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Author Topic: Wee Warband: Goblin Riders  (Read 2106 times)

Offline StyrofoamKing

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Wee Warband: Goblin Riders
« on: October 25, 2010, 05:44:34 PM »
[One more for the Wee War- Goblins vs. Halfling setting.  I thought I'd try my hand at a vanilla Goblin warband.  My goal was to go with reckless speed, as opposed to sneakiness.  It's not as random and crazy as a goblin warband should be, but I think it came out well. Untested. Thoughts?]

Goblin Riders
By David “Styrofoam King” Joria
Based on the Night Goblin Warbands by Terry Maltman and Pathfinder Dubs, the Forest Goblin Warband by Inner Circle, and the Snotling Warband by Ram Rock Eddie and David Joria
________________________________________

Choice of Warriors:

A Goblin warband must include a minimum of 3 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.
    Big Boss: Each Goblin warband must have one Big Boss; no more, no less!
    Shaman: Your warband may include up to 1 Shaman
    Beastmasta: Your warband may include up to 1 Beastmasta
    Boss: Your warband may include up to 3 Bosses
    Goblin: Your warband may include any number of Goblins.
    Reavers: Your warband may include up to 5 Reavers.
    Bonecruncha Wolves: Your warband may include up to 5 Bonecruncha Wolves. You may never have more Bonecrunchas in your warband than you have Goblins.
    Troll: Your warband may include up to one Troll.
    Snotling Runts: Your warband may include up to 5 Runts.

Special Rules
    Animosity: Goblins spend much of their lives squabbling and fighting amongst themselves. All henchmen suffer the Animosity rules, as described in the Orc & Goblin warband.
    
Fear Elves: Goblins are terrified of the Elven race.  This only affects Goblins and not any other members of your warband.

Distasteful Company: Many Hired Swords refuse to work for Goblins, as know that the backstabbing 'lil gits are likely to turn on them. Goblins may only hire the following Hired Swords: Pit Fighters, Ogre Bodyguards or Warlocks, plus any Hired Sword which specifically states so.  They may hire any Goblin Hired Sword.

Starting Experience:
    A Big Boss starts with 17 experience.
    A Shaman starts with 10 experience.
    A Beastmasta starts with 8 experience.
    A Boss starts with 6 experience.
    Henchmen start with 0 experience.

Goblins Skill Tables
    Big Boss may choose from the Combat, Shooting, Academic, Strength, Speed or Special.
    Shaman may choose from the Shooting, Academic, Speed or Special.
    Beastmasta may choose from the Combat, Speed or Special.
    Boss may choose from the Combat, Shooting, Speed or Special.

Goblins Equipment List
Goblins
Hand to Hand Weapons
Dagger   1st free/ 2 gc
Club   3 gc
Axe   5gc
Sword   10 gc
Spear   10 gc
Double Handed Weapon   15gc (Heroes Only)
Leather Whip   7gc (Beastmasta Only)
Halberd   10gc (Heroes only)
Boss Pole    20gc (Heroes only)
Poisoned Daggers   25 gc (Heroes only)

Missile Weapons

 Short Bow   5 gc
Armor
Light Armor   20 gc
Shield   5 gc
Helmet   10 gc
Armor

MISCELLANEOUS
Giant Wolf   85 gc
   
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Heroes

1 Big Boss; 45 gold crowns to hire
Like all greenskins Goblin society is ruled by the biggest and meanest of the tribe. Goblins have one advantage over their larger cousins - they are cunning too. To climb to the position of Big Boss the goblin must be sneaky and backstabbing as well as the biggest and best.
M    WS    BS    S    T    W    I    A    Ld
4    3    3    3   3    1    3    1    7
Weapons/Armor: A Big Boss may be equipped with weapons from the Goblin equipment list.
Special Rules:
    Leader: Any model in the warband within 6” of the Big Boss may use his Leadership instead of their own.
    Rider: The Big Boss starts with the skill, “Ride Giant Wolf”.

0-1 Shaman; 50 gold crowns to hire
Despite their smaller size Goblin Shamans are every bit as powerful as their Orc cousins. They can summon the power of the Waaagh generated by their fighting comrades and call on Gork and Mork for their supernatural assistance.
M    WS    BS    S    T    W    I    A    Ld
4    2    3    3    3    1    3    1    6
Weapons/Armor: A Shaman may be equipped with weapons from the Goblin equipment list.
Special Rules:
    Wizard: A Goblin Shaman is a wizard and uses Waaagh! Magic as listed in the Mordheim Annual 2002, also listed below.

0-1 Beastmasta; 35 gold crowns to hire
Beastmasta 
M    WS    BS    S    T    W    I    A    Ld
4    3    3    3    3    1   3    1   7
    Weapons/ Armor: A Beastmasta may be equipped with weapons and armor from the Goblin equipment list.
Special Rules:
    Beastmaster: Any Bonecruncha wolf within 6” of a Beastmasta may use the Beastmasta’s leadership.
    Trapper: In the Post Game, whenever the Beastmasta searches for the mount “Giant Wolf”, you may add +2 to the Rarity Roll.

