Snotling Special Rules
Swarms: All Snotling regiments (except for Bolt Thrower Battalions and Ambushers, which act like normal units of 20x20 mm base infantry) are Swarms. Swarms are represented by several models on a 40x40 mm base, these bases are treated as a single creature. A Swarm is so nummerous it gets a rank bonus of +2 per rank instead of +1 (the maximum rank bonus is still 3 though).
Characters:
-Lone characters: The base size of a Snotling Character (even when he is mounted on a Rat is 20x20 mm if he moves around the field alone.
-Characters inside a Swarm: If a Character joins a unit he has to join a single swarm base chosen by the player, inform your opponent which one. Snotling characters can be picked out in combat at –1 to hit. Characters use the LOS of the base, attack as normal and count as being in base contact with all models touching the base they are hiding in. When any ranged attacks hit the unit the character can never be hit due to the multitude of Snots he can use as a living shield. If a Snotling character’s Swarm base is destroyed he will automatically join another base in that unit, and if an entire unit is destroyed he will be an independent character again. When a Snot refuses a challenge while hiding in a swarm the Snotling may not fight but also may not be attacked.
-Mounted Snots: Note that Snotling characters that are mounted may only join units of their mounts: Rat riding characters can only join units of Rat Riders, Troll Riders can only join units of Trolls of their own type and characters on foot can only join Snotlings on foot. Snotling characters riding Rats get a 6+ armour save which may be combined with other equipment as normal. Snots on Rats will have Movement 7. When mounted on a Rat (not a Troll) the Snotling may use his spear as any other mounted unit to gain +1S in the first round of combat when charging. Snotlings riding Rats can make 1 extra attack at their basic S, I and WS, before Mushroom and weapon effects are applied.
-Troll riding characters: Trolls can use a Snotling character’s leadership, though they count as having Ld 7 instead of 10 while using the leadership of the Snotling character. Note that Trolls will not be unbreakable if a Snot leads them, and note that characters will not be unbreakable anymore, plus their Ld will be reduced to 7, as long as they ride a Troll. If the Troll is killed while fleeing and the Snot survives he will rally automatically at the same moment the Troll was killed. Trolls are treated as ridden monsters, though if a ridden Troll is hit by a ranged weapon the rider will only be hit on a 6 instead of a 5-6 because of the Snot’s small size.
Characters and Leadership: Only Trolls may benefit from a Snotling Character’s leadership as described above and nothing else, ever!
Ranged Weapons: You should see ranged weapons as anything a Snotling would find suitable to throw or shoot with, such as rocks, mushrooms, little bows, a hidden bolt thrower or kamikaze-Snotlings. Ranged Weapons count as thrown weapons that have the Strength of the user and a maximum range of 8”. If Snotling Swarms are armed with ranged weapons they can shoot a number of times equal to their attacks, so normal Snots, for example, may shoot 4 times per base.
Unreliable: Snotlings are unruly, savage and undisciplined creatures. As well as enemies they also fight each other a lot and they love mean practical jokes. To represent this you must roll a D6 in the end of the start of the turn phase for each unit with this special rule that is not engaged in combat. On a 2-6 they are okay and do what you want, but on a 1 they squabble amongst themselves or take a mushroom break so they cannot do anything at all this turn.
Horde: Snotlings can bring one more Big Boss than normal for every 1000 pts. This hero does not count towards the maximum number of characters allowed. In addition, Snotlings also have to bring one more core unit than normal, so a 1000 pts Snotling army, for example, must bring 3 instead of 2 core units. As a last bonus Snotlings may bring one more special unit than normal, though they may never have more special units than core units.
