SNOTLING TEAM
Lurking deep within
the dungeons of the Old World, reaping riches in the vast jungles
of Lustria, or maybe even carrying rocks for a bossy Orc Warboss
in the confines of a shabby orc village, along comes the Snotlings.
Snotlings are small and green, and are more like pets than an intelligent
race.
Very rarely, a Snotling
will make a decision in his life which will change the way he is
perceived by other greenskins. He will drop his bucket and spade,
poke his Orc Master in the eyes, pick up his travelling sack, and
set out on the road to adventure. Usually, this huge decision in
a Snotling's life is only made when one has another to back him
up. Thus, an adventuring Snotling team is formed.
While unlikely travelling
companions, Snotlings often make for humorous, comedy relief. The
idea of Snotling adventurers is a joke in itself.
BEING SNOTLINGS
A Snotling Team is
not like other Warriors, in the fact that the team consists of two
Snotlings. You (the player) take control of two Snotlings as your
Warrior, so to speak. These Snotlings are placed on the same square,
and are never separated. Although there are two Snotlings, treat
them as one for all occurrences. Their statistics are combined to
represent the two of them together. So for example if on Battle-Level
4 the Snotlings have 2 Attacks, this for both of them, not for each
Snotling. Notice a single Wound track as well. It is assumed that
any harm to one Snotling will also harm the other (He got in the
way of a sword blow, both were torched by a Chaos Sorcerer, etc)
The Snotlings are, for all intent and purposes, one Warrior, and
have only one Warrior Counter to represent them.
VARIOUS
TYPES
It is usually only
the weird, odd types of Snotling that brave the perils of the dungeon
depths. Therefore, when creating a Snotling team, roll 1D6 on the
following table:
1 Squig Herders
These Snotlings have
been taught by the very best Night Goblin Squig Herders on the best
methods on controlling wild cave squigs. Whenever the Warriors get
the Squig Call Trick, they can add +1 to see how the Squig reacts.
2 Rock Throwers
Being particularly
scrawny Snotlings, these greenskins have mastered the cowardly way
of throwing rocks at the enemy. The Warriors can add +1 to their
Ballistic roll when throwing rocks.
3 Crazy Blighters
Easily goaded into
attack, this variety of Snotling is quite liable to run around the
room frothing at the mouth. As soon as monsters are placed on the
board, roll 1D6 and consult the following table:
1 The Snotlings
perceive the enemies as large, fire breathing demons. They immediately
hide behind the legs of the nearest Warrior and cower in fear
for the entire combat. Any monsters attacking them must first
incapacitate the Warrior who's legs they are hiding behind.
2 One of
the Snotlings suddenly turns and slaps the other Snotling across
the face. They continue to brawl for the entire turn, in which
they can do nothing else. When they finally finish fighting, they
have lost 1 Wound with no modifiers.
3 A Snotling
is over come with visions of beauty and peace, and immediately
offers the nearest humanoid enemy a bandage or provision. The
Snotlings do not attack this turn. If wounded, the enemy, surprisingly,
uses the gift instantly.
4 One of
the Snotlings suddenly begins to make chicken sounds, prancing
around the room acting like a chicken. It takes a whole turn for
the other Snotling to snap him out of it.
5 The Snotlings
pick up sharp twigs from the ground and start re-enacting a scene
from the famous play Xorro, the heroic Imperial Noble. They get
+1 attacks this turn.
6 Together,
the Snotlings yell all manner of obscenities at the Monsters.
Excited, the Snotlings run into battle, gaining +1 Attacks and
+2 Strength.
4 Dirty Tricksters
Rude and obnoxious,
these Snotlings have mastered the ways of weighting dice, picking
pockets and tricking Goblins out of Golds for years. They begin
the game with three Tricks. Whenever they are rolling to learn a
new Trick, they may roll an extra dice and take their pick. They
can not keep both.
5 Phase Snotlings
Years ago, these
Snotlings were experimented on by a mad Orc Shaman. When he had
finished with them, he threw them into the garbage pile, where they
began their life of adventure and intrigue. Phase Snotlings can
break from pinning automatically. In addition, instead of making
a normal attack, the Snotlings can give up all their attacks and
try to phase into an enemy. Roll 1D6. A roll of 1 to 4 and the Snotlings
have failed to penetrate the creatures tough exterior, and have
wasted their attacks. A roll of 5 or 6 indicates that the Snotlings
have appeared inside the enemy. The Snotlings suffers 2D6 Wounds
with no modifiers, but the enemy is instantly killed. This attack
can be used once per adventure.
