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3.4 Night Goblins

“Sticks n’ stones break-a bones, but Gork n’ Mork smash 'ead ta bitz!” - Balob Redeye, Night Goblin Shaman “Goblins! - Hans, get me the blunderbuss!” - Pieter Brandes, Marienburg Pistolier

Night Goblin Table

CombatShootingAcademicStrengthSpeedRogue
BossXXXX
ShamanXXX
RogueXXXX

Warband Size and Rout Threshold

Max Size 18: The number of warriors in a Night Goblin warband may never exceed 15.

Rout Threshold 5: Night Goblin take Rout Tests once 5 or more warband members have gone out of action.

Hired Swords

Ogre BodyguardHalfling ScoutDwarf SlayerElf Ranger
Pit FighterWarlockFreelancerSkryre Engineer
XX

Boss, Shaman, Rogue & Warriors Weapons List

Close Combat WeaponsCostMissile WeaponsCost
DaggerFreeShort Bow5
Club5
Axe5ArmourCost
Net5Light Armour25
Spear5Shield5
Sword7
Great Weapon10

Fanatics Weapon List

Close Combat WeaponsCostMissile WeaponsCost
DaggerFreeNone
Ball and Chain (Flail)5
ArmourCost
None

Night Goblin Special Equipment

Great Cave Squig Mount

  • Cost: *75gc
  • Rarity: Rare 11+ Only the most intelligent of the ferocious Squigs can be trained to be ridden into combat. Given their rarity, Night Goblins treat the Great Squigs with an almost mythological respect.
MAWTWSBSILd
91--6+-7+-

SPECIAL RULES Cause Fear, Armour Piercing 1, Mount (Both mount and rider are immune to fear.) // (Riding a Great Squig Mount gives the rider +1 W on profile, just like with other mounts.)

Heroes

1 Boss

50gc to hire Starting Experience: 20 Operating independently of Orcs, the Night Goblin Bosses who lead the Clans to war are typically those who manifest an acute 'Gork complex'. This usually involves emulating an Orc Warboss and lauding it over his underlings but Night Goblin Bosses are also amongst the sneakiest and most cunning members of their tribe.

MAWTWSBSILd
711+08+8+5+6+

SPECIAL RULES Leader (Friendly warriors within 7”may use his Leadership instead of their own.) Hate Dwarves, Fear Elves

0-1 Shaman

30gc to hire Starting Experience: 6 Night Goblin Shamans constitute the spiritual backbone of the Clans, and are also expert at identifying, growing and using fungi. According to Night Goblin mythology it was the shaman caste that first led tribes of common steppe goblins to take up residence underground.

MAWTWSBSILd
711+09+9+7+8+

SPECIAL RULES Hate Dwarves, Fear Elves Wizard: Uses Little Waaagh Magic and starts with two spells.

0-3 Rogues

20gc to hire Starting Experience: 2 Occasionally a Night Goblin is born that is visibly more cunning than his fellow Night Goblins. Such Rogues are much envied amongst Goblins for their prowess in backstabbing and acquiring coin and soon become heroes who lead the Night Goblins to Mordheim, hoping to one day become bosses themselves, should the current Boss suffer some kind of "accident" in the ruins.

MAWTWSBSILd
711+09+10+7+9+

SPECIAL RULES Hate Dwarves, Fear Elves (Warriors that hate their enemies may strike at them in Close Combat even while fighting other enemies standing up, and may target them with Missile Fire even if other enemies are closer.)

Henchmen

Night Goblin Runts

15gc to hire Starting Experience: 0 Night Goblins live in underground tunnels where they subsist on fungi, beetles, and bits of each other. They wear black robes to hide in shadows and to protect themselves from sunlight.

MAWTWSBSILd
711+010+10+7+9+

SPECIAL RULES Hate Dwarves, Fear Elves

0-1 River Troll

115gc to hire Starting Experience: 0 After the destruction of Mordheim, Trolls have wandered into the ruins, taking up shelter under the urban bridges that cross the river Stir. Night Goblins feed these monsters to gain their loyalty and harness them for battle.

MAWTWSBSILd
733-16+-9+11+

SPECIAL RULES Armour Piercing 2, Regeneration (A Troll has a 7+ amour save that is modified as normal and completely negated by flaming hits.) Monster: Cause Fear, Immune to Panic, Stupidity, No Experience, No Weapons or Armour, No Penalties for Fighting Unarmed, No Scenario Objectives, Cannot Hide, Additional +15 Warband Rating, Rolls on the Heroes Post-game Injury Chart (D66). (Monsters may Climb as normal.)

0-5 Cave Squigs

20gc to hire Starting Experience: 0 Squigs are a curious blend of animal and fungus, and are composed mostly of teeth, and a nasty temperament. Although they are wild and dangerous, it is possible to herd them by means of pitchforks, firebrands and the like.

MAWTWSBSILd
911+06+-5+9+

Stupidity, Leap (Squigs cannot be intercepted when Charging.) Animals: Cannot Climb, Cannot Hide, Cannot use the Leader’s Ld, No Scenario Objectives, No Weapons or Armour, No Penalties for Fighting Unarmed, and No Experience.

0-2 Fanatics

35gc to hire Starting Experience: 0 Fanatics bear a ball and chain so large that it would normally be impossible for a Goblin to pick it up. A Fanatic’s strength is boosted beyond belief, enabling him to swing the heavy ball round and round (and round and round...) in a whirlwind of bone-shattering death.

MAWTWSBSILd
721+09+-7+9+

SPECIAL RULES Immune to Fear, Immune to Panic, Cannot Hide, No Scenario Objectives Twitchy: When determining experience advances Fanatics may increase the same characteristic twice, even though they are henchmen.