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Greenskin Mob

Mordheiem warband alternative greenskin options.

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Craig Walker
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0% found this document useful (0 votes)
53 views7 pages

Greenskin Mob

Mordheiem warband alternative greenskin options.

Uploaded by

Craig Walker
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Just for giggles: Orcs & goblins alike enjoy antagonising other

Greenskin Mob warbands. It is not uncommon for a greenskin mob to rattle other
warbands and wind them up. As a result warbands will hate the
Among the races of the Warhammer world, none enjoy greenskin mob for the next battle on a roll of 5-6 on a D6. The
the prospect of a good looting more than Orcs and Greenskin mob will get the first round of attacks for free against
Goblins. For this reason, many Orc warbands have this warband even if they were charged.
been drawn to the city of Mordheim and the wyrdstone
that lies hidden there. Of course, Orcs would much Das mine: Greenskin mobs are not opposed to pilfering other
rather ambush other warbands and take their wyrdstone people’s belongings. The warband may enter other warbands
than collect it themselves, but their goals are the same starting positions and “acquire” their belongings.
as any other warband – collect as much treasure as
possible! These traits are reflected in the following Not Orcs: Orcs don’t expect much from non-Orcs and are
special rules. therefore not unsettled if Goblins or Cave Squigs break or get cut
down in battle. In fact, they expect as much from these weaklings!
Therefore, when testing to see if an Orc Warband needs to take a
Special Rules Rout test, each Goblin Warrior or Cave Squig taken out of action
only counts as half a model. Therefore, a band of 5 Orcs and 10
Animosity. Orcs and Goblins enjoy nothing more Goblins (15 models) would only have to take a test if 4 models fell
than a good scrap, unfortunately they’re not always (4 Orcs or 8 Goblins, or some combination thereof).
very discerning about who they scrap with! To
represent this, at the start of the Orc player’s turn, roll a Alignment: the Warband’s Alignment may be one of the following:
D6 for each Henchman who is either an Orc or a Neutral/, Chaotic/Neutral or Chaotic.
Goblin. A roll of 1 means that the warrior has taken
offense to something one of his mates has done or said.
Do not roll for models that are engaged in hand-to- Choice of warriors
hand combat (they’re already scrappin’!). To find out A Greenskin warband must include a minimum of 3 models. You
just how offended the model is, roll another D6 and have 500 gold crowns which you can use to recruit and equip your
consult the following chart to see what happens: warband. The maximum number of warriors in the warband is 18.
D6 Result:
1 “I ’Erd Dat!” The warrior decides that the nearest
friendly Orc or Goblin Henchman has insulted his lineage or Chieftain: each greenskin warband must have 1 chieftain, no more,
personal hygiene and must pay the price! If there is a friendly no less, If he dies the Orc / Goblin with the highest experience will
Orc or Goblin Henchman or Hired Sword within charge take over.
reach (if there are multiple targets within reach, choose the Shaman (Orc / Goblin): Your warband may include up to 2
one nearest to the mad model), the offended warrior will shamen (1 orc & 1 Goblin)
immediately charge and fight a round of hand-to-hand
Black Orc: Your warband may include a maximum of 2 black
combat against the source of his ire. At the end of this round
of combat, the models will immediately move 1" apart and no orcs
longer count as being in close combat (unless one of them Night goblin: Your warband may include 2 Night goblins
fails another Animosity test and rolls this result again). If Goblin glider: Your warband may include a single Goblin glider
there are no friendly Orc or Goblin Henchmen or Hired Goblin Trapper: You can have 1 goblin trapper.
Swords within charge reach, and the warrior is armed with a
missile weapon, he immediately takes a shot at the nearest
friendly Orc or Goblin Henchman or Hired Sword. If none of
Orc Boys; You may include any number of Orc Boys
the above applies, or if the nearest friendly model is an Orc Forrest goblins: You can have any number of Forrest goblins
Hero, the warrior behaves as if a 2-5 had been rolled on this Red Toof goblins: You may include a single unit of Red toof
chart. In any case, the warrior in question may take no other goblins
action this turn, though he may defend himself if attacked in Savage orcs: You may have a single unit of Savage Orcs
hand-to-hand combat. Snotling hoard: You can have 1 snotling hoard
2-5 “Wud Yoo Say?” The warrior is fairly certain he Troll: You can have up to 3 trolls
heard an offensive sound from the nearest friendly Orc or Cave squigs: You can have 1 unit of cave squigs / night goblin
Goblin, but he’s not quite sure. He spends the turn hurling Gigantic Spider: Your warband may include a single Gigantic
insults at his mate. He may do nothing else this turn, though spider.
he may defend himself if attacked in hand-to-hand combat.
6. “I’ll Show Yer!” The warrior imagines that his mates
are laughing about him behind his back and calling him silly
names. To show them up he decides that he’ll be the first one
to the scrap! This model must move as quickly as possible
towards the nearest enemy model, charging into combat if Starting experience
possible. If there are no enemy models within sight, the Orc A Chieftain starts with 20 experience
or Goblin warrior may make a normal move immediately. A Shaman starts with 15 experience.
This move is in addition to his regular move in the A black orc starts with 10 experience
Movement phase, so he may therefore move twice in a single
turn if you wish. If the extra move takes the Orc or Goblin
A Night Goblin starts with 8 experience
warrior within charge reach of an enemy model, the warrior A Goblin glider starts with 8 expirience
must charge into close combat during his regular movement. A Goblin Trapper starts with 8 experience

