' Ere
we go! 'Ere we go!. Here it is, straight from the back corners of my mind.The
rulez everyone wants
' to
throw a slew of snots out on the table and loose horrribly! But damn it I
garuntee the funnest loss
' you've
ever had. To make it more entertaining, I've added all sorts of stupid
rules, just so when you're
' opponent
says "you cant do that", you can gloat like a oig while you hand
him the rules!
Enjoy! (hopefully)
One of the most disapointing things I learned upon returning to warhammer
was that snots were only
' available
in groups, and that they behaved like boring little swarms. This just
broke my heart. I would
' have
played O&G just to make a big unit of a hundred or so snots. That
would have just ruled! So now I
' am
here at work with nothing to do for 6 hours, and I got snots on the brain.
'Ere Go's
Chief Gitch stood proudly before his motley collection of soldiers. They
were slow, stupid, clumsy,
' drunk,
hungry, and hadn't more than a dozen proper weapons among them. However
there were lot's of
' them,
and they were stupid enough to do whateve he said. All his life he had
planned on marching his
' tribe
back into the plain to reclaim the territoy his father lost, but his boyz
couldnt fight there way out of a
' paper
sack. Thats were the snotz came in. He had stumbled upon them soon after
arriving at this place
' of
exile. They were an obnoxious annoying lot, but their numbers were beyond
counting! But then Gitch
' remembered
that his fingers were beyond counting also. The snots covered the land as
far as the eyes
' could
see! Then Gitch realized that he was looking straight down at a group of
snots, one of which was
' tinkling
on his leg! With a great kick, Gich sent the little creature flying.
Finally Gitch decided that there
' were
lotsa snots. Many lotsa snots. Even better some of the snots knew tricks.
Some of which didn't
' involve
pooping in the goblins shoes! With a little training and a lot of beating
Gitch had seperated the
' snots
into groups based on the tricks they could do.
Snotling Army list:
equipment list:
hand-to-hand combat weapons
bash-stick,pokey-stick..(hand weapon)..........FREE
extra stick.................................... 1
big-stick..(double-handed weapon).............. 2
swingy-rock..(flail)........................... 1
hackey-stick..(halberd)........................ 1
long-and-pokey..(spear)........................ 1
missle weapons
stick-shooter..(short bow)..................... 1
throw-stick..(javelin)......................... 1
rock.................................FREE
armour
furry-skins..(light armor)..................... 1
Special Snot rules:
Mimic: Snots still follow the mimic rules, with a few exceptions.
1.
Snot units will mimic the general as long as they are within 12" of
him, above all other units or
characters.
2
Other snot characters control snot units, but whenever the unit gets
within 6" of an Orc or goblin unit
the character must test to keep them
in control. To do so the character tests against a leadership of 10,
with a -1 modifier for each rank of snotlings.
3.
Special snot groups will each have a goblin trainer that hides in the
middle of the unit, and shows
them what to do. The snots mill
around him so that he can not be shot with missle weapons, and gains
the benefit of a "lookout sir".
Rocks:
All snots carry lots of rocks with them at all times. They are great for
bashing each other over the head,
and fun to throw. Thus every single
snotling comes complete with missle weapon. They are also fairly
decent with these stones (for snots), and are able
to wing the suckers 8" despite there low strength.
Rocks have an effective Strength of the thrower so dont expect a miracle
here.
Volley: Large groups of snots can throw a volley of stones. As each snot
is throwing many stones, the
range is reduced to 6". However
these mighty volleys of stone are much more likely to hit their targets.
The volley can effect 1 member of a unit for every
three snots throwing, and any models targeted are hit
on
a 4+ on d6. This is not modified by movement, range, or
anything else. In addition if any wounds are
actually caused then it is assumed that the volley was so fierce, that the
opponents movement is halved
during the next turn.
