Specialist Arms Forum
Mordheim => [Mord] Discussion => Topic started by: StyrofoamKing on October 25, 2010, 07:00:07 PM
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[another wee war warband. I know 15gc is high for a Goblin with -1S, but remember... each one of them has a free throwing knife, a 15gc value. If anything, these guys are the Short Range MASTERS, even more than Skaven]
GNOBLAR WARBAND
SPECIAL GNOBLAR RULES
Lucky Little Gits - You may reroll 1D6 rolls this game, for any of the models. This may be used for Henchmen Injury Rolls and Serious Injury Rolls in the post game phase, but may not be used for Exploration dice, Rarity rolls, or any other Post Game rolls. The second result must always be taken, and cannot be rerolled.
Sharp Stuff: All Gnoblars, in addition to their free dagger, start off with 'Sharp Stuff'. This cannot be traded, sold, or given to another warrior (especially not non-Gnoblars, which cannot use it!) See the Special Equipment section for more rules.
Greenskins: Unlike Goblins, Gnoblars do not tend to work closely with Orcs. However, for all intents and purposes, they count as 'Greenskins'. They do not suffer Animosity, but suffer the rule known as 'Bicker' (see below.)
Bicker: At the start of your turn, at the end of the Recovery phase, roll 1D6 for each Gnoblar henchmen that is not in combat: on a roll of 1, it does nothing but issue insults at the nearest Gnoblar. It may not move, shoot, or cast magic this turn.
Distasteful Company. Many Hired Swords refuse to work for Gnoblars, knowing that they are shifty, smelly, and would sell their own grandmothers for a shiny stone. Gnoblars may only hire the following Hired Swords: Ogre Bodyguards, Hobgoblin Scout, and Goblin Hired Swords. Any hired sword that will work for Goblins will work for Gnoblars.
Choice of warriors
An Gnoblar warband must include a minimum of three models. You have 500 gold crowns which you can use to recruit and equip your warband. The maximum number of warriors in the warband is 20.
Honcho: Each Gnoblar warband must have one Honcho: no more, no less!
Man-biters: Your warband may include up to two Big Man-biters.
Trappers: Your warband may include up to two Trappers
Lucky Git: Your warband may include up to one Lucky Git.
Gnoblar Fighters: Your warband may include any number of Gnoblar Fighters.
Gnoblar Flingers: Your warband may include up to 10 Gnoblar Flingers.
Sabretusks: Your warband may include up to two Sabretusks. You may never have more Sabretusks in your warband than you have Gnoblars.
Starting experience
A Honcho starts with 20 Experience.
Man-biters & Trappers start with 8 Experience.
Lucky Gits start with 0 Experience.
All Henchmen start with 0 Experience.
Characteristic increase Gnoblar characteristics may not be increased beyond the maximum profile limits shown below. If a characteristic is at its maximum, take the other option or roll again if you can only increase one characteristic. If both are already at their maximum, you may increase any other by +1 instead. Remember that Henchmen can only add +1 to any characteristic.
Profile M WS BS S T W I A Ld
Gnoblar 4 5 6 3 4 3 6 4 7
Skills:
Honcho: Combat, Shooting, Speed, Special
Man-Biter: Combat, Speed, Special
Trappers: Shooting, Speed, Special
Lucky-Gits: Academic, Speed, Special
Fighter equipment list
Hand-to-hand combat weapons
Dagger . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc
Club . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Battle axe . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Morning star . . . . . . . . . . . . . . . . . . . . . . 15 gc*
Flail . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc*
Double-Handed Weapon . . . . . . . . . . . . . . 15 gc*
Missile weapons
Sharp Stuff. . . . . . . . . . . . . . . . . . . 1st free/2 gc
Armour
Light armour . . . . . . . . . . . . . . . . . . . . . 20 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
*For Honchos, Man-biters and Promoted Gnoblar Fighters Only
Trapper equipment list
Hand-to-hand combat weapons
Dagger . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc
Club . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Missile weapons
Sharp Stuff. . . . . . . . . . . . . . . . . . . 1st free/2 gc
Slings . . . . . . . . . . . . . . . . . . . . . . . . . . 2 gc
Scrap Spitta . . . . . . . . . . . . . . . . . . . . . 75 gc
(Rare 8; one per Warband, Flingers Only)
Special Ammo:
Ball Shot. . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Chain Shot. . . . . . . . . . . . . . . . . . . . . . . . 2 gc
Armour
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
HEROES
1 Honcho - 40gc
The Leader of the rag-tag group. Perhaps he's served under an infamous ogre and gained stronger by the ordeal, or perhaps he has never known the yoke of slavery. Whatever his past history, he's as well suited to command this sorry excuse for a warband as any creature.
M WS BS S T W I A Ld
4 3 4 3 3 1 4 1 7
Weapons/Armour: Weapons and armor chosen from the Fighters equipment list.
