Cave Snots
The smallest of the goblinoid races, snotlings are usually
seen as the crummy slaves of large orc and goblin tribes. Here their presence
is occasionally required to pilot one of their destructive wagons into battle
or to soak up enemy fire at the front line, but most of the time the snots
spend their lives doing all the miserable things that nobody else wants to do,
and usually end up being eaten for their troubles. Pretty much everything eats
snotlings. But all that the greenskins and the other, larger races of the
warhammer world know of these runty creatures is but a facet of the snotling
race; for deep below even the deepest dwellings of goblins, dwarves and skaven
there are countless tribes of snotlings avoiding the gaze of their predators.
Whether snotlings may be truly classed as animal or not is a
matter of opinion, since each and every snotling was once an inanimate scabspore
mushroom. This peculiar strain of fungus, once it reaches maturity, develops a
kind of cognisance, begins to sprout facial features and limbs before finally
detaching itself from whatever it grew upon, shedding its mushroom cap and
becoming a snotling. Because of their trans-classificational origins, snotlings
are inherently at one with the natural world. Save for snots who are pressed
into service by other races, snotlings are peaceable and only usually go to war
to protect their clan or to avert some natural disaster which their special
relationship with the earth has warned them of. It could be that if snotlings
were able to develop to their full ability they would go a long way to righting
the injustices of the world. Sadly their status as little more than food for
most creatures and their delight in hazardous pursuits of all kinds means they
are seldom able to live long enough to become an influence. There is nothing
snotlings love more than the rush of adrenaline participating in extreme sports
such as cliff diving, barrel rolling and white water wagonning. Snots have a
special relationship with trolls, who are usually of the opinion that pretty
much everything is food. Maybe because snots are viewed as food by pretty much
everything else the trolls have a soft spot for the little green fungus people
and are often enlisted to help defend snotling colonies. In exchange for this
they get to eat any potential threats to the tribe which include, well, pretty
much everything really!
Because of their nutritious diet and clean living, snots can
live for centuries and grow to the size of a large goblin, but because of their
high number of predators and penchant for risky activities only a few ever get
the chance to enjoy their longevity. Since they grow from mushrooms, snotlings
are genderless, however they refer to the few snots who manage to live long
lives, grow to great size and so become the leaders of the snotling clans as
‘big momma snots’. Maybe this is because these snotlings are wise, mature,
maternal and always act with the best wishes of the snotling clan at heart.
Alternatively it could be because their long lives suggest they never really
understood the appeal of the kind of dangerous tomfoolery which occupies most
snotlings most of the time. Alongside the big mommas, the snotling clans are
overseen by the tribal chieflings. These snotlings have distinguished themselves
by their daring (some might say stupid) exploits and have won the respect of
the tribesnots. They get less respect from the big mommas who have to pull them
back in line whenever their actions begin to endanger the wellbeing of the
clan, usually by sitting on them.
The origins of magic lie in the incursions of chaos into the
warhammer world and as creatures of nature the snotlings are terrified of its
unnatural nature. They do, however, know
a thing or two about plants and the most adept snotlings can create truly
startling (and sometimes quite useful) effects by blending and consuming
potions. These are the shaman of the snotling tribes, strange individuals
usually given a wide birth by all ut the most inquisitive of tribesnots. Their
powers of deduction, clairvoyance and healing are made occasional use of in
times of great need, but the unfortunate likelihood of such benefits being
accompanied by the spontaneous combustion or mutation of the shaman or subject
usually means the need has to be very great before they are consulted. They are
just about trusted on matters of weather and good times to harvest fungus,
which are usually accompanied by nothing more than a few bruises. Long-serving
shaman (very lucky shaman) tend to acquire strange deformities such as abnormal
growth, extra limbs or weird distortions of the body. These become badges of
honour for the shaman. Younger shaman who have yet to acquire such distinctive
traits (or blow themselves up) usually cover themselves up in long robes and hoods
to try to gain an air of mystery, who knows what hideous form lies beneath? A
popular game among tribesnots is to step on their robes at opportune moments
and send them headlong into muddy puddles. Snotlings are generally pretty
comfortable with their bodily appearance and wear very few clothes except for a
simple loincloth. Since they have no reproductive organs quite why they feel
the need to cover these areas of their body remains unclear. A few ambitious
snots might fashion themselves clothing from vegetation, the hides of dead
animals (usually rats, anything bigger is hard for a snotling to bring down) or
anything else they find lying around. Some even make suits of armour for
themselves from assorted kitchen equipment or loot items from Halfling settlements
(about the only race snots aren’t too badly matched against). These are usually
worn as badges of honour or to increase their chance of surviving some
hazardous new game rather than for warfare. Snotlings have ingenious minds
(dangerously so) for creating contraptions from odd bitz and pieces they find
lying around. Successful creations, particularly those which can be employed
for the mass hilarity of the whole clan, are highly praised and their inventors
given pride of place at the banqueting table. This usually encourages them on
to even more daring feats and more often than not results in the demise of the
hapless engineer. Those inventors whose creations fall short of the mark
usually don’t survive the test run to learn from their mistakes.