Giant Spider Mount: Your warband’s goblin heroes may A troll will add 20 to a warbands rating
ride giant spiders. The rider’s Armor save increased by +1, A Gigantic spider adds 20 to your warband rating
exactly as if mounted on an ordinary horse. The rider need
not dismount to climb terrain (including building exteriors)
and the spider’s natural climbing abilities allow the rider to
re-roll any failed climbing attempts. The Giant Spider count
as Rare 5 and Cost 45Gold Crown for Forest Goblins Mobs.
Goblin Gear List
Orc Gear list Hand-to-hand Combat Weapons
Hand-to-hand Combat Weapons
Dagger 1st free / 2GC
Dagger 1st free /
Club, Mace, Hammer 3 GC
2GC
Sword 10 GC
Club, Mace, Hammer 3 GC
Spear 10 GC
Axe 5 GC Boss pole (Heroes only) 20 GC
Battle Axe 5 GC Halberd 10 GC
Sword 10 GC Missile Weapons
Choppa (acts as morning star) (Black orcs) 11 GC Short Bow 5 GC
Double-handed weapon (Black orc & savage 15 GC Blow pipe 25 GC
orc) Throwing Weapons 15 GC
Spear (Orc Boys) 10 GC
Halberd 10 GC Armour
Missile Weapons Light armour (Heroes only) 20 GC
Bow 10 GC Shield 5 GC
Crossbow (Orc shootaz) 25 GC Helmet 10 GC
Armour
Light armour 20 GC Miscellaneous
Heavy armour (Black orcs only) 50 GC Squig prodder (Night Goblin) 15 GC
Shield 5 GC Ball & Chain (Night goblin) 15 GC
Buckler 5 GC Mad cap Mushrooms (Red Toof & Night 25 GC
Helmet 10 GC goblin)
Spider poison 25 GC
Red Toof Tribal Jewellery 40 GC
Magic Gubbinz (Shaman only) 45 GC
Large spider (Forrest goblin) 40 GC