Special Rules: Leader
0-2 Manbiters - 25gc
Inspired by the Ogres known as Maneaters, the Manbiters have scoured the world in search of adventure and treasure... once in a blue moon, one of them comes back alive. He is filled up with many stories (most of them made up), and great strength (which is entirely made up.)
M WS BS S T W I A Ld
4 2 3 3 3 1 3 1 6
Weapons/Armour: Weapons and armor chosen from the Fighters equipment list.
0-2 Trapper - 25gc
The best hunters of all of the Gnoblars, highly skilled at keeping the others well fed. On rare occasions they can even trap a Sabretusk, added a much needed strength to the small horde (or, more likely, stumbled upon a Sabretusk caught in an Ogre cage.)
M WS BS S T W I A Ld
4 2 4 2 3 1 3 1 6
Weapons/Armour: Weapons and armor chosen from the Trappers equipment list.
Special Rules: Infiltrate - See the Skaven warband for rules.
0-1 Lucky Git - 25gc
Gnoblars are, as a blessing or curse, surprisingly hard to kill. Certain individuals, however, seem to be under the watchful of some fGnoblare, and exude dumb luck out of every pox-filled pore. This Gnoblars, known as the Lucky Gits, are an essential part of any band of Gnoblars, as they also bear an instinctive knowledge of where to find nearly any supply they could possibly need.
M WS BS S T W I A Ld
4 2 3 2 3 1 3 1 5
Weapons/Armour: Weapons and armor chosen from the Trappers equipment list.
Special Rules:
Dumb Luck: A Lucky Git may reroll any failed characteristic tests, rolls to hit (shooting or hth), armor saves, or dodge/dodgy saves. You must accept the second result. In addition, if not put out of action in the post game phase, roll 2 Exploration dice for the Lucky Git and choose one as a result. If the Lucky Git is taken out of action this game, you may roll twice on the Serious Injury roll for the Git, and choose of the two results. In all cases, you must accept the second result, and cannot reroll it a second time.
HENCHMEN
Gnoblar Fighters -15gc
The best fighters in the whole mass of Gnoblars... which, of course, is a relative term.
M WS BS S T W I A Ld
4 2 3 2 3 1 3 1 5
Weapons/Armour: Weapons and armor chosen from the Fighters equipment list.
Special Rules: Bicker (see above)
0-10 Flingers - 15gc
Flingers are the Gnoblars who are either too incompetent to wave their sharp sticks in the air without letting go of them, or are smart enough to know that the Fighters always die first.
M WS BS S T W I A Ld
4 2 3 2 3 1 3 1 5
Weapons/Armour: Weapons and armor chosen from the Trappers equipment list.
SPECIAL RULES
Bicker: (see above)
Scrap Spittas is Dangerous, ya Git!:
Flingers are known to be amongst the bravest of Gnoblars, given their close proximity to Scrap Launchers, but even among themselves they stand in awe of any Flinger who takes a Scrap Spitta into battle. Usually they stand in awe quite far away from him (even they can't be sure when one might blow!) If a Gnoblar Warband includes a Scrap Spitta, the Flinger wielding it will always be considered an individual and can never have anyone else with him. Since a Gnoblar Warband may only have one Scrap Spitta, if a Flinger is equipped with one then he must either be a new Flinger, or split from an existing unit. If the latter, he retains all Experience and Skills he had previously.
0-2 Sabretusks -125 gold crowns to hire
Sabretusks are agile, giant felines with tusks jutting from their lower jaw. It is common for a young ogre to keep a Sabretusk or two around to help sniff out his next meal. It is highly UNCOMMON for a Gnoblar to keep them around, but sometimes they can be lead away from the hors-douvres (the gnoblars), and towards the larger entrees (the enemies).
M WS BS S T W I A Ld
8 4 0 4 4 2 4 3 4
Weapons/Armour: Tusks and primal ferocity!
SPECIAL RULES
Trained: Sabretusks may use the Leadership of the Leader or a Trapper if it is within 6" of him. In the event that no Trapper is included in the warband due to a death or an injury, the Sabretusks cannot be used until at least one Trapper is replaced. They must be caged and left at the camp until a new one is hired.
Feral Instinct: Even a Trapper has difficulty controlling such feral beasts. At the beginning of the Gnoblar's turn, unless the Sabretusk is in combat, you Sabretusk must pass a Leadership test (which may use the Leader or Trapper's Leadership). If the test is failed, roll 1D6: on a 3+, the Tiger does nothing this turn. On a roll of 1-2, the opponent may move the Sabretusk this turn. An uncontrolled Sabretusk may charge models from his own warband!
Fear: Sabretusks are huge feline predators and thus cause fear.
Animals: Sabretusks are animals, and do not gain experience.
