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Mordheim Night Goblin Rules

̶0;Mordheim̶1; is a tabletop skirmish-simulation game produced by Games Workshop and related to that company's larger ̶0;Warhammer Fantasy̶1; game. Players use 15 to 20 models to fight battles in a campaign. The game setting involves a number of standard fantasy races, including orcs, beastmen, elves and goblins. The Night Goblins are an unofficial warband designed by Terry Maltman, but never released in an official Games Workshop publication.
  1. Night Goblins

    • This goblin subspecies lives mostly in mountain caverns and reacts poorly to sunlight. Night Goblins wear dark, baggy robes to protect them whenever they come above ground. Night Goblins can assume a berserker-like state by drinking a potion made from the Mad Cap Mushroom. Their most iconic weapon is a metal ball at the end of a chain, which they spin around their bodies. Night Goblins are notable for their unreliability; they may keep fighting until they die or scatter at the first sign of trouble.

    Beginning Warband

    • A Night Goblin army, or warband, must contain at least three units and no more than 20 units, including one Big Boss. The warband may also include up to one Shaman, four Bosses, two Fanatics, one Troll, five Cave Squigs, five Snotlings and any number of ordinary Night Goblins. However, you cannot use more Cave Squigs, a type of toothy subterranean monster, than you have Night Goblins. You recruit your warband and buy its equipment with starting gold of 500 crowns. Night Goblins are subject to Hatred when pitted against Dwarfs, and suffer from a special Animosity trait that can cause the troops to squabble instead of fight.

    Equipment

    • While the original Night Goblins in the Warhammer setting used only a metal ball on a chain, Night Goblins in ̶0;Mordheim̶1; warbands may use Daggers, Clubs, Swords, Spears and a Short Bow, as well as Poisoned Daggers, the Ball and Chain or a Double-Handed Weapon. They can equip Light Armour, Helmets and Shields only. Night Goblins can purchase Mad Cap Mushrooms at 25 gold crowns apiece.

    Special Skills

    • Special skills available to Night Goblins include Ded Shooty, which allows the goblins to add +6 inches to missile weapon ranges, excluding nets. Sneaky Git lets a Big Boss move one three-sided die, or 1D3 worth of warband members after deployment has already finished. Infiltrate works just like the Skaven version, allowing players to place one Night Goblin model after the opposing warband finishes deployment, as long as the figure stays out of the other band's sight and is at least 12 inches away from all enemies. Night Goblin Shamans count as wizards and use Waaagh! Magic like Orcs.


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