Heroes

1 Chieftain 0-2 Shaman


50 / 90 gold crowns to hire 20 / 40 gold crowns to hire
Greenskins are usually led by the biggest, strongest, and Shamans use the power of the Waaagh to direct the might of G’rrk and
most cunning in the band. This Chieftain routinely comes up M’rrk against their foes. Usually found scrounging up mysterious animal
with ways to drive off the Old World invaders, and collect parts instead of gold, most other Goblins agree that ‘dey is odd’.
gold for Mork and Gork.
Profile M WS BS S T W I A Ld
Profile M WS BS S T W I A Ld Goblin 4 2 3 3 3 1 4 1 6
Goblin 5 3 4 3 3 1 5 1 7 Orc 4 3 3 3 4 1 3 1 7
Orc 4 4 4 5 4 1 3 1 8
Weapons/Armour: Orc Shaman may be equipped from the Orc
Weapons/Armour: Orc Chieftain may be equipped equipment list, Goblin Shaman may be equipped from the goblin
from the Orc equipment list, Goblin chieftain may be list. Shaman may not wear armour.
equipped from the goblin list. There are no restrictions
on their gear unlike other units Special Rules
Magic User: The Shaman has the ability to use magic and casts
Skills: Orc Chieftain may use Orc, Combat, shooting, spells like any other magicians, and the Orc Shaman starts with one
strength & speed when levelling up. spells generated at random from the Waaagh! Magic list. The
Goblin Chieftain may choose from Goblin, Combat, Goblin shaman starts with one spell generated randomly from the
shooting, Academic & Speed when levelling up. Forrest goblin spell list See the Magic section for details. In
addition the Orc Shaman may learn a new Spell instead on a new
Special Rules skill.
Leader: Any warrior within 6" of the Master Assassin
may use his Leadership instead of his own.
Oi Behave!: If any Henchman fails his Animosity test
within 6” of the Boss, the player may opt to have the
boss stamp his authority (and clenched fist) on the
situation.
The misbehaving Henchman will receive an automatic
hit at the strength of the Orc player’s choosing. If the
Henchman is still on his feet after his slap, he may add
a number equal to the strength of the slap to his
subsequent roll to determine the effects of Animosity.
0-2 Black Orc 0 – 1 Goblin Glider
60 gold crowns to hire 35 gold crowns to hire
In it for the mayhem and maybe a little loyalty to the Boss of Goblin gliders are some of the more courageous goblins, able to fly high
the warband, these Black Orcs lead the charge at every turn, above a battlefield and observe all around them. Unfortunately they tend
knowing that killing is only at arm’s reach all the time and to be smaller and punier goblins as they are lighter.
they don’t care what the target is. Whether it is some
Imperial peasant, a herd of Beastmen or even the Boyz in the
Profile M WS BS S T W I A Ld
warband, the Black Orcs just don’t care as long as they get
to crump something! 4 2 4 2 2 1 3 1 8

Profile M WS BS S T W I A Ld Weapons/Armour: Night may be equipped with weapons and


4 4 3 4 4 1 3 1 7 armour chosen from the Goblin gear list.

Weapons/Armour: A Black Orc may be equipped


with weapons and armour chosen from the Orc gear list. Skills: The Goblin glider may choose from Combat, Shooting,
Skills: The Black Orc may choose from Combat, Alchemy & Speed when he gains a new skill. In addition, the glider
Shooting, Strength & Speed when he gains a new skill. may choose to remove his Animosity instead of choosing a skill,
In addition, the Black Orc may choose from the Orc should they earn one.
Special Skill list.
Special Rules
Special Rules Animosity: Night goblins are subject to the rules for Animosity.
Black Orc: Model starts with a 6+ Armour Save. This
may be improved upon by other equipment. Get in there: Goblin gliders are launched into mordheim. A target
is picked and aimed for, but due to the inaccuracy of the catapult
used roll 2D6 & scatter die, this is your final destination.

Don’t need no help: Due to the nature of their flight these goblins
are not subject to all alone tests as the gliders are more often than
0-2 Night Goblin not used solo.
25 gold crowns to hire
Forest Goblin Braves are just a tad more intelligent than Glider. A Goblin glider may move double his walking speed per
their peers, and aid the Chieftain in directing them in battle. turn whilst gliding and can travel 2” horizontally for every 1” in
This does not improve their temperament, however, since height, they may also gain an elevation of 2” if they have travelled
they are as prone to infighting as their henchmen. more than 4”. The glider can be in the air for more than 1
consecutive turn. Glider goblins are also immune to fall damage as
Profile M WS BS S T W I A Ld they just glide to the ground.
4 2 3 5 3 1 3 1 8
Drive by: The goblin may take a pot shot with his at enemies he
can see from his vantage point at -1 to hit, he may also drop items
Weapons/Armour: Night may be equipped with on top of people below.
weapons and armour chosen from the Goblin gear list.
Dive bomb: The glider can sacrifice himself by dive bombing an
Skills: The Night goblins may choose from Combat, enemy, as long as the glider has travelled at least 6” and has an
Strength, Speed & forrest goblin skills when he gains a elevation of 4” Both the goblin & enemy take an automatic S5 hit
new skill. In addition, the Night goblin may choose to and D3 wounds.
remove his Animosity instead of choosing a skill,
should they earn one. Eye in the sky: A goblin glider can observe much of the battle
field from their vantage point and cry out instructions, The
Special Rules greenskin warband can see all models visible from the goblin glider,
Animosity: Night goblins are subject to the rules for in addition they suffer no long range penalty from shooting if the
Animosity. glider can also see their target.
Fanatic: Night goblins are fanatical, They will
automatically pass all leadership tests but may not Light weight: because of the weight restrictions of the glider a
become the warband leader. They may not Use ranged goblin glider can only carry 1 item before having to return to their
weapons nor can they wear armour. They do gain +2 starting point
strength
Squig trainer: Night goblins may choose to ride a Doggy construction: Gliders are not the best construction as such
Cave squigg at a cost of 15 gc, they may also lead a every turn the glider is in the air roll 2D6, on a 2 the glider
unit of squigs. crumples and the goblin falls to the ground and taking fall damage
equivalent to the gliders height.
0-1Goblin Trapper
25 gold crowns to hire
One of the more sneaky of the forrest goblins, trappers
are a form of scouting unit with benefits. Laying traps
for unsuspecting heroes & warbands
.
Profile M WS BS S T W I A Ld
4 2 3 3 3 1 4 1 6