GNOBLAR SPECIAL SKILLS
~Seerious Leada - Leader Only- Any model within 12" of the leader may now test off of his leadership. Also, all henchmen within 12" of him ignore the rule 'Bicker'.
~Animal Whispera - Trapper Only. Any friendly animal within 6" that is testing off of the Trapper's Leadership may add +2 to to the Trapper's Leadership value, to a max of 10.
~Set Traps: Trappers Only. Trappers are expert trackers and hunters and these skills can be put to great use in the ruins of Mordheim. A Trapper may set a trap if he spends a turn doing nothing else (he may not set traps if he's just recovered from being Knocked Down). Place a marker in base contact with the Trapper. When a model, friend or foe, moves within 2" of the marker he risks setting off the trap:
roll a D6. On a score of 3+ he has triggered the trap and suffers a S4 hit (note that the Trapper won't trigger his own traps). If the trap did not wound the model, the injured model has multiple wounds, or it didn't trigger, the 'victim' may finish his move- However, if the model was knocked Down or Stunnedm, place him 2" from the marker. Regardless whether the trap was triggered or not, the marker is removed.
~Strong Build - Manbiters only. The Manbiter may immediately choose a Strength Skill to learn. 'Strong Build' only allows a Manbiter to learn one skill, and may only be taken once.
~Boglar Blood- The Gnoblar counts as 'Aquatic'.
~Dodgy- The Gnoblar gains a 6+ save against all Missile hits, and a 6+ save against all Hand-to-Hand combat Wounds. This can be combined with Step Aside and Dodge respectively, granting the user a 4+ Step Aside or Dodge save.
SPECIAL EQUIPMENT
Sharp Stuff - Free - Gnoblars Only
Range: 8" Strength: As User
Special Rules: Thrown Weapon
Thrown Weapon: Gnoblars throwing Sharp Stuff suffer no penalty for moving and shooting, nor for throwing over half range.
Fire Twice: If combined with the Shooting skill 'Knife Thrower', a Gnoblar is allowed to throw three pieces of scrap instead of the normal one.
Scrap-Spitta -
A full Scrap Launcher, dragged around by a Rhinox, would be too difficult to bring along on most of the minor, hit and run missions Gnoblar Warbands tend to carry out. Instead, they'll often bring into battle a dangerous amalgamated weapon dubbed the 'Scrap Spitta'. It's one part blunderbuss, two parts leadbelcher, and lots of parts of blind stupidity. Never the less, the contraption can be very deadly.
SPECIAL RULES
Scrap Spittas follow most of the rules for Blackpower weapons, Move or Fire, Prepare Shot, but have some exceptions as noted below. A Gnoblar Warband may have only one Scrap Spitta at a time, due to the time it takes to construct one.
Cumbersome: The user is at -1 Initiative and -1 Movement throughout the battle. Also, Scrap Spittas may never be fired twice per turn, or fired if the user moved, no matter what Skills the user may have.
Blackpowder Rules: The normally optional rules for Blackpowder weapons on page 164 are always in effect for Scrap Spittas, due to (highly) unpredictable nature of the local materials used in their construction.
Special Ammunition: Scrap Spittas use 'Shrapnel' as its default ammunition types, but may buy special ammunition, bought for each game. Each special type only lasts one game, so if it is used in a game it cannot be used again until another supply is bought. Before firing, the Flinger must declare which type is
being used, if he has more than one type available in the game.
Shrapnel -Standard Ammunition
Range: 24" Strength: 3 Armour Save: -
Very small pellets, rocks, metal scrap, even rock salt are poured into the barrel from prepared canisters, producing a cloud of shrapnel when fired.
It's Everywhere! If a hit is scored, D6 other enemy models within 4" of the target and also in Line of Sight will automatically take a single hit. If the original target was in the open, no hits can be applied to models in cover though (only if the original target was in cover can hits go to models in cover as well). The closest enemy model to the target must take the first hit, then the next closest, and so on. Models in Hiding will also count towards being close to the target, and can be hit as well. There is no Armour Save modifier from Shrapnel hits. Gnoblars know to duck out of the way when they hear a Scrap Spitta going off, and thus are never hit by friendly Shrapnel.
Ball Shot -Special Ammunition
Range: 36" Strength: 5 Armour Save: -2
A Scrap Spitta firing these heavy lead balls can stop even a charging Ogre dead in his tracks!
Concussion: The impact of the heavy lead projectile is enough to rattle even the hardiest warrior. Treat any resulting Injury Rolls of 2-4 as a Stunned result.
Chain Shot -Special Ammunition
Range: 24" Strength: 4 Armour Save: -1
These lengths of chain and linked metal don't cause as much damage, but can entangle an enemy model and bring him to his knees.
All Wrapped Up! Enemy hit by Chain Shot which are not wounded are Knocked Down on a roll of 4+, even if they normally can never be Knocked Down.