6 Inferno Snotlings
The Snotlings are
masters of the little known art of Fire Breathing, which they have
used to entertain the Goblinoid armies for years. The Snotlings
can give up all their attacks, and belch forth a huge stream of
flame at the enemy. Roll 1D6. On a roll of 1 or 2, the Snotlings
can't get enough breath to breathe the flame. Any other roll indicates
a successful belch. The target suffers 1D6+Battle-Level Wounds not
modified for armour. This attack can be used once per turn, but
requires Fire Breathing equipment (to ignite the various concoctions
sitting on the Snotlings tongues).
ROCK THROWING
When the going gets
tough, the Snotlings like to get going (most likely miles away).
Usually this means fighting from afar with rocks and gravel and
such. Once per turn, as an attack, the Warriors can search desperately
for rocks and bits of debris on the ground to lob at the offending
victim. Roll 1D6 on the following table:
1-2 The Snotlings can find
no suitable ammo, and spend the rest of the turn arguing as to
who's fault it is. The Snotlings can do nothing else this turn.
3-5 The Snotlings find enough
gravel and rocks to throw at the enemy. Make a normal Ballistic
roll to hit. The rocks do 1D6+Str. The range of the attack is
6 squares.
6 The Snotlings find a very
large bauble. Picking it up takes both the Snotlings together.
Make a Ballistic roll with a modifier of -1. The rock does 2D6
damage. If rolling for treasure after the battle is ended produces
a Treasure Card, roll 1D6. On a roll of 1 or 2, the Snotlings
realise they have accidentally thrown that item at the enemy.
The item is broken and worth nothing.
EQUIPMENT
The Snotlings, much
to the other Warrior's dismay, can not use much equipment at all,
but it doesn't actually stop them from trying. For starters, Snotlings
will only use equipment that the Barbarian can use. This equipment
can not be body armour or any two handed, heavy type of weapon.
Helmets, shields and the like are fine, but there are still certain
limitations....
For the Snotlings
to make use of a weapon, it take both of the greenskins to wield
it. When rolling to hit with any weapon other than daggers or spears,
they get -1 To Hit.
On the other hand,
when using a shield, both Snotlings can cower behind it, leaving
no part of them exposed to enemy attack. In addition to normal armour
bonuses, the shield gives an extra +2 Toughness.
If the Snotlings
are carrying the lantern, it takes a whole Snotling to carry it.
Therefore they cannot wield any large weapons when carrying it.
Snotlings can use
rings, bracelets, and other items of magic treasure. In the case
of rings and helmets, and the like, only one Snotling can wear them.
It is assumed that the Snotling with the helmet will leap forward
first and take the force of the blow, and similar occurrences. Remember,
treat the Snotlings as one! If one has a Magic Ring, the effects
cover both of the Snotlings.
SETTLEMENTS
Alas, Snotlings can
not enter Settlements. But, they do have the option of going to
join their fellow renegade adventurer type Snotling brothers at
small camp sites. These camp sites are usually brimming with Snotlings,
and are situated not too far from the main Settlement. When the
party has arrived at the Settlement, the Snotlings can roll 1D6
for the number of days it takes to get to the closest camp site.
Each day at the camp
requires the Snotlings pay 1 Gold for living expenses. They must
then roll once on the Settlement Event Table. Unfortunately, these
colonies of Snotlings do not look kindly on the humanoid population
of the Old World, and thus no other Warriors can accompany the Snotlings.
There is no need to roll for locating the various shops here. Treat
the Snotling Camp as a Town when rolling to see if an item is in
stock.
The exception to
this rule of not entering settlements is the Docks location in a
Sea Port. Since the Docks are home to all kinds of rough and tough
battle-hardened types, the Snotlings are quite at home in them.
It is assumed that the Snotlings sneak over the wall and into the
Docks, without having to enter the actual Sea Port Settlement. This
rule allows for Snotling Warriors to set sail for the Lost Kingdoms
without too much hassle.
DA SHOP
The following items
can be brought from this Snotling store.
Item |
Stock |
Cost |
1D6 Bandages |
5 |
40 each |
1D6 Slop Patties |
5 |
10 each |
Snotling Rope |
7 |
25 |
Snotling Boots |
8 |
100 |
Snotling Eye
Patch |
10 |
50 |
1D6 Warp Bombs |
9 |
250 each |
Bandages
Snotling bandages
are not as good as normal bandages, and are covered with thin layers
of grit. Each one heals 2 Wounds.