Weapons/Armour: A Trapper may be equipped with


weapons and armour chosen from the Kislevite hunter
equipment list.

Special Rules

Set Traps: Each individual Trapper may set D3 traps


per battle (pre determined) if he spends his turn doing
nothing else (he may not set traps if he’s just recovered
from being knocked down).
Place a marker in base contact with the goblin, when a
model (friend or foe but not the goblin himself) moves
within 2” of the marker they risk setting off the trap.
Roll D6, 3+ triggers, causing Strength 4 hit and
whether wounded or not figure is treated as knocked
down or stunned. Marker is then removed triggered or
not.

Scout:
Each trapper is a forward scouting unit and is placed on
the board after all other deployment. The unit may not
be placed closer than 6” from scenario target or Double
their initiative to other warbands. They are also
immune to all alone tests.

Henchmen
0+ Orc boys 0+ Forest Goblins
25 gold crowns to hire 15 gold crowns to hire
No warband would be complete without the warm bodies to Forest Goblin warriors form the rank and file of a Goblin warband. They
makeup the number and thus the Boyz are essential, purely use their natural talents to harass their enemies while keeping out of sight
because the Black Orcs need someone to kick around when in the dense foliage.
they can’t find anything else to do it too. If equipped with a
bow the Orc boyz are referred to as Orc shootaz and may not
wear armour. Profile M WS BS S T W I A Ld
Goblin 4 2 3 3 3 1 3 1 6
Profile M WS BS S T W I A Ld
Orc Boys 4 3 3 3 4 1 2 1 7 Weapons/Armour: A Forest Goblin may be equipped with
weapons and armour chosen from the Goblin gear list.
Weapons/Armour: The Boyz may be equipped with Special Rules
weapons and armour chosen from the Orc gear list. Animosity: Forest Goblins are subject to the rules for Animosity.
Special Rules Spider riders: Forrest goblins may ride giant spiders into
Animosity: Orc Boyz are subject to the rules for mordheim at a cost of 40GC.
Animosity (see Special Rules for details).
Uncommon: A warband may not hire more Shootaz
than they have Boyz. If a boy dies and the Shootaz
outnumber the Boyz, the next hire must be a boy so
that the balance is restored.
0-1 Red Toof Boyz
25 gold crowns to hire 0-1 Savage Orcs
Of all the various factions that comprise the Forest Goblins, 40 gold crowns to hire
the infamous Red Toof tribe is the most feared. They are elite Savage Orcs persist in their primitive ways to this day. Even by
shock troops, valued by Chieftains for their berserk rage in Orcish standards, they are a complete bunch of primitives. They
battle. use mostly stone or bone weapons and go around half-naked, or
worse. Many live in their own tribes and have their own ways of
Profile M WS BS S T W I A Ld fighting that make them easily distinguishable.
4 2 3 3 3 1 3 1 6
Profile M WS BS S T W I A Ld
Weapons/Armour: Red Toof Boyz may be equipped 4 3 2 3 4 1 2 2 5
with weapons and armour chosen from the goblin gear
list. Weapons/Armour: A Savage Orc may be equipped with
weapons and armour chosen from the Orc gear list.
Special Rules Special Rules
Animosity: Red Toof Boyz are subject to the rules for Unstable: These Orcs are not quite all there. They do not
Animosity. suffer from Animosity but instead have a host of their own
issues to deal with.
Berserkers: Forest Goblins of the Red Toof tribe Crazy: Savage Orcs always pass any Leadership-based
allow themselves to be bitten by all sorts of poisonous Tests they have to take. A side effect of this is that their
wildlife before entering battle. The mingling venom primitive minds and they may never learn Academic
drives them into frothing convulsions, making them Skills should they become a Hero on an Advance Roll.
extremely ferocious. Red Toof Boyz are affected by Savage: Savage Orcs are subject to Frenzy as detailed in
the rules for Frenzy as described in the Mordheim the Psychology section of the Mordheim rulebook. They
rulebook. In addition, if they begin their turn within must always run or charge towards the nearest opponent
charge range of an enemy, they are immune to they can see. If no enemy is visible they are moved under
animosity for that turn. the player’s control. They can never use any form of
armour or ranged weapons. Savage Orcs are also so
primitive for other Boyz and can never have the Leader
ability or use their Ld stat for rout tests, unless they are
the only models from the warband left on the board.