Cowardice:
Snots hate a fair fight! To this effect they are always ducking and hiding
when you swing your sword at
them (most annoying). When they get in large groups they are especially
hard to hit as when you take a
swing at one he'll hide behind another one, or throw
a friend at you. Sometimes you just end up cleaving
the wrong snotling, but yuo also might miss completely or end up just
winging one. To represent this all
snots have a base 6+ save that is not modifiable by strength.
Magic:
Snots are really scared of the whizzbang magics, and as such will never
use magic items (like you'd
waste them on them anyway!).
Characters:
General (15 pts)
Statistics
M WS BS
S T
W I
A Ld
Snotling Lord 4
5
5 2
2 3
6 4
6
Snotling Generals are big and durable, but they are also the most
mischevous of a clan. A new snot
becomes chief by playing a really
nasty trick on the old chief, and then not getting killed afterwards. A
snot will generally be chief for a couple of days or weeks,
one legend tells of a snot that kept control of
his tribe for over two years.
Equipment: pokey-stick, rocks
Weapons/Armor:May be equipped with anything from the snot weapon and armor
list.
May ride: Generals may ride either an ogre or giant. The cost of which is
deducted from the characters
section.
Big Boss (9 pts)
Statistics
M WS BS
S T
W I
A Ld
Big Boss 4
4 4
2 2
2 5
3 5
Big bosses make up the pool from which chiefs rise to power. They are
pretty big and nasty for snots,
but a goblin could still bring one
down.
Equipment:pokey-stick, rocks
Weapons/Armor: may be equipped with anything from the snot weapon and
armor list.
May ride: Big bosses may ride either an ogre or giant. The cost of which
is deducted from the
characters section.
Boss (4 pts)
M WS BS
S T
W I
A Ld
Boss
4 3
3 2
1 1
4 2
4
Bosses are still pretty big for snots, and are pretty godd at beating, err
bossing the other snots around.
Equipment: pokey-stick, rocks
Weapons/Armor: may be equipped with anything from the snot weapon and
armor list.
May ride: Bosses may ride either an ogre or giant. The cost of which is
deducted from the characters
section.
M WS BS
S T
W I
A Ld
Ninja Snotling 4
4 4
2 1
1 6
2 6
Ninja Snotling (12 pts)
Equipment: pokey-stick dipped in 'shroom juice, rocks
Weapons/Armor: none
Special rules:
Sneaky ninja stuff: Snot Ninja's are really sneaky. I do mean really
sneaky. When a player purchases
Ninja snots he neededn't deploy them
with the rest of his army. In fact he may deploy the snots
anywhere he wants, whenever he wants, and will always attack first. As an
added bonus, the snot is so
damn stupid that he doesn't know what a challenge is so ignores them! His
movement, a opponents
movement, anytime. This is great for stopping a charge, protecting a
fleeing unit, or just mucking up
your opponents plan. However each time a ninja is placed, a d6 must be
rolled. If a 6 is rolled then
something has happened to our ninja friend. Roll d6 again and consult the
table.
1- The ninja leaps forward to attack the enemy, but trips over his ninja
costume, allowing his opponents
to strike first. This will usually
kill a snot ninja.
2-3 The little dumbass not only trips, he impales himself on his 'shroom
juicy pokey-stick, and joins the
great snot tribe in the sky. However
the unit still must stop any charges as they are startled by the
sudden appearance and death of the snot.
3-4 Lost! The snotling Ninja has somehow managed to get completely lost,
ad when you need him
most, he's out chasing frogs in the
forest, to find one to put down his pants.
5- Really lost! Not only did the ninja get lost, but all of the other
ninja's followed him. All of your ninja's
are out of the game, as they frollick
in the forest smoking crack.
6- 'ower-up Shroom! Before the battle the snot was eating shrooms as usual
and happend upon a
power-up shroom. Just double all of
his stats, and watch him possibly make it through the first round!
Shroom juice:
All ninja's dip their pokey-sticks in a special poison before the battle.
