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Author Topic: SNOTLING WARBAND - FINAL VERSION 17 FEBRUARY 2010  (Read 14759 times)

Offline Ram Rock Ed First

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SNOTLING WARBAND - FINAL VERSION 17 FEBRUARY 2010
« on: February 17, 2010, 10:20:00 AM »


SNOTLING WARBAND FINAL UPDATED VERSION – 17 FEBRUARY 2010:


Written by Luke “Ram Rock Ed First/Auretious Taak” Roberts, with much and greatful help from Dave “Styrofoamking” Joria, Paluke and associates.

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.”

All Snotlings are small targets and as such are at -1 to hit by ranged weapons.

"Not so tough gits.”

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.

”Scavengers!”

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.

“Scavenged ‘Junk’.”

Snotlings don’t use money nor wrydstone (most of the time). Instead they scavenge “useful” equipment and junk from the battlefield. Whatever their form, scavenged pieces of junk act exactly as wrydstone shards in the basic game – they are found through exploration (or sometimes as the objective in a scenario), and are sold using the same chart on page 134 of the Mordheim rulebook.

"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 40mm 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 Tough ‘Un’s ONLY – everyone else is too small)

Armour:
Helmet………………………………………… 10gc
Light Armour………………………………. 20gc (Heroes Only)
Shield………………………………………….. 5 gc (Bullied Goblin and Tough ‘Un’s Only)

SHOOTA EQUIPMENT LIST

Hand-to-Hand:
Dagger/Stick………………………………… 1st Free/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……………………………………. 1st Free/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.

“Leader”: Any warrior within 6” of the Bullied Goblin may use his leadership characteristic when taking Leadership tests.

”Mob Rule”: 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.

”Scout”: 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.

“He’s no threat!” – Single Snotlings, especially particularly small ones like the Scouts, are not given much respect for their threat potential. To represent this, Scouts (and ONLY Scouts) may always run, even if there are enemy within 8” at the beginning of the turn.

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.

“Wizard”: A Snotling Shaman is a wizard and uses the Snotling Waaagh! Magic. See the Magic Section for details.

“Unstable Waaagh! Conduit”: 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
Snotling Mobs are a group of Runts working together to cause as much mischief as possible.

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.
« Last Edit: February 17, 2010, 12:04:15 PM by Ram Rock Ed First »
Quote
Styrofoamking to me, 30th September 2009:

Still, I would love your opinion when you can, as I consider you both a friend, and Mordheim's 'Reverse Engineer" - you break it apart to see how it works.

Has anyone seen my Warplock Blunderbuss or Moon Dancing Paint?

Offline Ram Rock Ed First

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Re: SNOTLING WARBAND - FINAL VERSION 17 FEBRUARY 2010
« Reply #1 on: February 17, 2010, 10:20:42 AM »
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.”

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 1D6”, 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.”

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.

”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.

”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

« Last Edit: February 20, 2010, 04:24:56 PM by Ram Rock Ed First »
Quote
Styrofoamking to me, 30th September 2009:

Still, I would love your opinion when you can, as I consider you both a friend, and Mordheim's 'Reverse Engineer" - you break it apart to see how it works.

Has anyone seen my Warplock Blunderbuss or Moon Dancing Paint?

Offline Duppe

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Re: SNOTLING WARBAND - FINAL VERSION 17 FEBRUARY 2010
« Reply #2 on: February 17, 2010, 10:53:37 AM »
Lovely, some minor questions though.

First, surely it's a missprint regarding the size of the mobs? They should
be mounted on a 40mm base?

I remember from the old forum that you and styrofoamking had a discussion
regarding the mobs and their pebbles. How many shots do they actually have?

I have a quote here from the rulebook. Does this mean that my dear friends, as
i suspect it does, can ignore the runts and instead shoot at everything else?
Yes, I do use them as a shield. No need to have a real one, you just pick up a
runt and run! 

"You must shoot at the closest enemy, as he represents
the most immediate threat and therefore the most
obvious target. However, you may shoot at a more
distant target if it is easier to hit or if closer models are

stunned or knocked down (see diagram on next
page). For example, a closer target may be hard to hit
because it is in cover, whilst a more distant target
might be in the open and therefore an easier shot."