0-3 Bosses; 25 gold crowns to hire
Goblin Bosses like to think that they are the best and toughest fighters in the tribe. Of course the Big Boss knows better but he has to watch his back when the other Bosses are around.
M    WS    BS    S    T    W    I    A    Ld
4    3    3    3    3    1    3    1    6
Weapons/Armor: A Boss may be equipped with weapons and armor from the Goblin equipment list.
________________________________________

Henchmen   (In groups of 1-5)

0+ Goblins; 15 gold crowns to hire
Individually Goblins are weak and cowardly but together they make a force to be reckoned with. Preferring to attack in large numbers they are adept at hit and run tactics and can take down foes much stronger than themselves.
M    WS    BS    S    T    W    I    A    Ld
4    2    3    3    3    1    2    1    6
Weapons/Armor: A Goblin may be equipped with weapons from the Goblin equipment list.
Special Rules: Animosity

0-5 Goblin Reavers 25 gold crowns to hire
Goblins tend to be weak and cowardly, but there are exceptions to the rules- namely, goblins so eager to join the fray that they will fight each other for the honor!  These eager little menaces are always welcome amongst Goblin raiders, and are promised plenty of chances to stab to their hearts’ content.
M    WS    BS    S    T    W    I    A    Ld
4    3    3   3    3    1    2   1    6
Weapons/Armor: A Reaver may be equipped with weapons from the Goblin equipment list.
Special Rules:
    Animosity – Reaver suffer animosity as normal.
    Bounding – Whenever running or charging, a Reaver increases his maximum move by D6” inches.  This is not the same as “Leap”, but a Reaver that becomes a hero may not use Leap and Bounding at the same time.
    Reckless – If a Reaver starts a turn within charge range of an opponent, it temporarily ignores all Psychology, including Fear and Animosity.  If able, it must charge a model within its charge range (in this case, roll for the +D6” for “Bounding” first, and then see if an enemy is within range.)  If there are multiple enemies within range, you may choose which target.

0-5 Bonecruncha Wolves
30 gold crowns to hire
“Bonecrunchas” is the name for Wolves too wild and dangerous to ride, even
for the bravest of bosses. You can’t tame them, but sometimes you can point them
in the right direction and watch the fun that develops.
M    WS    BS    S    T    W    I    A    Ld
7   3   0   4   3   1   4   1   4
Weapons/Armor: Fangs and claws! Bonecruncha Wolves never use or need
weapons and armor.

Special Rules:
Animals: Bonecruncha Wolves are animals and thus do not gain experience.
Charge: Bonecruncha Wolves fight with 2 attacks instead of 1 during the turn that they charge. This bonus only lasts the first round of combat.

0-1 Troll; 200 gold crowns to hire
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.
M    WS    BS    S    T    W    I    A    Ld
6   3   1   5   4   3   1   3   4
Weapons/Armor: Trolls do not require weapons to fight but often carry a big club. In any event, Trolls can never be given weapons or armor.
Special Rules:
    Fear: Trolls are frightening monsters which cause Fear.
    Stupidity: A Troll is subject to the rules for stupidity.
    Regeneration: Trolls have a unique physiology that allows them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. Trolls never roll for injury after a battle.
    Dumb Monsters: A Troll is far too stupid to ever learn any new skills. Trolls do not gain experience.
    Always Hungry: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the troll in order to keep him loyal to the warband. The warband must pay 15 gc after every game in order to keep the Troll. If the warband lacks the gold to pay the upkeep, the Big Boss has the option of sacrificing three Snotlings. If this fee is not paid (either in gold or warband members) the Troll gets hungry and wanders off in search of food.
    Vomit Attack: Instead of his normal attacks, a Troll can regurgitate it’s highly corrosive digestive juices on an unfortunate hand-to-hand combat opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armor saves.

0-5 Snotling Runts – 5gc
Whenever there are goblins, there are bound to be a few Snotlings.  They seldom do anything to damage to anyone, and serve only one real purpose- to act as a squishy green shield between a boss and his opponent!

M    WS    BS    S    T    W    I    A    Ld
4   1   1   1   1   1   4   1   3

WEAPONS AND ARMOUR:
Runts can use and carry only ONE SINGLE-HANDED weapon.  They come equipped with a stick (counts as a dagger), but may purchase a hammer instead using the normal rules (may only one weapon at a time!)

Immune to Psychology: Snotlings are too stupid to care about anything. As such, they ignore all Psychology, including Animosity.

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 -2 to hit them at range with missile weapon attacks.  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. If taken out of action, it will die on a roll of 1-3 instead of 1-2.

DODGY: Snotlings receive an unmodified 6+ Dodgy save to both Hand to Hand and Missile attacks.