They’re everywhere!: When an unengaged Snotling Swarm is charged, the Snotlings may choose to divide the unit in multiple units, that are not engaged in combat. The number of bases that are detached to form the new unengaged units is determined after a succesful enemy charge by the Snotling player. The unit is theoretically split in columns, from the front to the rear, and every column of bases of which no base is engaged in combat may be placed 1” from the new unit forming a new unit, facing the same direction it did before. The new units may not rejoin, but for the sake of calculating victory points the two units still count as one. See the table below for examples of situations:
Situation A) Situation B)
Before the charge) Before the charge)
Y Y
xxxxx Y
xxx Y xxxxx
Y xxxxx
After the charge) After the charge)
Y
xxx xxY Y
x xxY x xxx x
Y x xxx x
In situation A) the Snotling unit (the x’s) takes an enemy charge (the Y’s) and the Snotling player choses to detach 4 bases (he could have chosen to detach up to 6 because one of the columns in the engaged part of the unit is not in base contact with the enemy but the danger of an overrun would be too big). Note the last incomplete rank is alays shifted towards the enemy as much as possible. The 4 bases are set 1” apart from the original unit facing the same direction as the original unit forming a new unit, and ranked up as before. In situation B) a lone monster charges the Snotling unit and because the middle 3 columns have at least one base in contact with the monster they cannot be detached. Because the column on the right and the column on the left of the unit have no base in combat they can be detached, but they both have to be detached seperately because they are on different sides of the unit, thus creating not two but three new units. You must always endavour to create as few units as possible.
The Microscopic Waaagh! lore
1: Deadmarch Casting level 4+.
2: Toe Bursta: Casting level 6+.
3: Whip of Mork (or possibly Gork): Casting level 7+.
4: Wrath of Mork (or possibly Gork): Casting level 8+.
5: FUNGUS!!: Casting level 10+.
6: Hordz of us! Casting level 12+.
1: Deadmarch: The Shaman, with the help of Mork and Gork, forces his followers to relentlessly march forward. This spell may be cast upon any unengaged unit of friendly Swarms, Bolt Throwers or Ambushers within 18” of the caster. The affected unit will move D6” straightforward, if this move brings them in contact with an enemy unit they count as having charged. A unit may not be moved twice by means of this spell or in combination with “FUNGUS!!” in the same magic phase. The unit counts as having moved for all purposes.
2: Toe Bursta: Magic Missile. In an attempt to copy the Brain Bursta spell other Greenskins use a wacky Shaman once invented this spell. Since most of the enemies’ heads are too high for Snots they choose to aim for the enemy’s feet, to slow them down and even hurt them if possible! This spell is a magic missile with a maximum range of 24” that causes 2D6 S3 hits, if enemies suffer any wounds from this spell roll a D6. If the result is 4-6 the enemy unit moves at half speed in it’s next turn. This spell has no further effect on flyers, machines, ethereal and similar creatures. It will affect Chariots though, as the creatures that pull the chariot are hurt.
3: Whip of Mork (or possibly Gork): Snotlings are very lazy, so sometimes they need a little bit of “motivation” to get back to work. This spell may be cast upon any unit of Swarms, Bolt Throwers, a Pumpwagon or Ambushers that is engaged in combat anywhere on the table. If cast successfully a giant whip wielded by Mork (or possibly Gork) will appear out of nowhere and lash above the Snots’ heads. The Snots will fight extra fierce and receive +1WS, +1A and +1I per base for their next combat phase.
4: Wrath of Mork (or possibly Gork): Snots are the entertainers of Mork and Gork and as such Mork and Gork will happily help them to deliver a spectacle. The Shaman can call upon the gods to strike enemies with a Waaagh!! energy lightning bolt. This spell can be cast upon any unengaged enemy unit anywhere on the table. The unit will suffer D6 S4 hits, allowing no armour saves at all.
5: FUNGUS!!: The Shaman fills his loyal followers with a supernatural urge to battle (thanks to Mork and Gork, who can appreciate a good Snotling Waaagh!!) and under a loud warcry (“FUNGUS!!”) every unengaged friendly unit of Swarms, Bolt Throwers and Ambushers on the table moves D6” straightforward. If this move brings a unit in combat with an enemy unit it counts as having charged. A unit may not be moved twice by means of this spell or in combination with “Deadmarch” in the same magic phase. The unit counts as having moved for all purposes.
6: Hordz of us! Remains in Play. If cast successfully a strange fall of light will create the illusion there are twice as many Snots on the battlefield, which confers the enemy’s moral a strong blow. As long as this spell lasts all Swarms’, Bolt Throwers’ and Ambushers’ unit strength and rank bonuses count double. E.g.: a unit of common Snotlings consists of 4 by 2 bases, it will now have a unit strength of 3x8x2=48 and a rank bonus of 2x1=2. In addition all Swarms and Ambushers will receive a 5+ ward save that can be used in close combat only as the enemy may be attacking non-existing Snotlings! This spell lasts until it is dispelled, the Shaman chooses to end it (which he can do at any time), attempts to cast another spell or is slain.
