0-1 SNOTLING WHEELO'S 100gc to Hire.
“In full scale warfare, Snotlings are known to construct ‘Pump Wagons’ from anything and everything in sight that the little fella’s can get their hands on. Now, in Mordheim, a ruined and debilitated city, a Snotling Pump Wagon is too big and unwieldy to negotiate the rubble choked streets, so the Snotlings band together to create smaller much more maneuverable Pump Wagons called “Wheelo’s†for the more specific and careful task of movement within the streets of Mordheim. But don’t mistake the Wheelo’s for being perfect machinations, they are anything but being prone to breaking down or falling apart at the most inopportune times. To try and compensate for this, the Snotlings, over time, rig up a number of improvements and upgrades onto their Wheelo’s. These might include extra spikes and blades to help increase the damage the Wheelo’s can cause in combat, a rocket propulsion system or even rope grapnels and specifically built spiked climbing tracks and wheels to assist in climbing high buildings as well as parachutes to prevent falling damage.â€
M – Special (see below)
WS – 2
BS -2
S – 4
T – 3
W – 2
I – 5
A – 2
Ld – 6.
Weapons: dagger and 1 Pebble.
A Note on Stats:
These stats were chosen based on two factors. The first being the original statline; and the second being a group of Snotlings (2 to 4 but no more) riding a machine of spiky death they have full confidence in. But a brief explanation is needed anyway:
Movement – Special Rules (See below);
WS & BS – Crew of Runts, but like the Mobs’, in greater numbers come a greater concentration of skill. Hence the increased statline;
Strength – Strength of the Wheelo + Crew + any “Upgrades†given to start;
Toughness & Wounds – The Wheelo itself is fragile but can take a small bit of punishment before things get serious;
Initiative – Runts Initiative of 4 + a bonus for being mounted on a Wheelo and the cover it provides from which to attack from;
Attacks – The efforts of the crew combined. Fair Number & with some good impact hits, could moosh an enemy real good;
Leadership – maximum Snotling Leadership (6). Also explained more below:
Also note a Wheelo can only fire the Pebble if it moves as normal but doesn’t run/charge. Also, only a single pebble may be thrown as everyone else is busy with the Wheelo to shoot more. In combat, the crew are armed with a single dagger.
Movement:
A Wheelo is entireley dependent upon the efforts of the Snotling crew to give it enough speed to move. As such, a number of movement rules stand.
Moving – Firstly, a Wheelo has a base movement value of 1D6 inches rolled randomly each time the Wheelo wishes to move. Furthermore, a Wheelo may only ever move in a straight line forwards or backwards, but it may pivot up to 90 degrees on the spot before moving. This pivot move can only take place at the beginning of the turn before you roll to see how far the Wheelo moves. Also, if the Wheelo moves (i.e., with it’s base 1D6†Movement) into any form of terrain other than open terrain for any reason, or when it comes into base-to-base contact with a buildings’ wall, the machine immediately stops and moves no further this turn. (Note: this enables climbing to take place – though it’s still random climbing so if you get half way up the wall only, you fall as normal). The only way a Wheelo can move through other terrain types is with Running/Charging movement described below.
Running/Charging and Combat –
Instead of only moving 1D6â€, a Wheelo may run 2D6†instead and a move of this sort that contacts an enemy counts as a charge with the Wheelo stopping in base contact with the charged enemy. The combat is worked out as normal, however, in additional to the attacks of the crew, on the turn in which it charges, a Wheelo causes an additional D3 strength 4 automatic hits worked out before any blows are struck, in the same way as a crossbow pistol
(except the attacks hit automatically). These represent the Impact Hits of the Wheelo as it comes to a sudden stop against an unsolid object.
However, a running/Charging Wheelo has one major drawback. They are prone to smashing off vital pieces of the engine, track or weapons attachments – some of which could cause considerable damage to the machine if removed. To represent this, every time a running/charging Wheelo moves over/through a different piece of terrain (Open terrain such as streets etc has no penalties, but moving over difficult terrain such as rubble, barricades, and into houses etc would incur the Damage rolls), the Wheelo takes an automatic strength 5 hit. This hit and any subsequent injury rolls that may occur are worked out immediately when the Wheelo contacts the piece of terrain. If it survives, it may complete any remaining movement, but will take further damage if this movement takes it through a new piece of terrain.
