As per your request Ram, the Snotling warband from August - 08.
SNOTLING WARBAND UPDATED VERSION - 09 AUGUST 2008:
Updated by Ram Rock Ed First.MAX SIZE 40
SPECIAL RULES:
"Dodgey."
Due to their small and dodgey nature, All Snotlings have a 6+ dodge/step aside save in the same way as the dark Elf Skill Fey Quickness. Hence if a Hero gains dodge or step aside, it can be combined to get a 4+ dodge/step aside save respectively.
“Diminutive Stature.â€
All Snotlings are small targets and as such are at -1 to hit by ranged weapons.
"Not so tough gits.â€
When you roll on the injury table for Snotlings, a roll of a 1 is knocked down 2-3 means stunned and 4-6 means OoA. Henchmen who go OOA during a game will die on the roll of a 1-3 rather then just 1-2, and Snotling Heroes (not the Gobbo leader) must roll twice on the Heroes serious injury table.
"Snotlings? Hah!"
Snotlings aren't looked upon as being much in the way of a powerful and imposing enemy. As such, most warbands scoff at the thought of facing such puny opposition and will in fact more then likely be found rolling on the floor laughing at the prospect. To represent this lack of confidence of a Snotling Warbands ability to deal vast amounts of death, Snotling warband ratings count as being half of its' current value.
â€Scavengers!â€
Swarms of Snotlings forage around the Orcish Settlement where they live, stealing and scavenging raw materials from workshops and rubbish dumps. Anything that looks vaguely useful and momentarily unguarded is immediately seized. The little gits will pinch anything that isn’t nailed down, but even then...
Snotlings always roll an additional One exploration dice when exploring. They even get this extra dice when all the Heroes in the warband are knocked out of action.
"That Lad’s Got Talent!"
When a Snotling henchmen gets the ‘That Lad’s Got Talent!’ advance, they automatically learn the skills Mob Rule and The Rigors of Leadership. See Warband list for details of these skills.
"Too Unruly."
Snotlings may never use any Hired Swords or Dramatis Personae.
CHOICE OF WARRIORS:
A Snotling Warband must include a minimum of 6 models. You have 500 Gold Crowns which you can use to recruit your initial warband. The maximum number of warriors in the warband is 40. (Warband size: 6-40).
(Note: Snotlings, for the purposes of Income and trading, count as only half their actual warband size rounding up, producing a number between 1 and 20 as conventional warbands have for this purpose).
HEROES:
Bullied Goblin: Each Snotling warband must include one Bullied Goblin. No more, no less! (Mounted on a standard 20mm square base)
Tough ‘Un’s: Your warband may include up to two Tough ‘Un’s. (Mounted on a standard 20mm square base)
Scouts: Your warband may include up to two Scouts. (Mounted on a standard 20mm square base)
Snotling Shaman: Your warband may include up to one Snotling Shaman. (Mounted on a standard 20mm square base)
HENCHMEN:
Shoota Teams: Up to five (5) models may be Shoota Teams. (Mounted on a standard 20mm square base)
Snotling Mobs: Up to three (3) models may be Snotling Mobs. (Mounted on a standard 25mm square base as per the WFB Snotling Mobs)
Runts: Any number of models may be Runts. (Mounted on a standard 20mm square base)
Wheelo’s: Up to one (1) model may be a Wheelo. (Mounted on a standard 40mm square base)
STARTING EXPERIENCE:
Bullied Goblin begins with 20 experience.
Tough ‘Un’s start with 8 experience.
Snotling Shamans start with 8 experience.
Scouts start with no experience.
All Henchmen start with no experience.
MAXIMUM SNOTLING CHARACTERISTICS:
M - 5
WS - 4
BS - 4
S - 3
T - 3
W - 2
I - 9
A - 4
Ld – 6
(Note: The Bullied Goblin uses the maximum stats for Goblins, not the above listing for Snotlings)
SNOTLING EQUIPMENT LISTS
The following lists are used by Snotling Warbands to pick their weapons.