In all the warhammer world there are few creatures as
persecuted, threatened and downtrodden as the diminutive fungus-born snotlings,
yet there are also few who are as playful, happy and good-willed as these
green-skinned runts. Their tribes are havens of jollity in an unhappy world,
governed by benign matriarchs and united in the quest for fun and a worry-free,
if short-lived, existence.
Bestiary and
army list
Special rules
Spelunkers- Snotlings are excellent cavers and can navigate
even the smallest tunnels to get themselves where they need to go. Units and
characters with Spelunkers have the Scout special rule.
Delusions of grandeur- Snotlings revere their leaders and
the mere proximity of a personage of high esteem is enough to inspire, or
frighten, a unit into obedience. Snotlings may use the Leadership value of any
character within 12” when taking any tests on their Ld.
Insane optimism- Most of the time snotlings cannot imagine
things turning out the worst for them, even when hapless colleagues are demonstrating
the risks all around them. Snotlings do not suffer the effects of Fear or
Terror and need only test to see if they rout in close combat when half their
unit has been destroyed.
Entourage- Snotling characters are surrounded by a band of
followers and lackeys who attend them and act as a bodyguard. This entourage
has been taken into account in the character profile, however if a mount is
chosen for a character (a bat or giant rat for example) then some changes are
made. Instead of being a 40mm x 40mm base containing the character and their
entourage, each figure (and their steeds) are placed on a 20mm x 20mm base. It
is only necessary to purchase a mount for the character, the entourage are
assumed to have found their own steeds. The number of snots in the entourage is
shown in brackets after this special rule in the list (for example: entourage
(4) means the character plus 4 attendant snotlings). The character and their
entourage must remain in base contact at all times as if they were a unit, they
are free to join and leave other units like normal characters but must always
stay together. This means that if a character and 4 attendant snots joined a
unit of ratlings 5 models wide the character and his retinue would occupy the
entire front rank until one or more of them are slain. Characters may join
units made up of 40mm bases if mounted on 20mm bases and vice versa, simply
arrange the bases to fit into a block as best they can.
Small Targets- Snotlings are very hard to hit from a
distance as they are small and don’t stand still very much. Missile weapons are
at -1 to hit snotlings.
Snotlings as swarms- Snotlings are unusual in that their
core troops are made up of swarm bases. For the purposes of this army list the
following rules apply, which are different to those for swarms in the Warhammer
rulebook. Snotling swarms are not unstable (subject to ‘squish!’), they are
just about in control and nimble enough to avoid the enemy’s feet. Snotling
swarms are not unbreakable, they are capable of deciding enough is enough and
diving for cover, but they are subject to Insane optimism, see above. Snotling swarms have the Skirmishers special
rule as is usual for swarms.
ARMY ORGANISATION:
Multitudinous Hordes- Because there are so many snotlings in
an army and they all have such varied particulars a snotling army ignores the
usual number limit for Lords, Heroes, Special and Rare units. A snotling army
may include any number of each of these types but the percentage of points
value of the total army must be maintained. These are:
Lords/Heores:
No greater than 25%
Core:
At least 25%
Special:
No greater than 50%
Rare:
No greater than 25%
SPECIAL ITEMS:
Snotlings, as noted elsewhere, do not use magic. They do,
however, have access to some natural items with particular special effects and
these work in the same way as magic items. Snotlings may not pick magic items
from the Warhammer rulebook, they may only use those listed at the end of the
Army List and may not pick duplicate items in any one army. Snotlings carry
banners and have champions and musicians as do other races, but these are
within the swarms and are too puny to have much of an effect so are not treated
separately. The exception is that one base per unit (where noted) may be given
a special standard, these are listed with the special items.