The "not so tough git" rule. Does it apply to all models appart from the heroes?
I.e the wheelo?

Just love the new “He’s no threat!” rule! Wonderful!

For now, many thanks!
/Rob

Offline Duppe

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Re: SNOTLING WARBAND - FINAL VERSION 17 FEBRUARY 2010
« Reply #3 on: February 17, 2010, 11:24:36 AM »
Sorry mate.. Reading is of course very helpful if you want to find answers to questions. Scratch the part about the wheelo, it's the same as before it's just me that needs to sleep a little bit more..

The new rule applying to scouts though, they'll be almost impossible to catch..

Offline Ram Rock Ed First

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Re: SNOTLING WARBAND - FINAL VERSION 17 FEBRUARY 2010
« Reply #4 on: February 17, 2010, 12:03:38 PM »
Lovely, Just love the new “He’s no threat!” rule! Wonderful!

Cheers. Makes the Scout that much more of a pain in the arse, he is actually one of the most useful characters in the game with all his special skills learnt with lots of speed too. He just dies so easily which balances it nicely. In my own group, we rules out march blocking years ago, we can ALWAYS run with our models, it makes for a much more dynamic and fluid game, longest game we've played because of it stretched to close on 8 hours, pure manuevring, feints and counter feints and a big alpha strike for the win. With March Blocking, Worm, and sprint/leap, the little git could get incredibly nasty if he survives long enough. :)

Now to the important bit:

FAQ:


Quote
some minor questions though.

First, surely it's a missprint regarding the size of the mobs? They should
be mounted on a 40mm base?

Oops! Must have measured the wrong base...

Quote
I remember from the old forum that you and styrofoamking had a discussion
regarding the mobs and their pebbles. How many shots do they actually have?

Standard shots as per being armed with a single slingshot or pebble. It was far easier to lump them all in the same rules with the same price for starting or future expansion. Look at it in view of the mob isn't doing the same thing at once, not all the snotligs in the mob will be shooting at the enemy at one time, they maye be slinging insults, pulling faces or egging their buddies on.

Quote
I have a quote here from the rulebook. Does this mean that my dear friends, as
i suspect it does, can ignore the runts and instead shoot at everything else?
Yes, I do use them as a shield. No need to have a real one, you just pick up a
runt and run!  

"You must shoot at the closest enemy, as he represents
the most immediate threat and therefore the most
obvious target. However, you may shoot at a more
distant target if it is easier to hit or if closer models are

stunned or knocked down (see diagram on next
page). For example, a closer target may be hard to hit
because it is in cover, whilst a more distant target
might be in the open and therefore an easier shot."

NO! Runts are stil models in much the same way that a Goblin is smaller then an Orc, you still have to shoot the goblin unless the Orc is easier to target. You can only shoot distant models if you are on higher ground, or if the distant models on the same level as your shooter are easier to target, that is in the open and your closer runts are in cover for example, and also if the closer targets are stunned or knocked down. Just because the runts are weedy doesn't make them an exception to the core rules. Remember that
“Diminutive Stature" applies to all snotlings except the Wheelo and the Bullied Goblin because he is not a snotling. But, f the Goblin is behind Snotlings, he is in cover due to the notlings and thus also at -1 to be hit so the Runts are still needing to be targetted if the shooter is on the same level.  

Quote
The "not so tough git" rule. Does it apply to all models appart from the heroes?
I.e the wheelo?

It mentions it in the rule:

Quote
"Not so tough gits.”

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.

ALL Snotlings are affected by it. The Bullied Gobbo is not a Snotling and isn't affected by this rule and the Wheelo has it's own special injury chart which replaces the standard injury chart (seeing as it is a machine not a weedy snotling).

Other questions people raised in my notes which I considered and largely ignored included:

1) Reducing the Bullied Gobbo's starting experience to 15 or even 10 because he sucks stat wise. However, in the context of the warband he is incredibly powerful. All I did was standardise the starting experience as per every other warband GW has officially published.