0-1 Snotling horde


5 gold crowns to hire. 0-3 Troll
200 gold crowns to hire
Those little greenskins claim they can fight just as Trolls are not intelligent enough to recognize the value of gold, but large
good as their larger bretheren. The orcs especially find amounts of food can often instill a certain loyalty in them.
that very amusing, so they let them join the fight.
Profile M WS BS S T W I A Ld
Profile M WS BS S T W I A Ld 6 3 1 5 4 3 1 3 4
4 * 1 * 1 1 1 1 3
Weapons/Armour: Trolls do not require weapons to fight but
Weapons/Armor: Snotlings are equipped with a club often carry a big club. In any event, Trolls can never be given
or dagger they may carry a blowpipe for range and may weapons or armour.
not wear any armour although they may wear a helmet Special Rules
& buckler. 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 allow them to
Special Rules: 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
Snotlings Not Really a Threat: because of ignored and the Troll is unhurt. Trolls may not regenerate wounds
their size snotling are looked down on by the caused by fire or fire-based magic. Trolls never roll for Injury after
other green skins and therefore do not count a battle.
when calculating for rout tests. They also only Dumb Monster: A Troll is far too stupid to ever learn any new
count as 1 unit for every 4 snotlings as far as skills. Trolls do not gain experience.
army rosta goes. Always Hungry: A Troll requires an upkeep cost. This upkeep
represents the copious amounts of food that must be fed to the Troll
Quantity not quality: The more snotlings in order to keep him loyal to the warband. The warband must pay
there are the higher the threat, for every 3 15 gold crowns after every game in order to keep the Troll. If this
snotlings they gain +1S and +1WS for every 6. fee is not paid the Troll gets hungry and wanders off in search of
as long as they attack as a single force (1 food.
attack) Vomit Attack: Instead of his normal attacks, a Troll can
regurgitate its 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 armour saves.
0-2 Cave Squigs 0-1 Gigantic Spider
15 gold crowns to hire 200 gold crowns to hire
Goblins raise the deadly Cave Squigs. These creatures are a Gigantic Spiders are best avoided when encountered in the wild, due to
curious blend of animal and fungus, and are composed their deadly poison and huge size. When urged into fighting by Forest
mostly of teeth, horns, and a nasty temperament. Goblin beastmasters, they become doubly dangerous and much harder to
evade.
Profile M WS BS S T W I A Ld
2D6 4 0 4 3 1 4 1 5 Profile M WS BS S T W I A Ld
6 3 0 5 5 3 4 2 4
Weapons/Armour: Big gob and brutality! Cave
Squigs never use or need weapons or armour. Weapons/Armour: A Gigantic Spider never needs or uses
Special Rules weapons or armour.
Movement: Cave Squigs do not have a set Movement Special Rules
characteristic but move with an ungainly bouncing Fear: Gigantic Spiders cause fear as described in the Mordheim
stride. To represent this, when moving Squigs, roll 2D6 Rulebook.
for the distance they move. Squigs never run and never Large Monster: Gigantic Spiders are large targets, and may
declare charges. Instead, they are allowed to contact always be shot at regardless if they are closest or not.
enemy models with their normal 2D6" movement. If Poisonous: The Gigantic Spider’s maw drips with vile poisons.
this happens, they count as charging for the following When it wounds an enemy and a roll is made on the injury table,
round of close combat, just as if they had declared a 1= knocked down, 2-4= stunned, and 5-6= Out of Action.
charge. Native: Negotiating woodlands is no trouble for spiders. They
Minderz: Each Cave Squig must always remain within move through any wooded terrain without penalty.
6" of a Night goblin, who keeps the creature in line. If Non-sentient: Spiders are affected by the stupidity rules in the
a Cave Squig finds itself without a Goblin within 6" at Mordheim rulebook. In addition, they never gain experience, as
the start of its Movement phase, it will go wild. From they are animals. Note however that they may climb as normal.
that point on, move the Squig 2D6" in a random May Ride: The Forest Goblin Chieftain or Shamen, may ride the
direction during each of its Movement phases. If its Gigantic Spider, if you are using the optional rules for mounts. The
movement takes it into contact with another model chieftain gains +1 armour save, and shall move at the Gigantic
(friend or foe), it will engage the model in hand-to- Spider’s rate of 6. Shooting attacks hit the Chieftain on a die roll of
hand combat as normal. The Cave Squig is out of the 1-2, and the Gigantic Spider on a 3-6. In close combat, the
Orc & Goblin player’s control until the end of the opponent may choose which to hit. The Gigantic Spider no longer
game. has to check for stupidity if it is being ridden, as the Chieftain is
directing its actions.