Slop Patties
These delicious meat
patties are filled with wholesome goodies such as squig meat, human
flesh, manure, and bugs. Each patty heals 1 Wound. If a non-Snotling
eats a patty, he takes 1D6 Wounds damage, unless the Warrior was
on zero Wounds. In which case the vile taste instantly revives the
Warrior and places him on 1 Wound.
Rope
This rope is made
out of ... well ... no one exactly knows for sure, buts it's not
rare for the climber of a Snotling rope to come face to face with
a dead fish's eye. Treat the rope as any other rope, but it breaks
on a 1-4 after each use.
Boots
Snotling boots do
nothing amazing, but they do stop the wearer from walking around
with bare clawed feet. Non-Snotling characters can not wear these
boots.
Eye Patch
Wearing this eye
patch makes your Snotling look like a rugged sea worthy adventurer.
The Warriors may re-roll 1D6 if ever they find themselves in the
Brig at a Seaport.
Warp Bombs
These bombs have
been designed by the smartest Snotling Alchemists at the camp site.
Each bomb warps the fabric of reality, pulling bits of the target
into a void, and then regurgitating them in roughly the same position
as they came from. Each bomb does 2D6 damage, with no modifiers
for Toughness or Armour. A single bomb affects an area 2 by 2 squares
large. Due to the fragile nature of these bombs, no other Warrior
will have anything to do with them.
TRICKS 'N'
THINGS
For those Snotlings
who have particular Tricks at their disposal, this shop provides
all the knicknacks that they may need in order to use their skills.
Item |
Stock |
Cost |
2D6 Poison
Darts |
6 |
25 each |
Pot of Glue(4
uses) |
7 |
350 |
Empty Bag |
4 |
25 |
Bag of Marbles |
5 |
50 |
Magnetised
Rock |
8 |
2000 |
Fire Breathing
Apparatus |
6 |
300 |
Squig Whistle |
5 |
150 |
Crystal Mirror |
10 |
455 |
Blessed Hammer |
10 |
5000 |
Shard Gun |
9 |
500 |
Shard Gun Ammo |
5 |
300 |
Electric Eel
|
5 |
1050 |
Watering Can |
4 |
25 |
Hang-Glider
Set |
10 |
1500 |
Flying Fox
Set |
11 |
1500 |
Each of these weird
items is used by Snotlings with particular tricks. See the relevant
section for more information.
Each purchase of
Shard Gun Ammo will last an entire adventure.
Snotlings may only
buy items if they have the appropriate skill that uses that item.
CROP FIELDS
Snotlings enjoy a
relatively peaceful life of poultry farming and crop growing. That
is, of course, when they aren't chasing Squigs and going adventuring
with unfortunate comrades. Whenever the Snotlings are in a Snotling
Camp, they may visit the Crop Fields, which is where various seeds
and pods are harvested by the Snotling farmers. Also here are pens
where toads are bred, and aviaries where rare birds are raised.
Some of these products
are expensive to oversee, and others simply require the Snotlings
to spend a day in the fields picking the pods they require.
Item |
Stock |
Cost |
1D6 Hallucinogen
Seeds |
5 |
100 each |
1D6 Armour
Acid Pods |
6 |
50 each |
Other than those
above, many varieties of pods and wildlife can be picked or hunted
for free, the only cost being having to spend a day at the Crop
Fields.
Item |
Number Gained
Per Visit |
Invisi-Dust
Pods |
2 per Battle-Level |
Screech Bird |
1 (maximum
1) |
Witch Toad |
1 (maximum
1) |
Critter |
1 (maximum
5)* |
Spider Eggs |
1D6+2 |
Spander Pods |
1D6-1 |
Lbolo Spores |
1D6-1 |
Bamboo Shoot |
1 (maximum
1) |
Graboid Seeds |
1** |
*Critters are tiny
balls of fluff which seem to have a mad tendency to rip the flesh
off living creatures. Therefore, to take all the necessary precautions
when hunting them, it takes 1D3 days in the crop fields to capture
one.
**At the end of each
adventure, roll 1D6 for each Graboid seed possessed. A roll of 1,
2 or 3 and the seed has gone bad and is useless.
Snotlings may only
pick pods and take wildlife if they have the appropriate skill that
uses the items.
BEAT 'EM
UP PLACE
Every Snotling likes
to have a good punch up now and then, especially if his opponent
is tied up, has a blind fold on and is lying face down in the dirt.