Sprint – All the rules for Running/Charging and Combat apply to any Wheelo’s who gain the Sprint skill advancement. However, instead of rolling 2D6†to run/charge, the Snotling player may move the Wheelo 3D6†instead.
SPECIAL RULES & INJURY:
The Snotling Special Rules of “Not So Tough Gits†and “Dodgey†do not apply to Wheelo’s. They are knocked out of action normally, but after the game, being henchmen but not alive (except for the crew) and being mostly machine, when rolling for injury:
A D6 roll of 1 = The Wheelo is permanently Destroyed, remove it from the roster;
A D6 roll of 2 = The Wheelo must miss the next D3 games as it is taken back to the warband’s encampment and fixed/repaired; and
A D6 roll of 3 to 6 = The Wheelo has survived the game relatively unscathed and can participate in the next battle as normal, as it has survived the battle, add +1 experience for surviving as normal.
UPGRADES AND EXPERIENCE ADVANCES:
UPGRADES:
“Wheelo’s count as henchmen and may never gain That Lad’s got Talent advancements. Wheelo’s do not roll for Henchmen experience advances as normal Henchmen. Instead, like a Hired Sword, they count as a Hero as far as advances are concerned, and may choose from Speed and Combat Skills if they gain a skill advance.â€
So basically, a Wheelo is treated as a Hired Sword as far as Injury (slightly modified) and Advancement rolls are concerned, and may choose from Combat, Shooting, Strength and Speed skills when choosing new skills. These Skills take into account any upgrade we can think of, be it a rocket motor (Sprint or Leap), blades and saws (Strike to Injure and Web of Steel), an improved mashing lever (Mighty Blow), a Targetting Telescope (Eagle Eyes) or even such things as a Parachute (Acrobat) or Wall’o Gripping Tyres and Grapnels (Scale Sheer Surfaces)!
As Wheelo's do not carry weapons as such (any blades etc on the wheelo itself count as the instruments for the actual impact hits themselves), a Wheelo who gains 'Weapons Training' or 'Weapons Expert' May have a Maximum of a single weapon fitted to its' body. This can be used as normal.
MAXIMUM STATS – The same as maximum Snotling Stas except Toughness = 4 max, and Wounds = 3 max (to represent additional armour plating for protection).
FEAR TESTS - As to failing a fear test, as you don’t charge in the conventional sense (but rather the Snotlings get all fired up, pump away and then have second thoughts about charging the fear causing enemy, but then realise to their horror that they can't prevent the Wheelo from moving the 2D6" of charge movement into the beast and combat so they cower and let the Wheelo just hit the beast), you would still cause the D3 Impact Hits, but your crew would not attack as they are hiding behind whatever looks big enough to do a good job of it (as the crew, not the machine, failed a Fear test to charge!).
SNOTLING SPECIAL SKILLS:
Snotling Heroes may use the following Skill table instead of any of the standard skill tables available to them.
“Stampede†- When the hero charges an opponent, any Snotling in Base Contact with the Hero with the Stampede skill, may charge with your Hero as well in order to attack the same opponent in a swarm of Snotlings. The additional Snotlings do not get to attack (yet can be attacked themselves), but in the initial round of combat, your Hero gains +1 to their base Stength characteristic (+1 Str) for each Snotling who charged with him and is either in base to base contact with the enemy or the Hero leading the Stampede,
"Achilles’ Heel†- Your Snotling always causes Critical Hits on rolls of 6 (when wounding) regardless of opponent's toughness. This means that even opponets not able to be wounded can take a lucky critical hit in a vulnerable spot by the ever ingenious Snotling. In addition, when combined with the Stampede skill, on any successful rolls to wound of 5+, the opponent gains no armor save.
â€Worm†- (Scout Only) The Snotling is a master of fitting through small spaces and cracks in solid walls as well as burrowing under doors and floors. During the movement phase, you can declare that the Snotling is attempting to move through a wall (even charging, if you can see/detect the target). Roll a D6... on anything but a 1, your Snotling squeezes through and can attack as normal. On a 1, he has charged the wall blindly and not found a crevice, concussing himself in a cartoony manner. He cannot move again this turn and counts as knocked down if attacked in close combat. If after declaring he will attempt to run through the wall, the scout ends up not having the movement to reach the other side, the Scout applies the same results as if he had just rolled a 1 on the D6 roll to see if he has found a way through the wall. This Skill cannot be combined with the “Stampede†skill above.