ARMY LIST:
LORDS:
Big Momma Snot- 50 pts
Mv
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Type
|
Base
|
4
|
3
|
2
|
4
|
4
|
7
|
6
|
6
|
7
|
Char
|
40mm
|
Special rules: Options:
Entourage (5) Special
Items up to 100pts
Oi! Wot Yoo Doin’ To My Ladz?- Momma Snots are very
protective over their tribes. For each snotling unit removed as casualties the
snotling player may increase either the Big Momma’s Mv, WS, S or I
characteristic by 1 (to a maximum of 6 ) as she gets more and more incensed at
the destruction. The player may pick a different statistic each time but the
value of each may never rise above 6.
Tribal Chiefling- 40pts
Mv
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Type
|
Base
|
4
|
3
|
2
|
3
|
3
|
6
|
6
|
6
|
7
|
Char
|
40mm*
|
* Unless mounted
Special rules: Equipment: Options:
Entourage (4) Light
Armour May ride..... Giant Rat- 4pts
Small target Giant Bat- 6 pts
Giant Spider- 6
pts
Shield-
5pts
Additional
hand weapons
(+1 attack each) -10pts
(+1 attack each) -10pts
Spore
weapons- 5pts
Special
Items up to 50pts
HEROES:
Big Snot- 35 pts
Mv
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Type
|
Base
|
4
|
3
|
2
|
2
|
3
|
6
|
6
|
5
|
6
|
Char
|
40mm*
|
* Unless mounted
Special rules: Equipment: Options:
Entourage (4) Light
Armour May ride..... Giant Rat- 4pts
Small target Giant
Bat- 6 pts
Giant
Spider- 6 pts
Shield-
10pts
Additional
hand weapons
(+1 attack each) - 10pts
(+1 attack each) - 10pts
Spore
weapons- 5pts
Special
Items up to 25pts
Shaman- 40 pts
Mv
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Type
|
Base
|
4
|
1
|
0
|
2
|
2
|
6
|
4
|
3
|
6
|
Char
|
40mm
|
Special rules: Options:
Entourage (4) Special
Items up to 50pts
Small target
Shamanic magic:
Rather than draw on the chaotic power of magic, the snotling
shaman uses natural potions. The effects of these potions are unpredictable and
can be very useful or spectacularly destructive. Each magic phase the shaman
may drink one potion (unlimited supply). Roll 2d6 on the following table to
determine what happens. If the shaman is killed by the potion’s effect one of
his attendant wierdlings steps forward to continue in his master’s place. Mark
the base as having lost a wound, the next snotling may drink from a potion in
the next magic phase. If all the wounds are lost then all the wierdlings have
been killed and the base is removed as normal.
2: Gurgle gurgle... The shaman’s belly squirms for a bit,
finally resulting in a vile belch. Whilst unpleasant this is sadly ineffective.
3: Firebelch: As above, except this time the belch
ignites and a column of acrid flame engulfs the foe. The Shaman makes one
attack as with a fire thrower listed in the Warhammer rulebook (p114).
4: Taint of corrosive touch: The Shaman’s ears begin to
puff out bright purple smoke made from tiny spores. These settle on the crude
implements of the snotlings, digging into metal but leaving wood and stone
untouched. Until his next magic phase (when the spores will have dissipated)all
units within 6” of the Shaman receive the ‘Armour Piercing’ special rule when
attacking with missile or close combat weapons.
5: Poisonous morphing: Some chemical in the potion makes
the Shaman’s body contort in frightening forms. He causes Fear in enemy models
until his next magic phase when the effects settle down.
6: Inflation: Small pockets of air break out on the Shaman’s
head and shoulders and grow until he resembles a hot air balloon. He may make one
free flying move, after which the gas escapes.
7: Cloud of rancid mist: A torrent of foul-smelling fog
gushes from the mouth, nose and ears of the Shaman, cloaking the enemy in a
noxious haze. Nominate an enemy unit within 24”, this unit suffers –D3 (to a
minimum of 1) to its Weapon Skill, Initiative or Movement (you choose) until
the caster’s next magic phase.
8: Great Bloat: The Shaman begins to swell to frightening
proportions and his limbs begin to sprout tentacle-like growths. The effect is
so disconcerting that enemies, even those familiar with plague and mutation,
find it hard to look at him without being repulsed. Until his next magic phase
enemy units are at -1 to hit the Shaman and any unit he is with, either
shooting or in close combat.
9: Aura of melancholy: A deep depression settles upon the
Shaman and spreads throughout the surrounding area, afflicting all it touches.
Until the Shaman’s next magic phase all models within 12” may not move, fire
missile weapons, cast spells, fight or take any other action. Models moving
into the 12” radius stop immediately, drop to the ground and do nothing else
until the cloud of melancholy has lifted.