Microscopic Waaagh! Miscast Table
Wave your Shaman goodbye, prepare yourself for impact and roll a D6 over this disastrous Miscast table as soon as a Snotling Wizard miscasts!
1: ka-BOOOM!: The Shaman explodes in a terrible manner. All models in base contact with the Shaman and the Shaman’s Swarm suffer D6 S5 hits. All part of life when you’re a Snot.
2: WHOOOOSH!: The Shaman is hurled high up in the air and lands at a point 2D6” in a random direction. The Shaman and whatever was unlucky enough to be hit by him suffer D3 S4 hits. The Shaman is placed 1” away from any unit he might have landed in. Look! I can see my cave from up here!
3: ZOOOOOOF!: The Shaman is placed 1” apart from any unit he might have been in and he is shot D6xD6” away in a random direction. As soon as the Shaman collides with a piece of terrain or any model the Shaman is hurled D6” in a random direction, yet he will now only hit the place he landed. If the Shaman is engaged in combat he automatically collides with the enemy he was fighting, or his own Swarm base if he was hiding. If the Shaman again manages to hit something treat this as if he just collided with whatever was hit now, and continue bouncing the unlucky Snotling around until he fails to hit something. When the Shaman stops he and everything that was hit suffer D3 S4 hits per collision. And yes, you are right, this actually may be more effective than the spell you attempted to cast.
4: ZAP!: Roll a D6 to determine the number of hits, and roll a D6 to determine the Strength of these hits. The Shaman, his Swarm and any model unlucky enough to be in base contact with him all suffer these hits as a terrible electroshock blinds all. Yeah, the Shaman may be lucky enough to get away with only a few sparks that have no effect (for the game at least!), but he might as well fry himself and drag half of his unit into damnation with him.
5: Amnesia: The Shaman drops one level of magic and forgets the spell he attempted to cast. Yup, he’s just that stupid. What did you expect?!
6: Favour of the Gods: Mork (or possibly Gork) finds the little Greenskin quite amusing, and the Shaman is properly rewarded for this. The spell he attempted to cast is cast by irresistable force. Plus, from now on, the Shaman may use any spell from the Microscopic Waaagh! lore and he will receive a bonus of +D6 to any spell he attempts to cast. This bonus can never cause a miscast or irresistable force, it’ s just a bonus to the total casting value the Shaman rolls. However, these great powers can be fatal to even the toughest Snot, so after the battle the Shaman takes D6 SD6 hits. If these hits kill the Shaman your opponent is rewarded Victory Points as if he killed the Shaman in the battle.
Snotling Special Abilities
Because not two Snotlings are the same and their hard life forces the Snots to develop such abilities, your characters can have these special abilities. Abilities are not unique unless noted otherwise, and as such several characters may have the same ability, although a character may not have more than one ability of the same kind unless noted otherwise. All abilities cost 25 pts.
· Mighty: The character is especially strong for a Snot. He gains +1S.
· Tough little critter: In the hard Snotling society being tough is a blessing for any Snot. Confers the Snotling character +1T.
· Fierce: The Snotling is so fierce he gains +1A.
· Psycho: The Snotling has such emotional problems (as far as he has emotions) that the character is frenzied, even though he is unbreakable.
· Dodgy: The Snot has an uncanny ability of evading potentially lethal attacks. Confers the Snotling character a 5+ Ward save.
· Grudge: Thanks to a trauma he aquired earlier the character hates all enemies, even though he is unbreakable.
· Trollmaster: Some Snots seem to have a natural overweight on Trolls. Trolls using the character’s leadership and the character itself (if riding a Troll) test on Ld 8 instead of 7. Troll riding characters only.
· Resistant: The character seems to have a strong natural resistance to magic. The character and his unit have Magic Resistance (1).
· Slavedriver: The Snot bullies around his fellow Snots occasionally. The Snot and his unit may add D3” to any march or charge move.