SNOTLING EQUIPMENT LIST
Hand-to-Hand Combat Weapons:
Dagger/Stick………………………………. 1stfree/2gc
Club/Hammer…………………………………… 3gc
Axe……………………………………………… 5gc
Double Handed Weapon……………. 15gc
Sword…………………………………………. 10gc
Spear………………………………………….. 10gc
Missile Weapons:
Pebble…………………………………………. 1st Free / 2nd 2gc (2nd is here in case a hero gets robbed and loses his pebble)
Slingshot…………………………………….. 2gc
Shortbow…………………………………….. 10gc (Bullied Goblin and Bullies ONLY – everyone else is too small)
Armour:
Helmet………………………………………… 10gc
Light Armour………………………………. 20gc (Heroes Only)
Shield………………………………………….. 5 gc (Bullied Goblin and Bullies Only)
SHOOTA EQUIPMENT LIST
Hand-to-Hand:
Dagger/Stick………………………………… 1stfree/2gc
Club/Hammer……………………………….. 3gc
Missile Weapons:
Pebble……………………………………………. 1st Free / 2nd 2gc (in case Shoota Team becomes a Hero and they get Robbed and lose their Pebble).
Slingshot……………………………………….. 2gc
Crossbow……………………………………….. 25gc
0-2 Blunderbuss…………………………….. 30gc
Pistol……………………………………………….. 15gc [Note- no braces]
SNOTLING MOB EQUIPMENT LIST
Hand-to-Hand:
Dagger/Stick……………………………………. 1stfree/2gc
Club/Hammer…………………………………… 3gc
Axe…………………………………………………… 5gc
DoubleHanded Weapon…………………… 15gc
Missile Weapons:
Pebble………………………………………………. Free
Slingshot………………………………………….. 2gc
SNOTLING SKILL TABLES
Bullied Goblin: Combat; Shooting; Speed; Snotling Special Skills.
Tough 'Uns: Combat; Shooting; Snotling Special Skills.
Scouts: Combat; Speed; Snotling Special Skills
Shamans: Combat; Snotling Special Skills
NEW EQUIPMENT
Weapons/Armour:
Pointy Stick (free) Counts as dagger (1st free/ 2nd 2gc / common)
Small pebble (free) Throwing weapon, no penalty for moving or firing over half range and strength of shot as user, max range 6", enemy has armour save +1. (2gc / Common). Note also that Pebbles are like Daggers in so far as they can never be sold to the trading post and do not count against the maximum number of missile weapons a character can carry. A Snotling will always have his Pebble.
Slingshot (2gc) 12" range, strength 2, and is able to fire twice at half range with a -1 to hit modifier on both shots. (2gc / Common)
Power Squig: (20 +1D6 / Rare

The Power Squig acts exactly the same as a Familiar available to all warbands from the Shadow Warrior Equipment List. It’s just more Snotlingish!
SNOTLING HEROES
1 Bullied Goblin - 35gc
This goblin has had a very traumatic past and has been kicked around by larger goblins and orcs. Therefore this poor creature has ended up living with snotlings. However, to a snotling even smallest of goblins is a boss, he quickly became a leader of a "tribe"
M WS BS S T W I A Ld
4 3 3 3 3 1 4 1 6
Special rules: Leader, Not a Snotling (So ignores any rules and effects specifically affecting Snotlings), Mob Rule, The Rigors of Leadership.
“Leaderâ€: Any warrior within 6†of the Bullied Goblin may use his leadership characteristic when taking Leadership tests.
â€Mob Ruleâ€: The Hero is easily goaded on by his fellow Snotlings, and swells with courage in large groups. For every 2 Snotlings within 6" of the Hero, the Hero gains +1 Leadership. (Note: These bonuses will stack onto the Leader’s base Leadership for the purposes of the Leader skill).
“The Rigors of Leadership†- Snotlings are incredibly bright when it comes to having spur of the moment ideas - Pump Wagons, Herding bigger things into battle, poking their best mates in the eyes etc - but are quite dim witted in other senses, especially when they are being egged on by their mates. Thus the whole fact of leading such an unruly mob of Snots' to battle has got to be quite worrisome to the Leader of the band and his trusted heroes who also play a part in leading the band. These Heroes gain +2 experience for surviving a battle instead of the normal +1.
0-2 Snotling Tough ‘Un’s - 20gc
The largest snotlings of the warband tend to take advantage of their smaller kinsmen (as orcs tend to do) these snotlings are usually the right hand ‘men’ of the leader.
M WS BS S T W I A Ld
4 2 2 2 2 1 3 1 5
May select equipment from the snotling equipment list
Special rules: Mob Rule, The Rigors of Leadership.