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. Reroll any results of “That Lad’s Got Talent”.

ANNOYING:  While they are no threat, Snotlings cannot be overlooked by Marksmen at ground level – they are just too damn annoying! When firing at ground level, if the closest enemy model is a Snotling, he must be targeted as the normal rules dictate– unless there is a model nearby that is easier to hit (which, considering the Snotling’s at -2 to hit, is quite likely!)

NO BIG DEAL: Each Enemy Hero or Henchmen Group that knocks a Runt out of action must roll a D6 after the battle; on a result of a 5+ the warrior who killed the Runt gains one experience point as per the normal rules for gaining experience.


________________________________________
Special Equipment
Poison Daggers: 25 gc; Availability: Common (Goblins only)
A pair of daggers which are coated in Death Cap mushroom juice. The coating is re-applied for free after every game. It is derived from the poisonous Death Cap mushrooms and has the same effect as Black Lotus.

Boss Pole: 20 gold crowns Availability: Common (Forest Goblins only)
Some influential Goblins carry badges of office, usually taking the form of long wooden poles with an icon or sharp blade on the end. This allows the hero and any Goblin henchmen within 6" to ignore animosity. Additionally, the Boss Pole acts as a spear in close combat.
Range Strength Special rules
Close Combat As user Strike First
Cavalry bonus
SPECIAL RULES
Strike First: A warrior with a spear strikes first, even if charged. Note that this only applies in the first turn of hand-to-hand combat.
Cavalry Bonus: If using the optional rules for mounted models, a mounted warrior armed with a spear receives a +1 Strength bonus when he charges. This bonus only applies for that turn.

________________________________________
Goblins' Special Skills
    
Hit and Run: The Goblin hero may run and shoot in the same turn.  A missile fired this way suffers -2 to hit, instead of the normal -1.  If used with Nimble, a Goblin may run and fire at -1 to hit.  A Goblin may use this skill with a running Mount, but may not use it will Sprinting.
    
Flank: Your leader is skilled at flanking this enemy, planning his next big attack.  During set up, you may pick up to 3 members from your warband (you may not pick your Troll.)  At the start of your third turn, pick a table edge and roll 1D6: on a roll of 4+, you may place your 3 models anywhere along that table edge. On a roll of 1-3, they got lost, and appear on a random table edge OTHER than the one you picked.   In either case, they may be placed up to 8” from the edge of the board.  They may not be placed into combat, and must remain 6” from any enemy models.  They may not move this turn, and if using a missile weapon, counts as having ‘moved’ this turn.
    

Wolf Breaker: The hero is so skilled at training wolves that he may purchase ride a Bonecruncha Wolf Mount.  It has the same stats and rules as a Bonecruncha, but costs 100gc to buy.  This skill also counts as “Ride Bonecruncha Mount” skill for the purposes of the Riding Skills rules. While riding a Bonecruncha, the rider causes Fear.  This skill may only be taken by a hero that already has the skill “Ride Giant Wolf”.
________________________________________
Waaagh! Magic

Waaagh! spells are used by Orc Shamans. They are rituals of a sort, howling prayers to the boisterous Orc gods Gork and Mork.
1.   Led’z go: The Shaman’s howling invigorates the ladz to fight even harder for Gork and Mork. Any Orc or Goblin within 4" of the Shaman will automatically strike first in hand-to-hand combat regardless of other circumstances. The spell only lasts until the caster is Knocked Down, Stunned or taken Out Of Action. Difficulty: 9
 
2.   Oi! Gerroff!: A huge, green ectoplasmic hand pushes an enemy away. Range 8". Moves any enemy model within range D6" directly away from the Shaman. If the target collides with another model or a building, both suffer 1 S3 hit. Note: Very handy for dropping people from high buildings with. May not be cast on models in hand-to-hand combat. Difficulty: 7
 
3.   Zzap!: A crackling green bolt of WAAAGH! energy erupts from the Shaman’s forehead to strike the skull of the closest foe. This energy easily overloads the brain of a weak-willed opponent. Range 12". Causes D3 S4 hits on the closest enemy target, with no armor saves allowed. Difficulty: 9
 
4.   Fooled Ya!: The Shaman disappears in a green mist, confusing his enemies. No enemy may charge the Shaman during their next turn. If the Shaman is engaged in hand-to-hand combat he may immediately move 4" away. Difficulty: 6
 
5.   Clubba: A huge, green club appears in the hand of the Shaman. The ectoplasmic club counts as a normal club with +2 Strength bonus and gives the Shaman +1 attack as well. This spell lasts until the Shaman suffers a wound. Difficulty: 7
 
6.   Fire of Gork: Twin bolts of green flame shoot from the Shaman’s nose to strike the nearest enemy model. Range 12". Each of the two bolts causes D3 S3 hits; the bolts can either be fired both at the closest enemy target or split between the two closest enemy targets. Difficulty: 8