Goblin Fanatics, probably the most dangerous Goblin of all.

Fanatics carry a huge ball and chain, a weapon so large that it would be impossible for a Goblin to pick up in normal circumstances, but the Fanatic's strength is boosted by fungus beer enabling him to swing the heavy ball round and round. The Goblin is almost compleatly unaware of what is happening around him, and he has to be carried into battle by his mates. His urge to leap about and start swinging his weapon is difficult to suppress, his fellows manage this by grabbing him very tightly and sitting on him if necessary. Should the Fanatic start to whirl about anywhere near them they know they are in trouble!

The Goblins wait until the enemy are close by and then push the Fanatic out towards the foe, giving his a good shove to start him off in the right direction . Free at last the deranc=ged Goblin starts to spin round crazily, swinging the ball and chain in a dizzy circle of death. Anything that gets in his way is smashed to pieces. Eventually the Goblin runs out of energy and collapses in an exhasted pile with a silly grin on his face, or he crashes straight in to a tree and ends up throttling himslef with his chain.

If the Fanatic manages to keep going then he quickly becomes disorintated and will start to spin about on the battlefield firstone way and then another - which can be very disconcerting for all combatants! Despite the eager shouting of his Goblin mates, the Fanatic really has little idea of where he is going and will happily plough through troops on his own side if they get in the way.

Each Mob of Night Goblin Warriors, Night Goblin Stikkas, Night Goblin Arrers or Night Goblin Netters may contain up to 3 hidden fanatics.

ProfileMWSBSSTWIALD
Fanatic2D6*0531-D6-

* = Special

Equipment: Ball and Chain

Save: None

Options: None

Leader: None

Standard & Musician: None

SPECIAL RULES:

Hide: Up to 3 Fanatics may be hidden in a unit of Night Goblins. They are not placed on the table but a note is made on which unit they rea in. If they unit is destroyed before the fantics are realased then the Fanatics are killed as well.

Attack: Goblin Fanatics are realeased as soon as the enermy are within 8" of the unit. The unit is halted 8" away and all fantics are relased. All fantic attacks are worked out before the game continues.

First Move: Each fantic model is moved 2D6" towards the enermy unit. Fantics move straight through any troops in there way.

Fighting: If a Fantic touches a unit as it moves it automaticallyt sustains D6 strenght 5 hits. There is no armour save from this type of attack. The Fantic cannot be attacked in hand-to-hand combat. He can only be killed by magic or shooting.

Further Moves: In futher moves the fantics are moved at the satart of the Orc & Goblin movement phase once all charges have been declared. For each fantic roll a Scatter dice and 2D6 this shows in what direction and how far the Fantic will go. If you roll a double on the 2D6 then the fanatic collapes.

Move through Fantics: If a unit was charging when the fantics emerged it may either remain still or continue its charge. Other than this troops may never move through fanatics.

Obstacles: If a fantic moves into an Obstacle, Wood, Building or other fanatic it is slain.

Psycology: Fantics are immune to psycology and cannot be broken.

NIGHT GOBLIN SQIUG HOPPERS
25 points

Night Goblin Squig Hunters have a carefree attitude to the dangers posed by huge and hungry Cave Squigs. Most have impressive scars which they cheerfully exhibit to anyone foolhardy enough to express an intrest. Drunken Squig Hunters oftern compete with each other to show off their most horrific injuries and tell (grossly exaggerated) tales of how they were earned. The most reckless Squig Hunters even ride Squigs into battle, grabbing hold of the Squig's tiny horns or ears, and boncing along as the squig leaps about. These bravados are called Squig Hoppers. Squig Hoppers don't fight in Mobs because individual Squigs move in an unpredictable manner while their riders hang on as best they can. A skilled Goblin can direct his Squig vaguely towards the enemy, but some Squigs prove almost impossible to control and end up boncing around on top of everybody.

You may inclued up to 5 Squig Hoppers per unit of Night Goblins (inclueding Squig Hunters and Netters).

ProfileMWSBSSTWIALD
Night Goblin423231415
Squig2D6"40531522

Equipment: Night Goblins riders carry a Hand Weapon.

Save: 6+

Options: None

Leader: None

Standard & Musician: None

SPECIAL RULES:

Movement: Decalre the direction you want to move and then roll 2D6 to see how far in that direction the Squig Hopper went. On a double it moves in a random direction, roll the scatter dice to determin which way. The squig jumps over all modles and scenery. If they land on a modle the attack (see below). Once they have attacked they can move again until they miss a unit.