· Power Stone: This is not an ability but rather a magic item. Exactly the same Power Stone as in the rulebook. Shaman and Great Shaman only.
· Warleader: The Snot lives for the sole purpose of winning battles. If the Character is in close combat this ability confers +1 to Combat Resolution.
· Counter Stone: This is not an ability but rather a magic item. Counts as a Dispell Scroll from the rulebook. Shaman and Great Shaman only. One use only.
· Stinky Breath: The Snotlings smells so repulsive all attacks directed at him in combat are at -1 to hit.
Lords
Snotling Warbosses: Warbosses are the most powerful warriors of a clan, and thus they often command the great green swarm in battle. They are fierce and powerful fighters (for Snots) and Warbosses can be a danger to even an experienced warrior.
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4 |
5 |
5 |
3 |
3 |
3 |
6 |
3 |
10 |
Costs: 25 pts per model.
Equipment: handweapon.
Options:
- May have light armour (+3 pts) and/or a shield (+3 pts).
- May have throwing weapons (+3 pts).
- May have a spear (+3 pts).
- May have a great weapon (+6 pts), but he will only get a +1S bonus instead of the normal +2S.
· May ride a Rat (+14 pts), Stone Troll (+55 pts) or River Troll (+60 pts).
· May Ride a Pumpwagon from the special units section.
· May have up to 100 pts of Special Abilities.
Special Rules: Unbreakable.
Snotling Great Shaman: Great Shamans are the finest and most dangerous Snotling wizards you can find. You will often find a Great Shaman lead a gigantic swarm of Snotlings it has intimidated to do its bidding, because Great Shamans are dangerous power-hungry lunatics which intend on enslaving as much of the lesser Snotlings as possible.
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2 |
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3 |
3 |
3 |
1 |
10 |
Costs: 100 pts per model.
Magic: Snotling Great Shamans are L3 Wizards that can be upgraded to L4 for +35 pts. They may only use the Microscopic Waaagh!! lore.
Equipment: handweapon.
Options:
· May ride a Rat (+14 pts).
· May Ride a Pumpwagon from the special units section.
· May have up to 100 pts of Special Abilities.
Special Rules: Unbreakable.
Heroes
Snotling Big Boss: Big Bosses are some of the nastiest and toughest warriors of a Snotling clan. Leading small raids, fighting and pulling off nasty practical jokes is what their lives are all about.
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4 |
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2 |
10 |
Costs: 15 pts per model.
Equipment: handweapon.
Options:
- May have light armour (+2 pts) and/or a shield (+2 pts).
- May have throwing weapons (+2 pts).
- May have a spear (+2 pts).
- May have a great weapon (+4 pts), but he will only get a +1S bonus instead of the normal +2S.
- May ride a Rat (+10 pts), Stone Troll (+55 pts) or River Troll (+60 pts).
- May Ride a Pumpwagon from the special units section.
· May have up to 50 pts of Special Abilities.
Special Rules: Unbreakable.
Snotling Shaman: Though Snots are immensely scared of magic some Snots have magical powers, which are even stranger and more unpredictable than the primitive magic other Greenskins use! These Snotlings are feared and honoured above all by the other Snots, and they often lead smaller Snotling armies. The fact is they are lousy Wizards, but even so Snotling Shamans can be of great use on the battlefield for Snotling armies, as long as they don’t explode.
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2 |
3 |
3 |
2 |
3 |
1 |
10 |
Costs: 40 pts per model.
Magic: Snotling Shamans are L1 Wizards that can be upgraded to L2 for +35 pts. They can only use the Microscopic Waaagh!! lore.
Equipment: handweapon.
Options:
· May ride a Rat (+10 pts).
· May Ride a Pumpwagon from the special units section.
· May have up to 50 pts of Special Abilities.
Special Rules: Unbreakable.
Core
Snotling Swarms: Snotlings are tiny Greenskins too dim to distinguish the danger between a friendly slap around the ear from a bypassing Orc and being crushed underfoot by a regiment of enemy knights. These troops will form the backbone of any Snotling army.
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2 |
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4 |
10 |
Costs: 16 pts per base.
Unit Size: 3+.
Equipment: Garbage.
Options:
· Any unit may have ranged weapons for +4 pts per base.