2) What happens when the Bullied Goblin is killed, ie do you get to hire another Bullied Gobbo as per the Vampire rules for the Undead. The answer is No! Standard Mordheim Rules again, the Hero with the next highest Leadership takes over and also gains the "Leader" skill, look at it in the view that the warband has been gathered together and whilst the Gobbo did it originally, the Snotlings can handle themselves now in such numbers, just need a bigger one of their number to point in the direction to go is all. :)

3) Upping the Snotling Shaman's stats, to which all I can think is he is physically weakened by maintaining such potent Waaagh Magic, it's a wonder he is even alive (hence the “Unstable Waaagh! Conduit” rule, even if he manages to max his Toughness value in a campaign he is still getting wounded 1/3 the time on a 2+ from the magic screwing him up).

4) Foot of Gork having a Template instead of a 3" range, to which all I could think was every other spell witha range uses an actual range nota  template - Templates are NOT used in Mordheim (more of the keeping inline with the Officially printed stuff already).

5) THE SILLIEST SUGGESTION OF ALL (Sorry Styrofoamking, your friend who suggested it needs to learn about balance and reading a warbands rules as a whole, hence the explanation now): Because Runts die so often, they should be freely replaced.

Now I ask you simply, first game I get my 6 heroes, leave space for my 3 mobs, wheelo and 5 shoota teams in the roster and buy first up all the remaining longterm member spots as runts - 25 to be precise, costing just 125gc's. Now I need never worry about buying new runts ever and can concentrate on raking in the income on a massive scale. It's rather stupid and demonstrates a complete lack of understanding of game balance. The Warband itself takes care of the dying consistently due to the Scavengers Warband Rule meaning you will ALWAYS get an exploration dice, this means a guaranteed 1 or sometimes 2 shards of wrydstone to trade off for gold. Now, imagine you have 6 heroes and you win with all of them surviving. That's 8 dice in exploration (with max 6 chosen as per the rules). The chances of 2 doubles as a minimum is 100%, with triples, quadruples et al a distinctly higher occurence. throw in Rabbits feet on the heroes and you should be swarming in the income. The downside of course is that your warband dies at a rate of knots that anything you do find is going to be lost or go into maintaining the warband in the longterm.

Runts are supposed to die. You ned them to keep with the heroes as mobile cover but alo to pull off the nasty swarming tactics the warband is designed to do, where it actually does its damage in a game.

6) Scouts being crap, based purely off their stats. I mean who hasn't heard of March Blocking on your first turn? They can scout as close to 8" from the enemy which means march blocking from the get go. Scouts aren't a combatant at all, they are pure disruption. Get em tooled up with speed skills, chuck in some magic (need to find the alchemists handbook and a tome of magic, heh) and you are laughing.

7) Repeated suggestions to include a Troll or Baby Troll despite already acknowledging that i) Trolls eat Goblins by the handful imagine the cost in snotlings; & ii) already having a 'Big Guy' in the form of the seriously flavourful Wheelo.

8) Repeated explanations that at lots of stats especially toughness of 1 the warband cannot hope to win in the longterm of a campaign and is too vulnerable to everything in the game. Even base str 3 weapons wound on a 2+ and coupled with the Stampede mechanic looking at clumping the warband up in groups, area of effect spells, weapons and equipment totally destroy the Snotlings.

The answer here is area of effect spells, equipment and weapons do serious damage to everyone, why should Snotlings get an advantage when no one else does? Mrmox, who helped playtest for a while made it clear that numbers is its own advantage, more importantly cheap numbers. 3 Runts costing 15gc's held up a strong shooting human worth over 80gc's for 3 turns of combat because the human had but 1 attack only. Numbers, coupled with your own tactical acumen will see you through, not necessarily in flying colours, but definitely with alot of fun behind you. :)

9) Clarrification on maximum strength of Stampede:

Quote
“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.

E.g. Standard 20mm base vs 20mm base, remember corners count as base to base contact. 2 to each side of the Hero, 3 to his back, 2 to each side of the victim, 3 to his back. That's 10 right there. The poor sod is quite literally being swarmed by 11 guys at once doing their best to make his life a very short lived hell. Strength 10...very nasty. In the grand scheme of things you're wounding most things on a 2+ and anything with str 5 or less can't parry the attacks made by the hero at str 10. Remember that the snotlings aren't attacking on the turn they charge ONLY the hero is, so strike first weapons targetted straight at the hero will actually cancel this attack if the enemy can kill the hero or at least knock him down or stun him, before the hero gets to attack.