The Beat 'Em Up Place is the place to let loose one's aggression
and maybe even learn a trick or two.
To enter the Beat
'Em Up Place, the Snotling's have to pay 1D6*100. Once paid, roll
2D6 on the following table:
2 Even before the Snotlings
have a chance to step onto the battle mound, they are jeered at
and pelted with rotten fruit. Hanging their heads in shame, the
Snotlings run from the Beat 'Em Up Place.
3 Your Warriors' opponent
on the battle mound is none other than Skaggy Fart-Weazle, Snotling
Imperial Noble Extraordinaire. After belting your Snotling's black
and blue with his wooden rapier, your Warriors finally give in
and fall to the ground. At least they have managed to master the
Play Dead technique, which can be used once per adventure. See
the Alehouse Event 11 for further details.
4 Before even stepping onto
the battle mound, the Warriors are approached by a Snotling official
who proclaims that it is illegal for Warrior's to wear what they
are wearing into battle. They must pay a fine of 1D6*50 gold and
roll on this table again, adding +1 to the result.
5 The Snotlings battle a
small group of unarmed Halfling prisoners. The battle is most
enjoyable, and the Snotlings manage to increase their battle prowess
a small bit. For the next adventure, the Snotlings are at +1 Weapon
Skill.
6 While waiting in the barracks
for their chance at a glorious victory on the battle mound, a
hardened Snotling General approaches the Warriors and proceeds
to instruct them in the ways of avoiding weapon strokes. The Snotlings
have mastered the Leap skill. Whenever the Snotlings are hit by
an opponent with a hand held weapon (not beasts, bats, etc) they
can roll 1D6 to try and leap out of the way before the blow does
serious damage. A roll of 6 indicates success. This skill can
be used once per turn.
7 After a vigorous battle
with a ravaging Cockatrice, the awed crowd have started calling
the Snotlings names like 'Lucky Phil' and 'the Luck Meister'.
The Warriors have gained +1 Luck for the next adventure. If they
do not use it, it is wasted.
8 The training the Snotlings
receive on the battle mound improves their speed and reaction
times. For the next adventure, they receive +1 Attacks.
9 While in the barracks
waiting a turn to fight, the Snotlings over hear tales of intrigue
about a particular nasty and cunning trick played on some humans.
The Snotlings can roll for an additional Trick on the appropriate
Battle-Level.
10 One of the Snotlings
is invited to participate in a Muskrat Kicking Competition. Roll
1D6 and add Initiative and Strength. A roll of 9 or more and the
Snotling has won the competition, kicking the squealing creature
yards into the distance. The prize is a full refund of any gold
paid to enter here plus a Treasure Card.
11 The battle on the mound
goes very well indeed. The Snotlings are proclaimed heroes and
are given a victory celebration in their honour. In addition,
the Snotling blacksmiths sharpen the Warrior's dagger blades (if
they still have them), which will now ignore 1 point of armour,
and the alchemists enchant the daggers, making them magical. If
this result is rolled again, the effects are cumulative.
12 The Snotlings gain no
benefits from this training session, but a compensated with a
full refund of what they paid to get in here.
13 "Co-ordination is
the key" says a visiting Elf Nomad, as he sits among the
intently interested Snotlings telling stories of his travels and
adventures. He instructs the Snotlings on how to co-ordinate their
attacks. The Warriors gain +1 Attacks permanently, and can now
swing a weapon together without the -1 To Hit penalty. Snotlings
can only get this event once. If they ever roll this event again,
roll once more on this table.
TRAINING
Snotlings must enter
the Fighting School in order to train. Training takes an entire
week for the Snotlings to complete.
SNOTLING
MOOD ROLL
While Snotlings encountered
in dungeons are often dull minded goblinoid machines who simply
attack the enemy, adventurous Snotlings have learned new ways to
combat their enemy, who is often much more powerful and larger than
they are. These special kinds of tactics are called Tricks (see
below). Each Trick has a Mood Level, which is a rating from 1 to
6. In order to use a particular trick, the Mood Roll must be equal
to or greater than this number. When the Wizard rolls for power,
roll another D6. This is the Snotling's Mood Roll. It states what
mood the Snotlings are in that turn. Usually, a 1 indicates that
the Snotlings are not in a good, imaginative mood, and can not be
bothered using any tricky tactics this turn. A roll of 6 means that
the Snotlings are calculating and thinking up cunning ways to deceive
the enemy.