This special juics effectively adds
1 to the ninja's strength, in addition
anyone that suffers a wound from the poison, will take an additional
S3 attack the next round, no armor save
allowed, as the poison runs it's course.
Snot crazybasher (60 pts!)
M WS BS
S T
W I
A Ld
Crazybasher 4
3
2 3
2 2
4 4
5
Life for a snot can be pretty rough, and a good many of them loose what
slim grip on reality they have.
Most of these become the subject of
cruel snot games like "pin the pokey-stick on the snot", "hey!
you're pants are on fire", "throw the snot to the tiger",
and everyone's favorite "snotapult". But every
once and a while a special looney comes along, one with a taste for
blood, and a wish for death. Being
snots, this wish is usually answered fairly quickly, but sometimes with a
bit of luck, and a lot of good
drugs a snot crazybasher is formed. These warriors know nothing but
killing. They must be led to the
battle by tossing them the occasional animal or snot to kill.When the get
to that battlefield it's a rush to
death as other snots struggle to keep up.
Weapons: crazybashers carry 2 pointysticks granting them an extra attack.
Special rules:
Frenzy!: crazybashers _start_ the game frenzied, and must always march or
charge forward. The can
pursue any enemy unit, unless there
are units within its charge range, in which case it must charge a
unit. They get double attacks and all that jazz.
Mimic: a snot unit accompying a crazybasher is subject to frenzy under the
normal rules.A unit following
a crazybasher will not have to test to
mimic another unit as they know that a crazybasher will find all the
best action.
May lead: a crazybasher may only lead a unit of normal snots, not any of
the special units, or he may go
it alone.
Immune to psych: crazybashers never test for fear, terror, they never take
break tests.They get in a fight
and stay there 'til they die. not that
they are NOT immune to their frenzy (eat that one rule lawyers!)
streaker-snots (20 pts)
M WS BS
S T
W I
A Ld
Streakers
*
2 2
1 1
1 4
1 4
Snots have some wierd things going on in their heads, some wierder than
others. Some of the oddest
are the streaker-snots. These crazy
little numbers run around the battle field completely nekid, hooting
and hollaring, and flapping in the wind. The usually
stay hidden in units of snots, until the enemy
approaches, at which point the run screaming at the enemy and will often
urinate on the most official
looking enemy.
Rules:
countercharge: Streakers remain hidden in a unit until it is charged by
the enemy, at which point the
snot streaks forward screaming at the
enemy, and urinating on the unit leader.At this point the unit must
make a leadership test, but as the leader is humiliated
they must test against the rnf Ld. If this test is
passed then they run the snot over and reach the unit just as if nothing
had happen. If they fail roll d6
again:
1-2 Lose composure. The enemy loses there composure allowing the snotling
unit to charge in and
attack first.
3-4 Completely disgusted. The enemy is frozen in place. The snot unit
charged, may now either charge
the enemy, which may _not_ attack
back, or the may flee up to 6" away.
5-6 scared sh*tless. The enemy flees from the snotling as normal. the
streaker then follows them and
they must test again next turn to
regain composure or continue running.
dispell snot (30 pts)
M WS BS
S T
W I
A Ld
Dispel Snots 4
2
2 1
1 1
3 1
4
Snots really hate magic because for a variety of reasons. One of which is
that some snots have a
tendency to explode when spells are
cast around them. This can be quite annoying for the snot, but
chiefs love to have them around as they not only explode,
but also muck up the spell so that it doesnt
work. These snots are easily determined because they start to shake a lot
around magic items. so
before a big battle a chief will wlk around camp with some minor magical
item, and drag all of the shaky
guys out to the battlefield.
Rules:
Ka-boom!! Anytime a spell is cast a dispell snot will go boom, and the
spell is dispelled. The snot
player has no choice in this matter.
Thus the enemy can whittle away your supply with low power spells,
and you can cast nothing also,. but hey snots suck so
what can I say?
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