0-2 Snotling Scouts - 20gc
Snotling Scouts are the fastest members of the Snotling band. They are so fast because they are sneaky and usually have to run away from Orcs. They use these skills in a Snotling warband to get close to the enemy and surprise them
M WS BS S T W I A Ld
5 1 2 1 1 1 5 1 4
WEAPONS AND EQUIPMENT: Snotling Scouts may choose weapons and equipment from the Snotling Equipment list.
Special rules: Mob Rule, The Rigors of Leadership, Scout.
â€Scoutâ€: Each Snotling Scout has this modified Infiltration skill representing their diminutive size and ability to infiltrate combining together to represent a superior talent. The Snotling Scout is always placed on the battlefield after the opposing warband and can be placed anywhere on the table as long as it is out of sight of the opposing warband and more than 8" away from any enemy model. If both players have models which infiltrate, roll a D6 for each, and the lowest roll sets up first.
0-1 SNOTLING SHAMAN 35gc
M WS BS S T W I A Ld
4 2 2 1 1 1 3 1 5
May choose weapons and equipment from the snotling equipment list
Special Rules: Rigours of leadership.
“Wizardâ€: A Snotling Shaman is a wizard and uses the Snotling Waaagh! Magic. See the Magic Section for details.
“Unstable Waaagh! Conduitâ€: After a Shaman attempts to cast a spell, regardless of a successful casting or not, roll a D6. On the roll of a 1 or 2, the Shaman takes a single strength 5 hit.
HENCHMEN:
0-5 Snotling Shoota Team 25gc
M WS BS S T W I A Ld
4 2 3 1 1 2 3 1 4
WEAPONS AND ARMOUR: May choose items from the Shoota Equipment List.
CUMBERSOME: Any Shoota Team possessing a Missile weapon (other than Pebble or a Slingshot) can never run (only charge).
RECOIL: When they fire a missile weapon other then a Pebble or Slingshot, Shoota Teams are immediately knocked backwards D6 inches. If the team hits another model or building, both (ie the thing hit and both Shootas) suffer from a single strength 2 hit. If the Shoota team fires a pistol in combat, then they automatically move the D6†directly away from the model they fired at suffering any knock back damage if applicable. The combat is considered to have ended for all intents and purposes. (Note: If you are knocked back off a buildings’ top, test for falling as normal).
0-3 SNOTLING MOBS 35gc
M WS BS S T W I A Ld
4 2 2 2 2 3 3 3 5
WEAPONS AND ARMOUR: May choose items from the Snotling Mob Equipment List.
MASS STUPIDITY: A Mob can never gain 'Lad's Got Talent'. If LGT is rolled, Re-roll the dice until they gain a different advancement.
MOB MENTALITY: Snotlings are infamous for becoming totally immune to being afraid of everything when they gang up into one big mass. They egg each other on to greater and greater feats of stupidity (or bravery depending how you look at it) without ever realising that they are getting killed incredibly quickly: Classic Snotling Behaviour.
When two or more Snotling Mobs are in base to base contact, they become immune to psychology.
RUNTS: COST 5gc
M WS BS S T W I A Ld
4 1 1 1 1 1 4 1 3
Runts are The Smallest of the Small; Snotlings One and All. They are small even for Snotling standards being about half the size of a normal Snotling (ie, about 15cm in height or 6"...) and so it is increasingly difficult to target them at long range. When in combat, the little fellas swarm the enemy and are easily battered at like flies. Maybe one day, a group of 8 will actually kill an opponent. Hah! Wishful thinking.
WEAPONS AND ARMOUR:
Runts can use and carry only ONE SINGLE-HANDED weapon from the Snotling Equipment List. They are allowed to choose Shooting Weapons and armour as normal.
SMALLEST OF THE SMALL:
Runts can only ever use a single handed weapon because of their immensely small stature. Furthermore, Due to their incredibly small size, opponents are at an additional -1 to hit them at range with missile weapon attacks (for a total of -2 to hit). They are hit as normal in combat. Furthermore, when rolling for injury, Runts are knocked down on a D6 roll of 1, stunned on a roll of 2 and knocked out of action on a roll of 3-6.
NOBODY CARES: Runts only count as half a model when determining the number of models that must be knocked out of action before a rout test is taken.
EXPERIENCE: Runts can earn experience as normal. However, Each Enemy Hero or Henchmen Group that knocks a Runt out of action must, after the battle roll a D6, on a result of a 5+ the warrior who killed the Runt gains one experience point as per the normal rules for gaining experience.
SWARM SIZE: Runts are brought in henchmen groups of 1+. There is no limit to how many Runts can be included in a single Henchman group.