MOBS
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SNOTLINGS .... 15 points per base Snotlings are the smallest of the green-skinned races, only two to three feet tall. Snotlings are naturally social creatures, frequently living in dense underground sets with their Snotling siblings. Snotlings hate being alone. Snotlings typically wield knives, used as swords, and small spears, axes and clubs. A favourite Snotling weapon is the net and they cultivate fungi and mushrooms from which the smarter Snotlings make spore weapons. Snotling skin is a green to light brownish colour and their blood tends towards green. Snotlings speak a simplified form of the common Goblinoid tongue called Snotgob. They are not very intelligent and behave very much like extreamely enthusiastic and uncontrollable puppies. They can fetch or carry for othe Goblin or Orc races and do other rather limited tasks, but they are little use for any real work. Snotlings live around Orcs and Goblins, infesting their caves and huts, scavenging amongst their rubbish piles and stealing anything they can get their hands on. Their larger relatives regaurd Snotlings with a certain amount of affection and treat them as wayward and rather mischievous pets. Sometimes an Orc and Goblin will capture a few Snotlings and train them to perform entertaing tricks or to perform simple tasks. Snotlings are great mimics and are fascinated by the activities of their larger relatives wjich although their actions are compleatly inexplicable to Snotlings, they will oftern cheerfully imiate. It is quite completely to see an important Orc Boss strutting through the Orc camp followed closely by a tiny Snotling impersonating his walk and copying the Boss' every movement.
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Equipment: None Save: None Options: None Leader: Snotlings cannot be joined by heros or led by them. Standard & Musician: None SPECIAL RULES: Mimic: A snotling unit must always be within 12" of a Orc or Goblin unit and will move this distance during the movement phase if it finds its self further away. The snotlings aways do what the nearest unit of Orc or Goblins is doing. If the nearest unit is in hand-to-hand combat the Snotings will move towards the enermy as fast as they can and try and enter combat. If the nearest unit are Savage Orcs then the snotlings become frenzied. If the nearest unit is fleeing then the Snotlings will begin to flee. Otherwise the snotlings will keep pace with there nearest unit. So long as Orcs or Goblins are within 12" Snotlings will be immune to psycology. If they find themselves further than 12" away from a unit and cannot move to within 12" that turn. Then the snotlings remain stationary. If they are charged when in this state they automatically flee. Anamosity: Snotlings are uneffected by Anamosity. |
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STONE TROLLS ...... 65 points Stone Trolls live in the rocky edges of the Old World, amongst the mountains and craggy hills. Like all Trolls they will eat anything and through forces of circumstance they tend to eat lots of rocks. Trolls tend to acquire physical attributes as a reult of what they eat, and Stone Trolls asre craggy with cracked flesh like weathered stone. Rocks and stones absorb sluggish Light magic, and because the Troll eats a lot of rocks his body naturally absorbs a large quantity of magical power. This makes Stone Trolls extraordinary resistance to attack by magic.
Leader: May not inclued a Champion but may be led by another charecter. Standard Bearer & Musician: May not inclued a standard bearer or/and musician. Warlord: Trolls may be in any Warlords Retiner. |
SPECIAL RULES: Fear: Trolls are large and repulsive and therefore cause fear. Stupidity: Trolls are stupid as in the rules. Regenerate: Trolls can regenerate damage if they are not too badly hurt. When Trolls are attacked calculate the number of wounds the unit suffers as normal. Once both sides involved in the combat have made all their attacks the Trolls may try to regenerate. Roll a D6 for each wound suffered during the combat. If you roll a 4+ that wound has regenerated. Any regenerated wounds are reinstated, and models removed as casualties are replaced if enough wounds are recovered. The result of combat are worked out after the Trolls ahve regenerated, and the number of wounds inflicted on them does not include any that are regenerated. Fire: Troll flesh cannot regenerate when it is burned. If a Troll sustains 1 or more wounds from flames then it cannot regenerate any wounds, not even those inflicted by ordinary weapons. Stone Trolls: If a spell is directed at a unit of stone trolls it will be automatically dispelled on a 4+. This inclueds friendly spells. It does not effect magic weapons or other items except those which cast spells. Troll Units: Trolls are purchesed as units but don't have to contain 5 modles. Troll units cannot have champions, standards or musicians. They may be led by other characters. |
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RIVER TROLLS ...... 65 points River Troills live in marshlands or bogs, and beside untamed rivers where the banks are broad and muddt. They are both slimy and scaly, with vile gree-coloured skin and lank hair-like growths. The slime they exhude is obnoxious and slippery, and has the dule effect of choking anyone too near the Troll and also making it extremely hard for an attacker to land a blow.