Giant Spider (special)


The Giant Spider is the stuff of nightmares. Typically
10 to 12 feet long they are highly prized by Forest
Goblins as mounts.

Profile M WS BS S T W I A Ld
7 3 0 3 3 1 4 1 4

Special Rules
Poisoned Attack: Giant Spider attacks are poisoned –
attacks are considered as strength 4, but this will not
modify any armour saves.
Wall Walk: Giant Spiders (and their riders) may walk
up and down walls without making Initiative tests.
They may only jump up to 2" across or down, but this
does count as a diving charge. When a spider jumps, its
rider must make an Initiative test; if this test is failed,
something has gone wrong – roll on the Whoa Boy!
Table. Note even if the rider has the Running Dismount
skill, the maximum diving charge is only 2".
Greenskin special skills

Nutter (Orc)
If in hand to hand combat the orc can grab his Go for the Squishies (Goblin)
opponent after all attacks have been made, but both are The warrior is not opposed to using dirty tricks. If they fail their
still standing and head but them (roll vs opponents attack they can try and kick the opponent in the groin (roll against
toughness) if they succeed the opponent will be opponents initiative), if they succeed their opponent misses any
knocked to the ground prone. (this will not cause a retaliation strike (this can only be done once / combat)
injury and can only be done once / opponent / combat).
Shiny (Goblin)
Get in da box (chieftan, shamen) The goblin has acquired a tast for shiny things and has got very
When selling wyrdstone the warband chieftan or good at finding them at the end of each battle the Goblin may roll
Shamen can order 1 unit of men to hide in a nearby an a random treasure chart to see if they found anything.
crate allowing the party to sell wyrdstone at 1 unit less
than normal. 1 Barrel chart
2 Crate chart
Waaagh (Orc chieftan) 3 Sack chart
Before battle the orc chieftan can try and conscript
local orcs to his party. On a successful roll he will Back stabba (Goblin)
“convince” a “lucky” greenskin to join. If hidden the goblin can make a surprise attack by charging a foe
and quickly stabbing at them. This will award the goblin WS 6,
1 Your bad at this (one random henchman but at -1 strength. This can’t be done with 2 handed or heavy
leaves the party) weapons.
2-5 You just aint strong enough mate
6 You convince a git to join your band,
Roll D6.
1 3 x snotling
2 1 x Orc Boyz
3 1 x forrest goblin
4 1 x Red toof boy
5 1 x Savage orc
6 Any single henchman
or 6 x snotling

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