If a Squig Hopper Bounces into a river or lake it sinks. If it bounces off the table it does not return.

Psycology: Squig Hoppers are immune to psycology and does not take break tests

Fighting: If you land on any model the squig will make attack it. The Night Goblin may also attack if he wishes. They hit automatically and damage is worked out as normal. The enemy may not attack back.

Charging a Squig Hopper: If the enemy charge your Squig Hopper he is pinned down and cannot leave hand-to-hand combat. He will attack as normal and can be attacked back.

Shooting: Work out the shot against the rider. If he is slain then the whole model is removed.

0-1 NIGHT GOBLIN SQUIG HUNTERS
Hunter Team ...................... 8 points
Cave Squig ....................... 20 points

Night Goblins Cultivate diffrent types of fungus and moulds in their meandering caves and tunnels. They also desend into deeper caverns to search for wild and exotic funguses which they use to make powerful magic potions. Night Goblins are not the only creatures that like to eat fungus, so they have to be constantly on the look out for dangerous subterranean denizens. One of themost deadly of all these creatures in the elusive Cave Squig. These are hybrid creatures, part fungus and part flesh, with tough ball-shaped bodies and clumsy taloned feet. cave squigs have huge gaping mouths thronged with slashing teeth, and an enraged Cave Squig can bite a large creature clean in two and can easily swallow a Night Goblin whole.

Over many hundreds of years that Night Goblins have lived in the tunnels they have become quite used to dealing with these fearsome creatures. Roasted Squig is considered a f=great delicacy and captive cave Squigs are kept as pets by Night Goblin Chieftains.

Night Goblins hunt Cave Squigs using long, sturdy forks called 'prodders' to goad the Squigs from their hiding places and keep the enraged beasts at bay. Once a Squig has been provoked from its lair the Night Goblins throw nets over it then bash it senseless with large clubs so it can be safely dragged away. Some Night Goblins become very proficent Squig Hunters and come to be quite nonchalant about the dangers involved. Famous Squig Hunters are happy to exhibit skills with daring spectacles such as Squig wrestling, tunnel racing, Squig pit leaping and bare back Squig riding.

Squigs are oftern herded into battle by Night Goblins armed with prodders. The Squigs don't like daylight at all and quickly become maddened by the sun. The Goblins herd the enraged Squigs towards the enemy where they gnash, bite and chew their way through the enemies ranks.

ProfileMWSBSSTWIALD
Night Goblin423231415
Cave Squig2D6"40531522

Equipment: The Night Goblins are armed with a Long Handled Squig Prodder.

Save: None

Options: None

Leader: The Night Goblins Squig Hunters may be led by a Night Goblin Boss (who can be found hiding at the back). He is armed with a hand weapon.

Standard & Musician: None

SPECIAL RULES:

Fear Elves: Goblins fear Elves if they don't out number them at least two to one.

Hate Dwarfs: When fighting Dwarfs, Night Goblins are affected by hatred.

Formation: Set up in two ranks, cave squigs on the front rank and Night Goblins on the second rank.

Movement: The whole unit moves at the same speed as the Night Goblins.

Hand-To-Hand: The Cave squigs will attack any model in base contact with them unless they are there own Night Goblin prodders. The Night Goblins can attack any models that are touching the unit even if they are attacking the squigs in front, this is because of there large prodder, this also gives them a +1 strenght bonus.

Shooting: When shooting hits are randomised for example with 3 squigs and 2 goblins do the following: 1-3 = Squig, 4-5 = Goblin, 6 = Roll again.

Goblin Casualties: When a goblin is slain the model is replaced by a goblin spearman. They loss the +1 strength bonus.

Wild Squig: Each team can control three squigs any other squigs go wild. Wild Squigs are moved indivdually at the start of the movement phase. They move 2D6" in a random direction. If they hit a unit they enter hand-to-hand combat. They cannot be broken and are immune to psychology.

NIGHT GOBLIN WARMACHINES

NIGHT GOBLIN SQUIG
CHARIOT .... 97 points

Night Goblins are renowned for their deranged activities with Squigs, be it hunting, wrestling, or keeping them as pets, Night Goblins are constantly involved with them. Squigs are also used by the Goblins in battle, being herded towards the enemy or ridden around in a bounding frenzy. I imagine that some more intelligent (or possibly more deranged) Night Goblins have even tried linking a couple of these bounding beauties to a chariot, probably more for a laugh than as a weapon of war. So the Night Goblin Squig Chariot was born.