Leader: May not inclued a Champion but may be led by another charecter. Standard Bearer & Musician: May not inclued a standard bearer or/and musician. Warlord: Trolls may be in any Warlords Retiner. |
SPECIAL RULES: Fear: Trolls are large and repulsive and therefore cause fear. Stupidity: Trolls are stupid as in the rules. Regenerate: Trolls can regenerate damage if they are not too badly hurt. When Trolls are attacked calculate the number of wounds the unit suffers as normal. Once both sides involved in the combat have made all their attacks the Trolls may try to regenerate. Roll a D6 for each wound suffered during the combat. If you roll a 4+ that wound has regenerated. Any regenerated wounds are reinstated, and models removed as casualties are replaced if enough wounds are recovered. The result of combat are worked out after the Trolls ahve regenerated, and the number of wounds inflicted on them does not include any that are regenerated. Fire: Troll flesh cannot regenerate when it is burned. If a Troll sustains 1 or more wounds from flames then it cannot regenerate any wounds, not even those inflicted by ordinary weapons. River Trolls: All enemy must subtract -1 from any rolls to hit River Trolls in hand-to-hand combat, down to a minimum of 6 to hit. Troll Units: Trolls are purchesed as units but don't have to contain 5 modles. Troll units cannot have champions, standards or musicians. They may be led by other characters. |
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OGERS ...... 40 points
Equipment: Hand Weapons Save: None Options: Any unit of Ogers may be equipped with the following: an additional hand weapon (+1 point), a double-handed weapon (+2 points) or a halberd (+2 points). Any unit may wear light armour (+2 points). Leader: May not inclued a Champion but may be led by another charecter. Standard Bearer & Musician: May inclued a standard bearer or/and musician at double the cost of a normal Oger. |
![]() SPECIAL RULES: Fear: Ogers cause fear. |
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GIANT ...... 200 points
Equipment: Big Club Save: None Options: None Leader: None Standard Bearer & Musician: None |
SPECIAL RULES: Fear: Giants cause fear. Move: Giants can move over walls, headges and similar sized objects without penalty. Fall: Over: A Giant may fall over if any of the following occure: 1. When he is beaten in hand-to-hand combat.