The Snotling Warband can be quite devastating but at the same time you have to be very careful with it. Abuse the hiding rules because you are so small even the smallest piece of rubble is enough for you to hide behind with ease. Move forwards wilst hidden and then swarm the enemy in a great stampede, or, for laughs, pelt them with massed pebbles. It's golden when you get a runt to lad up, give him shooting and snotling skills grab frustratingly tiny and weapons expert and a hochland longrifle just because you can...If played well, you'll even be able to afford that sort of high end product faster then most warbands...

Have at it Lads and Lassies,

Luke.
« Last Edit: February 17, 2010, 12:09:01 PM by Ram Rock Ed First »
Quote
Styrofoamking to me, 30th September 2009:

Still, I would love your opinion when you can, as I consider you both a friend, and Mordheim's 'Reverse Engineer" - you break it apart to see how it works.

Has anyone seen my Warplock Blunderbuss or Moon Dancing Paint?

Offline Angor

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Re: SNOTLING WARBAND - FINAL VERSION 17 FEBRUARY 2010
« Reply #5 on: February 18, 2010, 12:14:14 AM »
I love the list!

Even though I have never really gotton on well with Mordheim (I have only played mixed campaigns with alot of powergaming 40k players that fielded the 20 skaven slinger regiment or other heavy shooting gangs) I adore snotlings and am always looking for modelling opertunities to use them. I have long planned for some kind of snotling horde led by the Goblin squigg hearder with the 'squigg pipes' as a Pied Piper parody.

One thing though...

If playing any kind of long term campaign the snotlings look like they would have a great start, although as they are so much easier to kill surely you will end up with either a dwindling force or just recycling your minions. So as you are buying new guys your opponents are getting tougher more skilled gang members.

Also any gang that plays against the snotling will rack up an enormous amount of experience from wounding your hordes. The snotlings will have much less availible experince that will be spread very thinly around the group.

Have these potential problems become apparent in games or am I overspeculating?



Thankyou very much for putting this list up. You have really tempted me into trying to play again!
There is no school like the old school

Offline Ram Rock Ed First

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Re: SNOTLING WARBAND - FINAL VERSION 17 FEBRUARY 2010
« Reply #6 on: February 18, 2010, 02:21:08 AM »
I love the list!

Even though I have never really gotton on well with Mordheim (I have only played mixed campaigns with alot of powergaming 40k players that fielded the 20 skaven slinger regiment or other heavy shooting gangs)

You have heard of hiding right? Then the skaven get within charge range so as they can see to shoot your guys you survive due to having a staggered line of hidden chaps and then charge him (charges are done at the beginning of the movement phase, then normal movement so they'd have to move to see you and couldn't charge allowing your reserved till hidden counter forces to charge the skaven and beat them senseless in combat, alternatively just hide inside a building with no windows/doors on the bottom floor and refuse to move, if the opponents tell you that's unfair, tell them to stop being a complaining pussy and come get you), and you'll see how fast they fall, especially if you tool up for combat (Swordsmen, Captain with Duelling pistols {hit on 2's in combat against most starting foes lol!} et al).

Quote
I adore snotlings and am always looking for modelling opertunities to use them. I have long planned for some kind of snotling horde led by the Goblin squigg hearder with the 'squigg pipes' as a Pied Piper parody.

One thing though...

If playing any kind of long term campaign the snotlings look like they would have a great start, although as they are so much easier to kill surely you will end up with either a dwindling force or just recycling your minions. So as you are buying new guys your opponents are getting tougher more skilled gang members.

Also any gang that plays against the snotling will rack up an enormous amount of experience from wounding your hordes. The snotlings will have much less availible experince that will be spread very thinly around the group.

Have these potential problems become apparent in games or am I overspeculating?

You do know what snotlings are right? They are the most weedy guys imaginable, but in numbers they go off.

