'          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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