To see if the Giant falls over roll a D6 on a 6 he falls over. To determin which direction he falls roll the scatter dice and p[lace the fallen giant templatein that direction. Any model lying under the template are automatically hit. Any model caught by the falling Giant must roll equal to or less than its Toughness on a D6 otherwise it is slain regarless of wounds or armour. Heroic charecters may avoid beeing squashed if they roll equal to or under there Initive on a D6, so in effect they have two chances to save. The Giant will get up in the next movement phase, but may not move that turn.While on the ground the Giant may not attack. If forced to flee while on the ground the Giant is killed. |
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Giant Attacks: The Giant may choose one of the following attacks: Thump With Club: The Giant hits one model with his Club. The modle may attempt to dodge the club by rolling equal or under his Inititive. If he fails he recives D6 wounds. On the roll of a 6 the Giant must spend the next hand-to-hand phase pulling his club free from the ground. Swing With Club: The Giant inflicts D6 S7 hits on the target unit. Damage and Saves are worked out as normal. Stamp: Stamp only works against man-sized creatures. The enermy modle must be touching the giants base and may attempt to dodge the stamp by rolling equal to or under his Inititive on a D6. If he fails then he takes D3 wounds with no armour save. Yell and Bawl: The Giant automatically wins the combat. The enermy must take a break test with an additional -2 modifier. Jump Up and Down: This only works against man-sized creatures. The Giant must first test to see if he falls over if he doesn't then the unit substains 2D6 Strength 7 hits, work out damagage and armour saves as normal. Next turn the Giant must take a Ld test to stop Jumping Up and Down otherwise he continues. |
Pick Up: The only works against man-sized creatures. The Giant may pick a single modle. The victim make make a single attack. If the victim wounds the giant the giant drops him. If the victim fails to wound the Giant roll a D6 to see what happens next: 1. Squash: The modle is killed. 2. Throw Back into Unit: The victim is thrown back into the unit causing a Str 5 hit on the victim and D6 Str 3 hits on the unit. 3. Hurl: The victim is thrown into any unit within 12" causing a Str 5 hit on the victim and D6 Str 3 hits on the unit. 4. Eat: The Giant eats the victim. He may not do anything during the next turn of hand-to-hand combat. 5. Stuff in Bag: The modle is counted as slain unless the Giant is killed in which case he is freed. 6. Pick Another: The modle is stuffed in the Giants bag and is counted as slain unless the Giant is killed in which case he is freed. The Giant may pick another modle to pick up. Head Butt: This only works on large sized targets. The Giants head-butt causes a single Str 7 hit which is worked out as normal. If the victim is wounded but not slain then it has been knocked out and may do nothing during the next turn. Any hits against it are automatically hit. |
WARMACHINES
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SNOTLING PUMP WAGONS The Snotling Pump Wagon is very much like a chariot in that it consists of a wooden fighting platform, rather like a ramshackle wooden hut on wheels, and it moves under its own power. In the case of the Pump Wagon this power is provided not by horses, wolves or some other beast, but ny the frantic pumping of Snotlings which drives a simple mechanism and keeps the Pump Wagon moving. The Pump Wagon is also equipped with a spiked roller at the front, which crushes and pierces any foes (and Snotling crew) unfortunate enough to fall beneath it. The speed of a Pump Wagon tends to be somewhat unpredictable as its crew are continually squabbling over which of them is going to operate the pump. An enthusiastic Snotling will fight his way forward and pump like crazy for a while until he is completely exhausted when another will shove him aside and take over. This means the machine tends to go forward in fits and starts, sometimes quite quickly but at other times embarrassingly slowly. If your army contains at least one Goblin Mob then you may have any number of Snotling Pump Wagons. Each machine is crewed by a base of Snotlings.
Equipment: The crew are armed with little pumpkins, spears and clubs. They count as hand weapons. Save: None Options: None Leader: None Standard & Musician: None |
SPECIAL RULES Chariot: The rules described for chariots apply to the Pump Wagon as well, with a few exceptions which take into account the construction and crew. Attacking Pump Wagon: As the Pump Wagon has no horses pulling it any hits must be distributed as follows;
Impact Hits: If charging the Pump Wagon causes 2D6 impact hits. Otherwise it causes no damage. Movement: The Pump Wagon has no fixed movement rate. It automatically moves 2D6" and is moved along with compulsory movment before other troops can move. You may choose which direction it moves in but have no say over speed. If a machine comes into contact with a target then it is considered to have charged. No formal decleration of a charge is needed. Terrain: It sometimes happens that a Pump wagon will have to move through difficult terrian, over a river or through a wall. In these cases the Pump Wagon takes D6 strength 6 hits due to the damage it has sustained. Friendly Troops: If a Pump Wagon is obliged to move into friendly troops, although this is rare. When this happens work out the effect as if they were an enemy unit. You may not abandon the fight until the combat is compleate. Crew: Once the crew are slain it cannot move and may be removed as it has no futher value. |