Special Rules: Unbreakable, Swarm, Unreliable, They’re everywhere!.
Snotling Rat Riders: Snotlings live in the most dank, dark and filthy places of the Old World, just the places rats happen to like too. Some of the Snots hunt these rats intending on taming them to employ them in battle (or just for lunch).
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3 |
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3 |
5 |
3 |
5 |
10 |
Costs: 45 pts per base.
Unit Size: 3-12.
Equipment: Anything the Snots manage to get their grubby little paws on.
Special Rules: Unbreakable, Swarm, Unreliable, They’re everywhere!. For every unit of Rat Riders in your army there must be at least two units of normal Snots included, e.g.: to bring 2 units of Rat Riders you must bring at least 4 units of normal Snotlings as well.
Snotling Bolt Thrower Battalions: In another pitiful attempt to mimic their larger Greenskin cousins the Snotlings build their own Bolt Throwers out of old crossbows or longbows, of which they are very proud. In battle these crappy devices are used to shoot anyone who is stupid enough to stand in the Snotlings’ way!
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1 |
10 |
Costs: 8 pts per Snotling Bolt Thrower.
Unit Size: 5-10. Every Snotling Boltthrower (+crew) is mounted on a 20x20 mm base, these bases form up in units like normal skirmishing troops would.
Equipment: Every base contains a Snotling Bolt Thrower. Snotling Bolt Throwers count as crossbows, wielded by the crew.
Options:
- One Bolt Thrower may be upgraded to Snotling Great Cannon (+1 BS and counts as handgun) for +5 pts. A Great Cannon may not issue or accept challenges.
Special Rules: Unbreakable, Skirmish, Unreliable. Snotling heroes distrust the crappy Bolt Throwers so Snotling characters can never join a Bolt Thrower swarm. You can never take more Bolt Thrower Swarms than normal Snotling Swarms. A single Bolt Thrower model uses one set of characteristics, which is used for both the crew and the Bolt Thrower.
0-1 Squigslayers: As a source of food Snotlings hunt the mighty “squiggly beasts”, known to others as Squigs (taste like chicken!). The only problem for the Snots is that the Squigs also hunt the Snotlings as a source of food, and thus only the toughest Snotlings are elected for these wild hunts. In battle these Snots are very valuable soldiers for an ambitious Warboss.
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10 |
Costs: 35 pts per base.
Unit Size: 3+.
Equipment: Junk.
Options:
· Any unit may have ranged weapons for +5 pts per base.
Special Rules: Unbreakable, Swarm, They’re everywhere!.
Special
Snotling Pumpwagon: Pumpwagons are the pride of a tribe and the pinnacle of Snotling craftsmanship. With equal chances of causing massacres among the enemy and crashing spectacularly yet completely harmless to the enemy Pumpwagons often are the most dangerous thing on the battlefield, especially for the Snotling crew itself. Even so, it is considered an utmost honour to ride a Pumpwagon, a honour reserved only for the best Snots of the tribe.
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2 |
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3 |
4 |
10 |
Costs: 80 pts per Snotling Pumpwagon.
Unit Size: 1.
Equipment: The Snotlings fight with whatever comes to hand.
Special Rules: Unbreakable. The Snotling Pumpwagon has a 5+ armour save. Treat the Snotling Pumpwagon as a Chariot with the following exceptions:
· The Snotling Pumpwagon moves 2D6” in the compulsory movement phase, not at all in the normal movement phase. If the Pumpwagon moved in its previous turn it moves 3D6”. If you roll a triple for movement it malfunctions and the Pumpwagon won’t move this turn.
· Even though the Snotling player cannot control the distance the Pumpwagon moves, he or she can decide in which direction the Pumpwagon will move.
· If the Pumpwagon’s move brings it in base contact with any unit (even your own!) the Pumpwagon counts as having charged and the Snotlings will attack as well, since they are far too exited to notice they are grinding down their poor comrades.
· If a Snotling Pumpwagon moves into terrain it cannot move through, or against any obstacles, the Pumpwagon is destroyed.
· A Pumpwagon causes 2D6 S5 impact hits, instead of the normal D6. Every unit that charges a Pumpwagon that moved in its previous turn takes D6 S5 impact hits.