If your army contains at least one mob of Night Goblins then it may include any number of Squig Chariots Chariots. Chariots fight as individual models. Each chariot has a crew of two Night Goblins and is pulled by two cave squigs

ProfileMWSBSSTWIALD
Chariot---7731--
Goblin Crew423231415
Squigs2D640531522

Equipment: The crew are armed with hand weapons.

Save: None

Options: May have upto two extra crewman (2.5 points). Crew may be armed with shields (+0.5 point), they may be given shortbows (+0.5 point). The Chariot may have scythed wheels (+20 points). May have extra Squigs (+20 points).

Leader: Chariots may be join together as a squadron led by a Night Goblin Champion in a Chariot.

Standard & Musician: One Night Goblin Squig Chariot may have a Magic Standard.

SPECIAL RULES:

Frenzy: In reality the crew of a chariot have little or no control over the squigs, who go where they want as fast as they want. However they still enjoy whipping the squigs so that they at least look like they are in control. This accompanied by the hostile environment of the battlefield and the sunlight, causes the squigs to get a little annoyed, turning them from loveable balls of fun into veritable mincing machines of teeth and claws. This means they are affected by the rules for frenzy.

Fear: Night Goblins fear elves that they do not outnumber two to one. However Squigs see Elves (surprisingly) as more food and so are treated as normal. Meanwhile, the Night Goblins cower in the chariot chassis, hoping the Elves will not notice them. The Night Goblins must pass a fear test when engaging a unit of elves which it does not outnumber 2-1 (add the number of crew and squigs together). If the test is failed the chariot will still engage the elves but the goblins (not the Squigs) will require sixes to hit in the first round of combat. In any subsequent rounds of combat the crew may attack as normal, mainly because they realise that if they do not they will end up stuck on the end of an Elf spear.

Movement: Squigs are known for their unpredictability so roll 2D6 for each squig pulling the chariot, the chariot will move the distance indicated on the highest 2 dice. If the squigs are within 14" of a visible unit (you may measure) then the squigs will move directly towards that unit and will move at double rate if this allows them to engage it.

Running Over Squigs: Although a Squig does have a certain amount of respect for its own life (but just a little) the stubborn little gits sometimes just refuse to go as fast as their mates who will quite happily mow him down regardless. Should you roll a treble or higher when moving the squig box, then one squig has been run over. He suffers a single strength seven hit. As is obvious to you by now, the more squig you have the more likely they are to get run over and should you have only one squig left it is impossible to run him over.

Combat: Unfortunately teeth are not particularly effective at using bows so combat is where the squigs excel, especially as the squigs on a chariot are constantly being whipped into a frenzy. As they have no charge range as such, they double their movement if they are within 14" of a visible enemy unit if this will bring them into combat. This represents the lead squigs eagerness at the first sign of a tasty morsel, after all, a goblin doesn't exactly make a three-course meal, that Dwarf however...

Only one Squig needs to reach an enemy to count as charging in which case all squigs are placed in combat. Note that a Squig chariot does not declare charges as such, but if it reaches an enemy unit it counts as charging.

Before combat is begun the chariot causes D6+1 for each scythe hits on the enemy unit resolved at S7. This is only when the chariot charges and not when it is charged.

In combat roll a D6 for each hit scored against the chariot to see where it is hit:

D6Hits
1Chariot
2-3Squig
4-6Crew

Loss of Squigs: If a Squig is killed for any reason then this does not affect the speed of the other squigs as it is only the fastest Squig who does the pulling anyway. However the fewer squigs there are pulling, the more unpredictable the chariot's movement is likely to be. If all squigs are killed then the crew may abandon the chariot and continue on foot if you have models to represent them.

Loss of Crew: If any or all the crew are killed then the squigs (who probably hardly even noticed them anyway) will carry on regardless.

Loss of Chariot: If the chariot is destroyed then the Night Goblins may continue on foot if you have models to represent them and should quite probably make haste as any surviving Squigs will go wild.

Shooting: If the chariot is shot at then randomise any hits in the following way:

D6Hits
1Crew
2-3Squig
4-6Chariot

If the chariot is hit by a template weapon or a cannon or similar then any part of the chariot covered is hit in the normal way.

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