GOBLIN TRIBES

Standing at approximately four feet in height with relative proportions similar to Humans, Goblins are by far the most common of the Goblinoid species. They make poor warriors, running away at least as often as they stand and fight. In spite of their numbers, Goblins are so undisciplined that they rarely present anything more than a transitory threat to Human settlements. Favourite Goblin mounts are Great Wolves. Skin colour varies from yellowish-green to almost black and their blood colour varies from green to red. Goblins speak Gha^zhakh, a dialect of the common Goblinoid tongue.

GOBLIN BOSSES

0-1 GOBLIN WARLORD ..... 50 points

The Warlord represents a great chieftain and leader of the Waaagh!

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

ProfileMWSBSSTWIALD
Warlord456343747
Giant Wolf940331313

Equipment: Sword or other hand weapon

Weapons/Armour: A 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) or a halberd (+2 point). May have light armour (+2 points) or/and a shield (+1 point).

May Ride: A Goblin Warlord may be ride any of the following; a Giant Wolf (+4 points), a Wolf Chariot (see War Machines) or a Monster (see Monster List).

Save: None

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

SPECIAL RULES:

Goblin Special Rules: Goblin Warlord are subject to any Goblin special rules in the Special Rules section.

0-1 GOBLIN ARMY STANDARD
65 points

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

ProfileMWSBSSTWIALD
Boss434331525

Equipment: Sword or other hand weapon

Weapons/Armour: A Goblin Battle Standard may have a short bow (+1 point), a secound hand weapon (+1 point), a double handed weapon (+2 points), a spear (+1 point) or a halberd (+2 point). May have light armour (+2 points) or/and a shield (+1 point).

May Ride: A Goblin Battle Standard may ride a Giant Wolf (+4 points), a Wolf Chariot (see War Machines) or a Monster (see Monster List).

Save: None

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

SPECIAL RULES:

Goblin Special Rules: A Goblin Standard Bearer is subject to any Goblin special rules in the Special Rules section.

GOBLIN BIG BOSSES .......... 33 points

You may inclued upto one Goblin Big Boss for every Goblin Mob in your army.
ProfileMWSBSSTWIALD
Big Boss445342636

Equipment: Sword or other hand weapon

Weapons/Armour: A Goblin Big Bosses may have a short bow (+1 point), a secound hand weapon (+1 point), a double handed weapon (+2 points), a spear (+1 point) or a halberd (+2 point). May have light armour (+2 points) or/and a shield (+1 point).

May Ride: A Big Bosses may be ride any of the following; a Giant Wolf (+4 points), a Wolf Chariot (see War Machines) or a Monster (see Monster List).

Save: None

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

SPECIAL RULES:

Goblin Special Rules: Goblin Big Bosses are subject to any Goblin special rules in the Special Rules section.

GOBLIN BOSSES ..... 15 points

You may choose a Goblin Boss to lead any Goblin Mob. He is always the same race as the Mob he is leading.

ProfileMWSBSSTWIALD
Boss434331525

Equipment: Sword or other hand weapon

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

May Ride: A Goblin Boss may ride a Giant Wolf (+4 points) if he is leading a unit of Goblin Wolf Riders.

Save: None

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

SPECIAL RULES:

Goblin Special Rules: Goblin Bosses are subject to any Goblin special rules in the Special Rules section.

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 Shaman may ride a Giant Wolf (+4 points), a Wolf 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: 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.

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

GOBLIN JESTER

(Commin Soon)

GOBLIN MOBS

GOBLIN WARRIORS .... 2.5 points

The majority of Goblins tribes are nomadic, journeying from plain to forest, or along the river valleys and mountain passes, where they buy, sell and steal things they can re-sell to the other tribes. They particiclarly enjoy trading with Orcs as they are rather dim and can easily be outwited.

ProfileMWSBSSTWIALD
Goblin423231415

Equipment: Goblin Warriors are armed with hand weapons.

Save: None

Options: They may have a double handed weapon at (+1 point), additional hand wepaons (+0.5 point), light armour (+1 point) and shields (+0.5 points).

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

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

SPECIAL RULES:

Fear Elves: Goblins fear Elves unless they outnumber them at least two to one.