· Note the Pumpwagon may not pursue unless it breaks a unit in the first round of combat if it charged. It pursues and overruns 3D6”.
· A Pumpwagon may be ridden by a single Character.
Snotling Ambushers: Ambushers are some of the meanest, toughest and most mischievous warriors of a Snotling clan. Sneaky and sometimes even lethal these mean pranksters are the most underhanded and cunning warriors a Snotling Boss commands, and thus often sent forward to scout and to keep them from getting in trouble with the rest of the lot.
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1 |
10 |
Costs: 7 pts per model.
Unit Size: 5-20.
Equipment: The Ambushers count as wielding handweapons and throwing knives.
Options:
· May upgrade one Ambusher to an Ol’ Bastard for +7 pts. (Ol’ Bastard has +1A).
Special Rules: Unbreakable, Scouts, Skirmish, Unreliable, Poisoned Attacks (both ranged and in combat), Uncanny Dodge: Ambushers are well trained in the fine art of dodging incoming attacks, which, combined with their small size, confers the Ambushers a 6+ Ward Save. Ambushers may not be joined by characters, as they might not be able to overcome the temptation of stashing a sizzleshroom down the Boss’s pants.
Sizzleshroom Lobber: The Snotling Sizzleshroom Lobber is a great Y-shaped slingshot, which the Snotlings employ to catapult a special type of mushroom that holds extremely corrosive acid at the enemy. This weapon has become very infamous after the Slimedweller Clan managed to kill a Brettonian Duke with these by shooting a “sizzler” directly in his face.
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2 |
1 |
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1 |
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Costs: 40 pts per model.
Unit Size: 1 Sizzleshroom Lobber with 4 unbreakable Snotling crewmembers.
Special Rules: The Sizzleshroom Lobber is treated as a war machine with the following changes:
· It may never move, even though the crew may.
· The Sizzleshroom Lobber has a unique way of firing. In the shooting phase this weapon may be aimed at any point on the table within its LOS. Guess the range to the point you’re aiming at (max guess. range is 24”) and determine where the sizzleshroom lands as you would determine where a stone thrower shot lands, and place the small template over that point. All models hit by the template suffer a S4 hit that causes D3 wounds and which allows no armour save at all. The Sizzleshroom Lobber can see over friendly units of Snotlings on foot.
· When the Sizzleshroom Lobber misfires roll a D6. A result of 1-3 causes all crewmembers to suffer a S4 hit as the sizzleshroom pops in the Snots’ face, while a result of 4-6 means that the Sizzleshroom Lobber is disabled for D3 turns.
· Characters may never join a Sizzleshroom Lobber.
· You may take up to 2 Sizzleshroom Lobbers as a single Special choice.
Rare
Trolls: The Snotlings will sometimes tame or befriend Trolls they might find in their gloomy caves or Swamps, which are a deadly and useful addition to any Snotling army. These big fellas are just what can make a Snotling army effective.
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6 |
3 |
1 |
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1 |
3 |
4 |
Costs: 50 pts per model.
Unit Size: 3+.
Equipment: Big rocks or clubs, though the Trolls don’t really need those.
Options:
- Must upgrade to either Stone Trolls (+5 pts) or River Trolls (+10 pts).
Special Rules: Trolls regenerate, cause fear and suffer from stupidity. Instead of their normal attacks Trolls may vomit once on any single enemy model in base contact. Troll vomit is S5, always hits and allows no armour saves at all. Stone Trolls have magic resistance (2) and River Trolls are at –1 to hit in close combat.
Giant: The Snotlings can sometimes convince a Mountain Giant to join their raids on their enemies, by promising him a big part of the loot. Needless to say, Giants can really turn the tide of battle for a Snotling horde.
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10 |
Costs: 205 pts per model.
Unit Size: 1.
Equipment: A Giant often carries a big club.
Special Rules: A Giant is immune to panic caused by Snotlings, a large target, causes terror, ignores obstacles, is stubborn, has special attacks and falls over.
Ignore Obstacles: Giants treat obstacles as open ground, however, it must test whether it doesn’t topple when crossing one (see below).
Fall over: A Giant must test if it falls over if any of the following apply:
· When the Giant is beaten in close combat. Test once results are established, but before taking break or panic tests.