10: Growth sprout: The Shaman trembles, then expands to
twice or even three times his size. He should be replaced by a goblin or orc
figure on a 20mm base (the wierdlings cower somewhere nearby) and now has the
following profile: M4 WS4 BS3 S4 T4 W2 I2 A1 Ld7. He has this profile
regardless of whether the Shaman base suffered any wounds previously and should
he be killed the model is replaced once more by the base which suffers one
wound. The growth sprout remains in play until the Shaman is killed or decides
to drink another potion during the magic phase, in which case the model is
replaced by the base once more (do not deduct a further wound) and the result
of the next potion is resolved. If another 10 is rolled you may choose to roll
again.
11: Call of the Wild: The Shaman throws his head back and
emits a strange cry which resonates across the battlefield. Suddenly a huge
swarm of insects and small animals of all kinds burst from holes and under
bushes, rushing through the feet of the foe and sweeping them off balance.
Choose an enemy unit within 48”. This unit takes 2D6 automatic hits at strength
3. Any casualties are carried off on a tide of tiny legs, never to be seen
again.
12: Something feels odd... At first nothing happens, then
a curious vibration grows inside the hapless Shaman. Steam gushes from his
orifices and he begins to shake. Suddenly his head separates itself from his
body, flying high over the battlefield and detonating upon landing, showering
grisly shrapnel everywhere. Resolve one attack from the Shaman’s base as if it
were a stone thrower (see p114-5 in the Warhammer rulebook). Sadly the hapless
Shaman is in no condition to attempt another potion. Remove one wound from the
base.
CORE:
Tribesnots- 20 pts per base
Mv
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Type
|
Base
|
4
|
2
|
0
|
2
|
2
|
5
|
3
|
3
|
4
|
Swarm
|
40mm
|
(A base of tribesnots contains between 3 and 9 snotlings and
always counts as having 5 wounds)
Unit size: 3-20 bases
Special rules: Options:
Delusions of grandeur Spore
weapons- 5pts per base
Insane optimism
Small target
Huntsnots- 20 pts per base
Mv
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Type
|
Base
|
4
|
2
|
2
|
1
|
2
|
5
|
3
|
3
|
4
|
Swarm
|
40mm
|
(A base of huntsnots contains between 3 and 9 snotlings and
always counts as having 5 wounds)
Unit size: 3-20 bases
Special rules: Equipment: Options:
Delusions of grandeur Short
Bows Spore
weapons- 5pts per base
Insane optimism
Small target
SPECIAL:
Braves- 25 pts per base
Mv
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Type
|
Base
|
4
|
2
|
2
|
2
|
3
|
5
|
3
|
3
|
4
|
Swarm
|
40mm
|
(A base of braves contains between 3 and 9 snotlings and
always counts as having 5 wounds)
Unit size: 3-10 bases
Special rules: Equipment: Options:
Delusions of grandeur Light
armour Short bows-
5pts per base
Insane optimism Spore
weapons- 5pts per base
Spelunkers May
have a standard worth up to 50pts
Small target
Ratlings- 4 pts per model
Mv
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Type
|
Base
|
|
Snot
|
4
|
2
|
2
|
2
|
1
|
1
|
3
|
1
|
4
|
F. Cav
|
20mm
|
Rat
|
6
|
3
|
0
|
2
|
2
|
1
|
4
|
1
|
4
|
Unit size: 5+
Special rules: Equipment: Options:
Delusions of grandeur Light
armour Short bows-
2pts per model
Insane optimism Spore
weapons- 1pt per model
Small target May
have a standard worth up to 50pts
Batlings- 6 pts per model
Mv
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Type
|
Base
|
|
Snot
|
4
|
2
|
2
|
2
|
1
|
1
|
3
|
1
|
4
|
F. Cav
|
20mm
|
Bat
|
1
|
3
|
0
|
2
|
2
|
1
|
1
|
1
|
3
|
Unit size: 5+
Special rules: Equipment: Options:
Delusions of grandeur Light
armour Short bows-
2pts per model
Insane optimism Spore weapons-
1pt per model
Fly May
have a standard worth up to 50pts
Small target
Arachlings- 4 pts per model
Mv
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Type
|
Base
|
|
Snot
|
4
|
2
|
2
|
2
|
1
|
1
|
3
|
1
|
4
|
F. Cav
|
20mm
|
Spider
|
5
|
3
|
0
|
2
|
1
|
1
|
4
|
1
|
2
|
Unit size: 5+
Special rules: Equipment: Options:
Delusions of grandeur Light
armour Short bows-
2pts per model
Insane optimism Spore
weapons- 1pt per model
Small target May
have a standard worth up to 50pts
Sawmasters- 30 pts per base
Mv
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Type
|
Base
|
4
|
2
|
2
|
2
|
2
|
3
|
4
|
3
|
4
|
Swarm
|
40mm
|
(A base of sawmasters contains between 3 and 9 snotlings and
always counts as having 3 wounds)
Unit size: 1-3 bases
Special rules: Equipment: Options:
Delusions of grandeur Toolz Fuzes-
10pts per base
Insane optimism
Spelunkers
Small target
Toolz: Snotling sawmasters are master saboteurs, popping
up from their holes to wreak havoc on enemy machinery. Instead of attacking the warmachine’s crew in
close combat the sawmasters can opt to go directly for the machine itself,
inflicting 3 automatic hits at strength 7 against the war machine’s
toughness. Of course, if the crew have
managed to strike first and wipe out the snotlings then no hits are made. The
sawmasters can opt to attack the crew instead if they so wish, in which case
the combat is resolved as usual.