GOBLIN STIKKAS .... 3.5 points

ProfileMWSBSSTWIALD
Goblin423231415

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

Save: None

Options: They may exchange their spears for halberds (+1 point). May be armed with light armour (+1 point) and shields (+0.5 points).

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

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

SPECIAL RULES:

Fear Elves: Goblins fear Elves unless they outnumber them at least two to one.

GOBLIN ARRERS .... 3.5 points

ProfileMWSBSSTWIALD
Goblin423231415

Equipment: Goblin Arrers are armed with hand weapons and shortbows.

Save: None

Options: They may be armed with light armour (+1 point) and shields (+0.5 points).

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

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

SPECIAL RULES:

Fear Elves: Goblins fear Elves unless they outnumber them at least two to one.

GOBLIN WOLF BOYZ .... 9 points

Goblin tribes often inclued huge caravans carrying scrap metal, captured monsters and captives. The lumbering carts and chariots are protected by outriders mounted on ginat wolves who patrol the area in frontof the advancing tribe, probing for enemies and scouting for small settements to loot.

ProfileMWSBSSTWIALD
Goblin423231415
Wolf940331313

Equipment: The Wolf Riders carry hand weapons.

Save: 6+

Options: They may have spears (+1 point), short bows (+1 point), light armour (+2 points) and shields (+1 point).

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

Standard & Musician: The Wolf Riders may inclued a standard bearer and/or musician costing double the points of a normal Wolf Rider. The 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.

GOBLIN WARMACHINES

DOOM DIVERS .... 100 points

Goblin tribes have developed a unique machine known as the Doom Diver Catapult, more oftern referred to as the bat-winged loony lobber. This machine is a small but powerful caturpult that lobs Goblins high into the air where they can spy on the land ahead.

Of course, the information they glean is of little value as the Goblin is instantly pulverised on impact. Many methods were developed to keep the Goblin alive and athough none have proved successful the Goblins likked the idea of having wings.

It wasn't long before the Doom Diver Catapult was used in battle. The damage caused by a Goblin that strayed to far and crashed into the eney was so impressive that the Goblins began to take the weapon seriously.

The Doom Divers themselves care not a jot about the criticism of saner Goblins they know the the ultimate excitement of diving through the air at high speed is well worth the risks. The Doom Divers take this business very seriously, practicing for week by jumping of increasingly taller rocks, strengthening their arms by flapping their wings and running around in circles, and getting trolls to through them into the air.

When the bigday comes the Doom Diver straps on his wings, which he makes him self (no Doom Diver would trust another goblin to even touch his wings), next he staps on his spiked helmate designed to spaer his chossen target. Finally he hooks his belt on toi the catapult and braces him self for sudden acceleration.

The catapult is powered by a huge piece of stretchy sinew and the height a goblin reaches depends on how far he can pull the catapult back. Some ambitious goblins have pulled it to far and the who device has ended up hiting the goblin in the face. When the goblin lets go therer is a load twand and he is sent rocketing forward ripping into the clouds like a bullet.

He falps his wings franticly and glides him self towards his target. As soon as he is over it he folds his wings and plummets towards them yelling wildly as the speed of desent drives his small Goblin brain wild.

When the Goblin finally impacts he will spear whatever he hits and they will certianly be killed.

If your army contains at least one normal Goblin Mob (not Night Goblin or Forest Goblin) you may have any number of Doom Divers. Each Doom Divers are crewed by an unlimited number of Goblins.

ProfileMWSBSSTWIALD
Catapult----73---
Goblin Crew423231415

Equipment: The crew are armed with hand weapons.

Save: None

Options: None

Leader: None

Standard & Musician: None

Artillary PieceRangeStrengthSaveWounds Per Hit
Direct Hit60"10noneD6
Other Hits48"5-21

SPECIAL RULES:

1. Declare target and guess range

2. Position template and roll the Scatter and Artillary dice.

3. If Artillary dice is a MISFIRE refer to Misfire Chart. Other wise below.

4. If Scatter dice is a HIT the Doom Diver has struck home.

5. If Scatter dice is an arrow the Goblin has landed in the direction shown 2,4,6,8 or 10" from his aiming point as shown on the Artillary dice. However, the Goblin may attempt to correct his fight path by D6".