â€Big Bully†- This skill may only be taken by Snotling Tough ‘Un’s. The Tough ‘Un is immensely Big and strong, even by Snotling standards. The Tough ‘Un may now choose from strength skills when he gains a new advance.
“Frustratingly Tiny†– Your Snotling is a master of using his tiny size to his advantage. In Hand-to-hand combat, enemies attacking your hero are at -1 to hit, whilst opponents are at an additional -1 to hit them at range with missile weapon attacks (for a total of -2 to hit). This skill cannot be combined with the “Big Bully†skill above, and can only be taken by Snotlings.
“Mob Master†– The Hero is a Master at controlling and leading the Snotlings around him as a Mob. So long as your Hero is in base contact with a Snotling Mob, he, and the Snotling Mob he is in base to base contact with, become immune to Pscychology exactly as if the Hero counted as a second Snotling Mob. When this skill is combined with the “Stampede†skill above, the Hero automatically gains +1 to hit with all his attacks against his opponents in addition to the strength modifiers allowed by that skill.
SNOTLING WAAAGH! MAGIC:
Snotlings, despite their diminutive size, still have Shamans like their larger cousins. In fact, because there are so many of the little chaps, they probably have at least twice as many shamans as the Orcs or Goblins have. However, because of their weedy stature and weak constitution, these Shamans do not last very long when channelling the Power of the Waaagh! In fact the reason Snotling Shamans aren’t seen is because they usually die after their first ‘successful’ casting. The Shamans in this warband however have survived their first casting (their first mind you!) and have been elevated to the rank of Shaman where their self destructive powers could kill the enemy as much as themselves….
SNOTLING WAAAGH! MAGIC:
1) Morks’ Blessing: Difficulty 6
The Character targeted by this spell has become Blessed by the Greenskin God Mork, who gets quite irate when anyone inflicts harm on the Little Fellow.
Morks' Blessing can be used to target any friendly greenskin hero on the board regardless of line of sight to the caster or not. In any game that the Hero is put Out of Action, roll a D6. On a roll of 4+, the inflictor of the damage suffers an automatic wound with no saving throw allowed. Once cast, the blessing remains active till the end of the game or the blessed hero is put out of action, and may also be cast on other heroes including the caster.
2) ‘We Can Fly!’: Difficulty 7
The Shaman draws upon the might of the Waaagh! energy in the air to propel himself and a group of Snotlings nearby, towards the enemy.
The Shaman and the closest D6 Friendly models within 6 inches are immediately moved 12 inches towards the closest enemy model. If they contact the enemy, they count as Charging in the close combat phase.
3) Foot of Gork! Difficulty 9
The great Greenskin God Gork sees that the Snotlings are engaging a far superior force then themselves and decides that he’ll give them a little bit of help as a reward for being so audacious.
Randomly select an enemy model on the board. That model, and any other model (friend or foe) within 3 inches are automatically crushed under a giant green foot that descends from the heavens. Each model in range suffers D3 hits wounding enemies on a 3+ and snotling warband members on a 5+. All hits are at a -3 save modifier.
4) Pebbles of Doom - Difficulty 6
Any friendly Hero within 6" gains D6 magical pebbles blessed by Gork. These may be thrown or shot from a slingshot, and count as having +1 to hit and +1 Strength from the respective weapon. Any Pebbles left over at the end of the game dissipate and thus cannot be used in following battles or sold/traded at the Trading Post.
5) Pointy Stick of Death - Difficulty 7
The Shaman is blessed with the Pointy Stick of Death. It grants the Shaman +2 WS, +1 Strength, and the Shaman strikes first in every round of combat (even when charged). The Shaman must test every turn if he wants to use the Pointy Stick of Death.
6) Blessing of the Shrimp- Difficulty 6
Target Hero within 6†gains +1WS, +1T and +1 Leadership. If used on your Leader, all models within 12†may test off his Leadership. If not used on your Leader, all models within 6†may test off its Leadership as if he was an additional Leader. The Blessing lasts for D3 Turns.
END OF WARBAND DOCUMENT.
Zuvassin has very kindly compiled the above warband list into a pdf for easier viewing available for download at:
http://www.megaupload.com/?d=UN12X4KU