Fuzes: Sawmaster bases may be equipped with Fuzes, which
are lit under the war machine as the combat progresses and which detonate at
the end of the phase. A base with fuzes inflicts one automatic strength 10 hit
on any war machine which has spent a round of close combat with it, regardless
of whether the base survives the combat or not. This effect is cumulative, so
three bases all armed with fuzes would inflict three automatic strength 10 hits
at the end of the combat. The sawmasters themselves are immune to the blast but
they may only use fuzes once per game, once they’re gone they’re gone.
Shroomies- 35pts each
Mv
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Type
|
Base
|
|
Shroom
|
-
|
-
|
-
|
-
|
3
|
5
|
-
|
-
|
-
|
W Mach
|
40mm
|
Snot
|
4
|
2
|
2
|
2
|
2
|
5
|
3
|
3
|
4
|
Unit size: 1+
Special rules:
Delusions of grandeur
Shroomies count as fire throwers and roll on the black
powder misfire chart as usual. Although the spores do not ignite their
irritation and effects on the lungs have very similar results.
Shroomies may be shepherded (or, more accurately,
mushherded) to the battlefield by a painstaking process of digging in precisely
the correct mixture of manure ahead of the shroomies, which then migrate along
the trail of nutrients. This is a very slow and laborious task and requires
many weeks, even months, for them to arrive in position. Fortunately their
presence is often overlooked by any foes until it is too late. Shroomies, once
deployed, may not be moved during the course of the battle. They may fire in
any direction however, most mushrooms do not have fronts.
Pump Wagon- 40 pts each
Mv
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Type
|
Base
|
|
Wagon
|
2D6
|
-
|
-
|
4
|
4
|
3
|
-
|
-
|
-
|
Chariot
|
40mm
|
Snot
|
-
|
2
|
-
|
2
|
-
|
-
|
3
|
3
|
4
|
Unit size: 1
Options: Upgrade to Heavy Pump Wagon- 20pts
A pump wagon is powered by a mechanism worked by two
snotlings. As one pair of operators becomes exhausted they are relieved by
another. This means that the speed of the pump wagon is somewhat variable, as
snotlings squabble over whose turn on the pump it is, frequently leaving it
unattended altogether. To represent this the speed of the wagon is determined
randomly at the start of each movement phase by rolling 2D6.
Special rules:
The snotling crew fight as a snotling base and may make a
single missile attack per turn. They may make a missile attack or engage in
fighting in any direction.
When a pump wagon charges its spiked roller causes D6
strength 6 automatic hits. The D6 score also indicates the number of ranks
penetrated by the pump wagon. A wagon which penetrates all ranks will continue
moving forward to the limit of its charge distance. Measure remaining distance
from the rear of the unit. If the size of the wagon means it would end up
partially within the unit move it so it is out of the formation. Spiked roller
attacks hit first regardless of initiative. If the wagon passes completely
through a unit then that unit must test to see if it routs. If a wagon fails to
punch through a unit it remains in combat at the front of the unit (regardless
of the ranks it penetrated) and may not use the spiked roller again until it is
free from combat. Any models charging the front of the pump wagon take hits
from the roller as normal so long as the wagon moved at least 6” in its last
turn. If it did not move 6” the charging unit only takes D3 S6 hits. If the
wagon is charged in the side or rear it is free to move in its next movement
phase as if it were unengaged.
A basic, light pump wagon consists of one deck of snotlings.
A light pump wagon’s crew may not fight during the first round of combat. They
may fight in subsequent rounds. Upgrading to a heavy pump wagon (by adding an
upper deck) allows the crew to fight in the first round of combat.