I explained in the above posted FAQ uder point 5. Throw in the fact that runts which make up most of your warband only give an experience point once every 3 OOA and it's not as bad in the grand scheme of things. Besides, underdog experience for your horde pays off very nicely and with heroes earning 2 experience for surviving the battle you're able to branch out and become more effective/survivable faster (Dodge/Step Aside with Dodgey is hilarious, when you get that Runt Hero and give him Frustratingly Tiny as well...). This also includes runts in one big group, a nice strength increase to a group of 10 runts is damned nice, str 2 yeah but lots of them...It's been factored in. Snotlings are NOT meant to be easy to play. They are a challenging warband and rightly so.




Quote
Thankyou very much for putting this list up. You have really tempted me into trying to play again!

Go on, get back into it, it's an epic game. Go look over at Tom's Boring Mordheim Forum as well for a greater concentration of longterm players particularly cianty and the Border Town Burning expansion they've released, I'm sure you'd love to take an Ogre warband just to show those Skaven how fragile they really are. :D

Have a good one,

Luke.
Quote
Styrofoamking to me, 30th September 2009:

Still, I would love your opinion when you can, as I consider you both a friend, and Mordheim's 'Reverse Engineer" - you break it apart to see how it works.

Has anyone seen my Warplock Blunderbuss or Moon Dancing Paint?

Offline Duppe

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Re: SNOTLING WARBAND - FINAL VERSION 17 FEBRUARY 2010
« Reply #7 on: February 18, 2010, 04:49:32 AM »
One thing though...

If playing any kind of long term campaign the snotlings look like they would have a great start, although as they are so much easier to kill surely you will end up with either a dwindling force or just recycling your minions. So as you are buying new guys your opponents are getting tougher more skilled gang members.

Also any gang that plays against the snotling will rack up an enormous amount of experience from wounding your hordes. The snotlings will have much less availible experince that will be spread very thinly around the group.

Have these potential problems become apparent in games or am I overspeculating?

I've been playing with the older version of this warband quite a lot and have found it pretty well balanced. Yees.. It's week, they're useless one on one and so on... But for the love of god, why oh why would you ever be one on one when playing a snotling warband? The strength of this warband is in numbers, a cliché but what the heck. It works.

Regarding experience it's much as Ram says, what keeps them balanced and going is that you get 2 experience for surviving.. And what gets you going is seeing your opponent miserable when complaining about the fact that he killed 5 runts, but only got one experience point. One hero of his killing five of them that is.

Besides, you always have options. A snotling mob with a double handed weapon gives you 3 attacks with strength 4. They'll hit last but they have 3 wounds so they can take it. If they're teamed up with another mob it doesn't matter what's on the other end of the charge. They'll get there since they're immune to psycology and they'll most probably kill it.. You will be winning some, loosing some. As with all other bands. Add to that the extra exploration dice and you could find yourself a very wealthy (covered in shiny bitz) goblin warlord! (Yeah.. Got a little excited there..) Goblin misfit with lots of shiny bits is more like it i suspect...

Actually when playing i've found that the easiest warbands have been the harder ones like the possessed and so on. They have a really hard time keeping up and when they do get near you charge, covering them in runts and mobs and so on.. Playing against Tommy Punk's "Clan Pestilen" (Skaven) has proven difficult though. Not only is he a damn good player, but the numbers. You really get to feel what all other opponents must be feeling when meeting yourself..

/Rob

Offline Duppe

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Re: SNOTLING WARBAND - FINAL VERSION 17 FEBRUARY 2010
« Reply #8 on: February 18, 2010, 06:26:00 AM »
When I quoted the rules, I was too tired for my own best. Working is good because it pays for my snotling addiction but I guess sleeping is good too..

What I, definitly didn't write but really ment to describe, was a particular case where I ended upp with my gobbo in the free and with runts further up the street. The runts in front of my gobbo having slipped because we're playing with random events and I had a bad tactical/dice day. Standing runts is harder to shoot at than a gobbo in the free. Thus it must be that my poor leader is available for targetting, or am I still not following?

/Rob

 

Offline Ram Rock Ed First

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Re: SNOTLING WARBAND - FINAL VERSION 17 FEBRUARY 2010
« Reply #9 on: February 18, 2010, 08:12:13 AM »
When I quoted the rules, I was too tired for my own best. Working is good because it pays for my snotling addiction but I guess sleeping is good too..