6. The single model in the exact center of the template is hit. Remaing models beneath the template is hit. Remainig models beneath the template are hit on a D6 score of 4+.

7. Work out hits as normal. The single model which suffers a direct hit has no saving throw.

MISFIRE CHART

1-2 Destroy. The catapult gives way when the Doom Diver attempts to stretch it back to far. With a resounding crack the frame breaks apart and smashes right into the Goblin flattening him. The launch is unsuccessful and the machine is destroyed. Remove the catapult and Doom Diver from play.

3-4 Diable. The catapult elastic gives way leaving the Doom Diver helplessly eartbound. The catapult must be fixed before it can be used again, which takes all of next turn. To help you remember it is a good idea to turn the catapult around to show that you must miss a turn.

5 Bounce. The Doom Diver miscalculates his shot entirely. He is propelled more or less horizontally forward, bouncing along on his stomach until he hits something solid. The Goblin travels straight forward D6x10" and hits the first target in his path causing D6 strength 5 hits. Note that no template is used - the Goblin hits the first target in his path be it an individual, unit, building or whatever. If he hits a wood, wall or other terrain that would block his path he stops. The machine itself is unaffected and may be used normally next turn.

6 Wild Shot. The catapult slips in its mounting, spinning around and projecting the Goblin randomly into the air. Determine where he lands as follows; First roll a scatter dice to determine which direction he goes in, note that the HIT results also have direction arrows indicated at the top of the 'I' in 'HIT'. The Goblin comes down D6x10" in the direction indicated. There is no need to roll futher dice to see where he lands and he may not attempt to correct his approach as he is totally out of control. Position the template and work out casulaties as normal. The machine itself is unaffected and may be used normally next turn.

GOBLIN WOLF
CHARIOT ..... 65 points

Wolves pull the giant Goblin trading caravans around the Old World. They are stupid creatures and can easily be hitched up to chariots and driven in to battle by its crazed goblin crew.

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

ProfileMWSBSSTWIALD
Chariot---7731--
Goblin Crew423231415
Giant Wolves940331313

Equipment: The crew are armed with hand weapons and wear light armour.

Save: 6+

Options: May have upto two extra crewman (+3.5 points each). Crew may be armed with shields (+0.5 point each), they may be given shortbows (+0.5 point each). The Chariot may have scythed wheels (+20 points). May have extra Giant Wolves (+4 points each).

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

Standard & Musician: One Goblin Wolf Chariot may be a standard bearer at no extra cost. He may carry a Magic Standard.

SPECIAL RULES:

1. Chariots move individually in the same way as large monsters or charecters. If grouped together (within 5" of another chariot) they may be treated as a unit for leadership tests testng on the value of the highest.

2. A chariot moves at the speed of the creatures pulling it. Casualties reduce this speed in proportion, eg a chariot pulled by two boars moves 7", if one is killed it moves 3.5" if both are killed it is immobilised. If all of the crew are killed it moves it will move 2D6" upto its maximum speed in a random directon, collapsing on a double.

3. Chariots cannot move over obstacles or difficult terrain except to cross a river at a bridge or ford. If obliged to do so the chariot suffers D6 S6 hits.

4. In hand-to-hand combat the enemy fights against the highest WS of the chariot crew. All hits against the chariot in hand-to-hand combat are randomly allocated as shown below. Remember that chariots are large targets and so +1 to hit. If a chariot has crew with diffrent profiles hits are randomised between them.

ShootingH-to-H
1Crew1Chariot
2-3Creature2-3Creature
4-6Chariot4-6Crew

5. Chariots have their own profile as shown above. Once a chariot has taken its full quota of wounds it is destroyed. Surviving crew may continue to fight on foot if the player has models to represent them.

6. Crew may fight akk round. Creatures pulling the chariot may fight to their front. The chariot itself may attack only as it charges charges causing D6 hits plus +1 per scythe of scythes are fitted on the model.

7. Chariots flee and pursue exactly like other troops. If forced to flee and subsequently caught by their pursuers they are destroyed.

8. In the case of stone throwers and other war machines with a template, treat each individual part of the chariot as a separate target.

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