For the purposes of missile fire the wagon counts as a large
target.
Damage to the pump wagon is determined on the Pump Wagon
Damage Chart. Roll 2D6 at the end of the phase in which the damage was dealt
and add +1 to the roll for each hit sustained.
3-7: No effect
8: One of the crew falls into the drive mechanism,
slowing the wagon by 2” per turn. At the start of each following turn roll 1D6.
On a 6 the mangled crewman is thrown clear and the penalty ceases to apply.
9: The steering is seriously damaged. The wagon may only
turn if the whole crew throw their weight to one side or the other. If they do
so they may do nothing else during that turn. The pump wagon will be steered
successfully on a D6 roll of 4+, otherwise the wagon continues in a straight
line.
10: Crewmen are injured and fall from the wagon during
combat. The crew suffer one hit at the strength of the unit attacking (or their
missile weapons). If the attacking units contain mixed attributes determine
randomly which hit. If all the crew are slain the wagon continues its turn’s
movement (which may include hitting a unit with its roller) and comes to a
halt.
11: The roller’s chain drive slips from its spocket. The
roller now only inflicts D3 hits on impact.
12: The upper wishbone-collet-retaining-gudgeon snaps,
sending the spiky roller spinning off. If the wagon is in combat the spinning
roller causes an extra D3 S6 hits (not counted towards rank penetration) but
may not be used in any subsequent turns.
13: The pump handle breaks off in the hands of a
particularly enthusiastic snotling. The wagon completes its move and halts,
never to move again. If it comes into contact with a unit the roller inflicts
damage as usual and the crew may continue to fight as normal.
14: The wagon overturns, spilling snotlings everywhere.
On a D6 roll of 1-4 the wagon is destroyed and the crew dead. On a 5 or 6 the
wagon may be righted on a subsequent turn by rolling 6 on a D6. If charged
before it can be righted the wagon is destroyed and the crew run away.
15: The crew bail out, leaving the wagon to continue its
move and then come to a halt. The crew take no further part in the game. If the
wagon comes into contact with a unit they take hits from the roller as usual.
16: An axle breaks and the pump wagon comes to an abrupt
and spectacularly violent halt, dismantling itself and slaying the whole crew
in the process.
RARE:
Morris- 75 pts per troupe
Mv
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Type
|
Base
|
4
|
4
|
2
|
2
|
2
|
6
|
7
|
6
|
6
|
Swarm
|
40mm
|
Unit size: 3 bases
Special rules:
Frenzy
Impact hits (D6)
Delusions of grandeur
Insane optimism
Spelunkers
Small target
A Snotling Morris troupe is a strange and terrible sight to
behold. Lead by their lanky Punch or troupe master in frightful mask and
bladderstick they dance their frenzied, garish carnival of whirling sticks and
snotty hankies with total disregard of any who may be within striking distance.
They are usually seen frolicking on well-maintained grass greens at the
entrances to snotling caverns from spring to late summer, sometimes
congregating around a tall pole draped with ribbons to offer thanks to their
patron deity, Mai, the earth-mother. A morris troupe always consists of three
bases containing an assortment of dancers, musicians and an array of colourful
characters including the Punch himself.
Stone Trolls- 60 pts each
Mv
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Type
|
Base
|
|
Stone
Troll
|
6
|
3
|
1
|
5
|
4
|
3
|
1
|
3
|
4
|
MI
|
40mm
|
Unit size: 1+
Special rules:
Regeneration (4+)
Magic Resistance (2)
Scaly skin (5+)
Fear
Stupidity
Vomit Attacks: A Troll may make a single Vomit attack
instead of its usual 3 attacks. This is Strength 5, always hits and ignores armour
saves.
Wild Squigglings- 25 pts
Mv
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Type
|
Base
|
|
Squiggly Minibeast
Great Cave Squig
|
3D6
3D6
|
3
4
|
0
0
|
3
5
|
2
4
|
1
3
|
3
3
|
2
3
|
2
3
|
WB
WB
|
20mm
20mm
|
Unit size: 3 Squiggly Minibeasts, 1 Herder mounted on a
Squiggly Minibeast
Special rules: Options:
Immune to psychology Additional
Squiggly Minibeasts- 5pts each
Hate Dwarves Additional
Herders mounted on Squiggly Minibeasts- 8pts each
Upgrade
1 Minibeast in 5 to a Great Cave Squig- 3ps each
Deep in the dark and nasty regions where nobody goes live
the Squiggly Beasts, or Squigs for short. In the dank and uninviting crevasses
of the world they go unnoticed, feeding off lurid fungi and small animals which stray into their dens. Largely fungus
themselves the Squigs take many forms. The larger variety are often hunted and
herded into battle by the Night Goblins but other varieties of Squig find
themselves employed in more everyday purposes like providing an attractive wig
for a greenskinned head or as a pet for a powerful warboss’s family. The
snotlings are too small to force Squigs into service, but their common fungal
ancestry and care for all of nature makes the Squigs particularly amiable towards
the runty goblinoids, they don’t eat them on sight in other words. Squiggly
minibeasts can often be found in snotling forces, gently coaxed into service,
and a large enough gathering of their diminutive cousins can sometimes bring
even a Great Cave Squig to the battle, intrigued by the excitement of the
youngsters.