· At the start of it’s movement phase if the Giant is fleeing.
· Whenever it crosses an obstacle. Test once the obstacle is reached.
· If the Giant decides to jump up and down. Test before jumping.
To see if the Giant falls over roll a D6, if you score a 1 the Giant falls over. When a Giant is slain it topples automatically. To determine in which direction the Giant falls roll a scatter die – the arrow indicates the direction the Giant falls. Use the model itself if you don’t have a “Fallen Giant” template (Can be found in the Orcs and Goblins Armybook). Models completely covered by the Giant are hit automatically, while models that are partially covered are hit on a 4+. Models hit by the Giant take a single S6 hit causing D3 wounds. If the unit is in combat and the Giant fell when attempting to jump up and down any wounds caused are used for calculating combat resolution. If a Giant falls it takes a single wound. If the Giant is in combat this wound counts toward combat result. If on the ground the Giant may get up in his next movement phase, but may not move otherwise that turn. Whilst on the ground the Giant may not attack, however enemies must test if they hit the Giant as normal. If forced to flee whilst on the ground the poor giant is slain. If the Giant gets the opportunity to pursuit whilst on the ground, he stands up instead. A Giant may attack on the turn it stands up.
Special Attacks: Giants do not attack as normal, instead of that you must randomly select what the big bully will do by rolling a D6 over one of the following tables. Which table you use depends on the size of the Giants enemy. When fighting characters, ridden monsters, etc. you must declare which part you are attacking before deciding the attacks.
Table 1: Giant fighting big things like Ogres, Minotaurs, Chariots or similar or larger targets.
1: Yell and Bawl: Neither the Giant nor models in contact with him actually fight if they have not already done before. The Giant’s side automatically wins the combat by 2.
2-4: Thump with club: The Giant picks one model as his target and tries to crush him with his club or fists. The target can avoid being hit by passing an initiative test (use lowest if the model has several values). If avoided there is no effect. If the target fails it is struck and takes 2D6 wounds allowing no armour saves. If a double is rolled the Giant’s club is stuck in the ground and the Giant cannot attack in the next round of combat, as it is trying to pull its club loose.
5-6: ‘Eadbutt: The Giant headbutts his enemy, automatically inflicting 1 wound that allows no armour saves. If wounded but not slain the target is dazed and it loses all of its attacks if it hadn’t attacked before. If it had attacked before it cannot attack in the next round.
Table 2: Giant fighting anything smaller than above.
1: Yell and Bawl: See above.
2: Jump up and down: The Giants jumps up and down on a single enemy unit in base contact. Before he starts the Giant must test if he doesn’t fall over. If he passes the enemy unit will sustain 2D6 S6 hits allocated as if it where shooting hits. Giants like jumping up and down on smaller creatures so much that the Giant will have to jump up and down on the enemy in subsequent rounds of combat, but it requires to take a fall over test every turn. A Giant will keep jumping until he falls over or until the combat ends.
3: Pick up and…: The Giant selects a model (Giant player’s choice) either in base contact or in base contact with those models (long arms), and reaches out to grab it. The target may try to make a single attack to fend off the Giants hand. If it hits and wounds the hand is turned away. If not the model is grabbed and you must roll a D6 to see what next:
1: Stuff into bag: The big bully stuffs the unlucky model in his bag. The models is out of the game, however, if the Giant is slain all models in its bags will escape and you will not get victory points rewarded for those.
2: Throw back: The victim is thrown back into its unit. This causes a wound on the victim, but also D6 S3 hits on the unit.
3: Hurl away: The victim is hurled away into any enemy unit within 12” of the Giant. This has the same effect as if the model was thrown back in combat. If no enemies are within range this counts as throw back in combat.
4: Squash: The model is slain.
5: Eat: The Giant swallows his victim whole. It is slain.
6: Pick another: The Giant stuffs his victim in his bags (see result 1 on this chart), and after that the Giant reaches out to grab another model, as if he just rolled the “Pick up and…” attack. It is possible for the Giant to gather a collection of enemies by a succession of 6s.
4-6: Swing with Club: Target unit takes 2D6 S6 hits allocated as shooting hits.