What I, definitly didn't write but really ment to describe, was a particular case where I ended upp with my gobbo in the free and with runts further up the street. The runts in front of my gobbo having slipped because we're playing with random events and I had a bad tactical/dice day. Standing runts is harder to shoot at than a gobbo in the free. Thus it must be that my poor leader is available for targetting, or am I still not following?

/Rob

 

You are correct.

No matter how hard he tries to be a Big Snotling, our poor runty leader, aka us!, just doesn't cut it!!!

Luke.

P.S. Have you acquired all the Blood Bowl Snotlings yet? What of the ancient rogue trader/2nd edition 40k snotlings?
Quote
Styrofoamking to me, 30th September 2009:

Still, I would love your opinion when you can, as I consider you both a friend, and Mordheim's 'Reverse Engineer" - you break it apart to see how it works.

Has anyone seen my Warplock Blunderbuss or Moon Dancing Paint?

Offline Duppe

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Re: SNOTLING WARBAND - FINAL VERSION 17 FEBRUARY 2010
« Reply #10 on: February 18, 2010, 11:10:18 AM »
Does a mob/wheelo count as a large model? I.e for shooting/rating purposes?

Offline Ram Rock Ed First

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Re: SNOTLING WARBAND - FINAL VERSION 17 FEBRUARY 2010
« Reply #11 on: February 18, 2010, 12:36:07 PM »
Does a mob/wheelo count as a large model? I.e for shooting/rating purposes?

Looking through the list: No.

I guess it's all in how you build it afterall it isn't a full blown pump wagon. :)
Quote
Styrofoamking to me, 30th September 2009:

Still, I would love your opinion when you can, as I consider you both a friend, and Mordheim's 'Reverse Engineer" - you break it apart to see how it works.

Has anyone seen my Warplock Blunderbuss or Moon Dancing Paint?

Offline Ram Rock Ed First

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Re: SNOTLING WARBAND - FINAL VERSION 17 FEBRUARY 2010
« Reply #12 on: February 20, 2010, 04:25:33 PM »
NB, edited the end of the warband to include this:


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


Cheers,

Luke.
Quote
Styrofoamking to me, 30th September 2009:

Still, I would love your opinion when you can, as I consider you both a friend, and Mordheim's 'Reverse Engineer" - you break it apart to see how it works.

Has anyone seen my Warplock Blunderbuss or Moon Dancing Paint?

Offline StyrofoamKing

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Re: SNOTLING WARBAND - FINAL VERSION 17 FEBRUARY 2010
« Reply #13 on: February 22, 2010, 08:42:05 PM »
Man, this thing is sweetness and light. Awesome.  A few tiny things caught my eye:

~A cap for Mob Mentality & Stampede.  I think 10 is a good limit, no?
~At the moment, there's nothing to stop a tough'un or a promoted runt from learning Weapons Expert and arming themselves with a crossbow or a hochland rifle.  Perhaps a 'small hands' rule for the true-snots?  We could, I suppose, let the Shoot'a teams learn it, but for the others it seems off.
~At the moment, the Wheelo also has “Diminutive Stature.”  Is that intentional?  I don't think he should be Large, but -1 seems off.

Offline RationalLemming

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Re: SNOTLING WARBAND - FINAL VERSION 17 FEBRUARY 2010
« Reply #14 on: February 23, 2010, 12:26:55 AM »
The TLGT rule for snotling henchmen mentions that the new hero automatically learns the skills "Mob Rule" and "The Rigors of Leadership". It might be worthwhile clarifying whether this is in addition to the roll on the hero advancement table or if this is instead of that first hero advancement roll.

Is it worthwhile capping the "Mob Rule" special rule to not increase the hero's leadership too high (e.g. 11 so that a leadership roll of 12 will always fail)? Obviously there already would be a cap based on the physical limitations of the number snotlings that can fit within 6" of the hero so maybe this is a non-issue. Also, how do snotling mobs work with this special rule? Do they count as a single snotling for the purposes of determining how many snotlings are within 6" of the hero?

Does the Bullied Goblin also get +2 experience for surviving the battle from the "The Rigors of Leadership" special rule? Upon first reading I thought that it only applied to the snotling heroes but maybe it applies to all heroes. Perhaps change the wording from "These heroes gain..." to "This hero gains...".