Due to their energy the Squigs are able to move a great
distance, bu this is largely unpredictable as who knows what attractive scents
or rotting debris on the field of battle will cause them to stop for a sniff?
Squig herds move 3D6” in a straight line during the controller’s Compulsory
Movement phase. If they come into contact with a unit they count as having
charged and all the usual rules apply. A few snotling Herders ride into battle
with the Squigs to point them in the right direction. The riders do not have a
separate profile (count the model as a normal Minibeast) and may be placed
anywhere within the unit. They are important however as if they are destroyed
the unit will lose control, go wild and inflict D6 strength 5 wounds on all
units (friend or foe) within 2D6”. After this the unit is removed as a
casualty. A unit may contain any number of Squiggly Minibeasts and Herders but
the number of Herders may not be greater than the number of Minibeasts. Hits on
Herders are randomised with a D6 roll of 1-4 hitting a Minibeast and 5-6
hitting a Herder. A unit may also include Great Cave Squigs, which replace
every fifth Minibeast (including those ridden by Herders, for example a unit of
8 Minibeasts and 2 Herders may upgrade 2 Minibeasts to Great Cave Squigs at a
cost of an additional 6 points. A unit of 13 Minibeasts and 2 Herders may
upgrade 3 Minibeasts to Great Cave Squigs at a cost of an additional 9 points).
In this case D6 rolls of 1-2 hit Minibeasts, 3-4 Great Cave Squigs, 5-6
Herders.
Blasters- 50pts
Blasters are a somewhat unique troop type as they have no
physical presence on the gaming table (unless you wish to make a counter to
represent them placing their explosives!). They are also un-killable by the
enemy, only able to blow themselves to pieces. Because of this factor a
snotling player may only field one unit of blasters per game.
At the end of each of the snotling player’s turns the
blasers (providing they are still alive) can make one attack. Place a counter
anywhere on the field, this is the intended target for the blaster attack. The
counter scatters 3D6 (as it’s hard to see where you’re at when you’re
underground). Then roll 1D6 on the following table to see what happens:
1: Damp Squib. The explosives fail to ignite.
2-3: Little blast. Place the small blast template over the
counter. All models underneath are automatically hit at strength 3 with normal
armour saves allowed.
4-5: Big blast. Place the small blast template over the
counter. All models underneath are automatically hit at strength 6 with normal
armour saves allowed.
6: Cave In! A huge explosion rips across the battlefield as
a section of it disappears into the cavern below. Place the large blast
template over the counter. All models underneath are automatically hit at
strength 8 with no armour saves allowed. The area under the template is now a
crater and counts as difficult terrain, all surviving models in the crater must
pass an initiative check or remain stunned there for one turn, after which they
can move normally. Unfortunately the snotling blasters have also blown
themselves to pieces with their explosion and may make no further attacks.
SPECIAL ITEMS:
Snotlings which are allowed Special Items may pick from this
list but may not use any of the Magic Items listed in the Warhammer Rulebook.
Weapons-
Dandylion
Clock: The seeds of this plant are particularly irritating when blown into the
face. A model with a Dandylion
Clock may force enemy models in close combat to strike at WS1 for the first round of combat. After
this the effect wears off. The Dandylion Clock may only be used once per battle. 25pts
Baby
Shroomie: The model is carrying a miniature version of the Shroomies which,
when squeezed, emits a cloud
of spores. Each shooting phase the model may make D6 shots at Range 12”, Strength 3. 10pts
Fungoid
Blade: The snotling’s close combat weapon is made from or encrusted with fungus which burns skin and rusts metal.
The weapon has the Armour Piercing special rule. 30pts
Armour-
Mossy
Cloak: The snotling wears a cloak of moss and lichen which blends them into
their surroundings. All
missile weapons are at a further -1 to hit a model wearing a Mossy Cloak. The entourage of a snotling
character are assumed to be wearing the same cloaks so the whole base gains this bonus. 25pts Fungoid
Armour: When struck, this armour puffs out a cloud of spores which irritate the enemy’s skin and eyes. The
armour grants a 5+ save and if one successful save is made and the snotling survives the round of
combat then next round all hits against the snotling are made at WS1. 50pts
Frogskin:
The snotling’s clothing is coated in a layer of poisonous frogskin. This
provides an extra point of armour
(may be combined with other armour) and any model which wounds the wearer (whether the wound is saved or
not) takes an automatic hit at Strength 3 from the
poison. 50pts
Talismans-
Eye of
Newt: Far more than an elaborate conker, this ball-on-a-string allows the
snotling to divine likely events
in the near future to avoid mishap and optimise the time to strike. A model
carrying an Eye of Newt, and any unit it has joined, may force an opponent to
reroll any successful hits
from missile and close combat weapons. 40pts
Toe of
Frog: Quite why the character has frog’s legs is anyone’s guess. The tribal
shaman is strangely silent on the
matter. They have their uses, however. The character with Toe of Frog may hop 2D6” during the movement phase
(any entourage is assumed to scurry extra fast
to keep up). 25pts
Piece
of the High Ledge: This unassuming hunk of rock was (as the tribe are often
reminded) broken off by our hero from
the very highest pinnacle of the tribe’s mountain home. A height to which few have climbed and almost
none lived to tell the tale. Some say that when the character climbed to this dizzy precipice they saw
the whole world spreading before them
and suddenly knew that time was just another landscape to be mapped. Once both sides have deployed before the
battle the snotling player may redeploy a model carrying the Piece of the High Ledge and any unit it is
with anywhere on the battlefield greater than 12” from an enemy unit and 6” from the board edge. 35pts
Tooth
of the Cave Shark: The snotling carries a reminder of the great battle he (or
she) once had with a vicious cave
shark, a fight in which he (or she) was victorious of course. The rumour of this great feat
has spread throughout the army. All units within 24” of the character may use his (or her) Ld
when taking tests. 20pts
Standards-
Banner
of Oooooh: The snotlings carry a spectacularly beautiful (or spectacularly
ugly!) banner which fully
occupies the attention of the enemy. The first round the unit spends in combat their enemies strike at
initiative 1, after this the effect of the banner wears off.
50pts
Banner
of Aaaaaah: The lurid radiance of the standard glows across the battlefield and
lifts the hearts of the
snotlings. Units within 12” of the standard count as having Ld10 whilst the banner still flies. 50pts
Banner
of AAAARGH!: Something about the putrescent standard wielded by the miniature goblinoids strikes panic into the hearts
of the foe. The unit bearing the banner causes Fear. 50pts
Arcane Items-
Gibbler’s
Corrective: A quick dose of Gibbler’s Corrective administered in time by a
watchful Wierdling can prevent the
worst effects of a misjudged potion. A shaman carrying a vial of Corrective may ignore the effects of any
one roll on the Shamanic Magic table.
The shaman may not roll again
until his next magic phase. One use only. 20pts
Enchanted Items-
Delicious
Toadstool: A quick bite of this restorative fungus and the vitality of the
snotling is restored. The
toadstool may be eaten any turn the bearer is not in combat or fleeing and restores one wound, up to the model’s
starting value. One use only. 20pts
Emtae
Mushroom: The curious Emtae Mushroom has
the ability to stimulate muscles into temporary
growth spurts. On normal-sized creatures this produces a nasty side effect of hallucinations and weeping, however the
snotling physique with its fungus base bears no such side effects. A character who munches the
mushroom grows to about the size of a small
orc, increase its strength and toughness by 1 point each until the beginning of
the snotling player’s next
turn. One use only. 20pts
Small
Bag of Berries: Whatever these berries are, one is enough to spur a snotling
into a brief spell of
frenetic energy. A character may distribute the berries to a unit they have joined before declaring a charge, the
unit then calculates its charge range on 3D6, discarding the lowest roll. One use only. 15pts
Magic
Beans: These beans grow remarkably quickly. They may be planted in the start of
turn phase and by the end of the turn
a thick forest will have spread D6” around the position the model was when they planted the beans.
Appropriate markers should be placed to show where
the new piece of terrain lies. One use only. 15pts
Pet
Frog: The character has a pet poison arrow frog who sits on their (carefully
padded) shoulder. The
secretions from this frog are wiped on the character’s weaponry, making them far more potent. The model has
the Poisoned Attacks special rule. 15pts
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