TRICKS
As the Snotlings
get more experienced and go up Battle-Levels, they will have the
opportunity to learn more tricks, each one cunning and masterfully
deceitful. At the start of the game, the Snotlings will know 2 Battle-Level
1 Tricks (Except Dirty Trickster Snotlings, who will know 3). Each
time the Snotlings increase in Battle-Level, they acquire new tricks.
They may make one roll on any of the Trick tables equal to their
new Battle-Level or below. This provides a way for the Snotlings
to have a varying number of Tricks.
A Weak Git can use
1 Trick per turn. A Grunt can use 2 per turn, a Bully can use 3,
and a Strong Git can use 4. The Snotlings can use a Trick at any
time, just like the way the Wizard can cast spells at any time.
But if Monsters have the Ambush or the Magic Ambush Ability, the
Snotlings can not play a Trick until after the monsters have attacked.
When rolling for
Tricks, roll 1D4 on the appropriate Battle-Level table.
TRICK DESCRIPTIONS
Each Trick reference
in this following list shows four things. The first number on the
left of the title shows what number must be rolled to learn this
Trick when going up Battle-Levels. The number after the name in
brackets shows the mood roll necessary to use this Trick, and the
name of the item or items, if any, that are needed in order to use
this Trick. If the Snotlings do not have these items in their possession,
they can not use the Trick. Finally, their is a detailed description
of how to use the Trick.
BATTLE-LEVEL
1 TRICKS
1 |
Bag Trick |
(3) |
Empty Bag |
Advancing menacingly
towards the Warriors, the Orc raises his weapon to strike. Suddenly,
a cry of "UP WE GOOOOOOO!" breaks the tension. A Snotling
stands behind the Orc, and another, taking a running leap, jumps
onto the shoulders of the other Snotling and rams a large hessian
bag firmly down over the head of the unsuspecting, terrified Orc.
This Trick only works
on humanoid enemies. It does not work on monsters or creatures with
the Demonic or Fly Abilities. An enemy with a bag over his head
suffers a penalty of -1 To Hit. Warriors are at +1 To Hit the bagged
enemy. It takes 1D4 turns for the enemy to remove the bag and toss
it aside. The Snotlings must be adjacent to the enemy for this to
work.
This Trick can be
done as many times per combat as the number of Empty Bags in possession.
Once the battle is over, roll 1D6 for each bag used. On a roll of
1 or 2 the Monster has ripped the bag to shreds and it is of no
further use. Otherwise, the Snotlings can recover all tossed aside
bags.
Starting Snotling
Teams begin the game with 1 Empty Bag if they have this Trick.
2 |
Armour Acid |
(4) |
Armour Acid
Pod |
The Chaos Warrior
strides purposefully towards the Snotlings, huge Axe of Khrone at
the ready. Thinking quickly, one of the Snotlings produces a small
green/grey pod and lobs it at the Chaos Warrior. Stoping mid-stride,
the Chaos Warrior notices his armour beginning to rust and corrode.
These Armour Acid
Pods can be thrown at enemies with armour. Each pod will dissolve
1 point of armour. The Snotlings can throw as many pods as they
like per use of this Trick.
Starting Snotling
Teams begin the game with 1D6 Armour Acid Pods.
The Snotling charges
between the Barbarians legs, looks directly up at the Chaos Sorcerer
without fear, hands on hips, and kicks him in the cobblers.
Use this Trick instead
of a single Attack on enemies without Armour. The attack does 1D4
unmodified damage, plus gives the crippled enemy -1 To Hit next
Monsters Phase.
4 |
Jeer and
Leer |
(2) |
<None> |
Seeing the Minotaur
about to finish off the Elf Ranger, the Snotling yells at the top
of his lungs, pulling faces and flashing yellowed teeth in the Minotaur's
direction. The Minotaur snarls and moves towards the Snotlings.......
This Trick can be
used to redirect an enemies attentions from one Warrior to the Snotlings.
Roll 1D6. On a roll of 1 to 4, the enemy ignores the taunts. On
a roll of 5 or 6, the enemy decides to attack the Snotlings instead.
During its turn, it will automatically break from pinning and try
to get next to the Snotlings. If there is another Warrior in the
way, it will attack the closest Warrior that is in the direction
the enemy wishes to travel.
BATTLE-LEVEL
2 TRICKS
1 |
Screeching
Bird |
(3) |
Screech
Bird |
One of the Snotlings
pulls out a large bird from within his clothes, nodding sagely towards
the second Snotling. Snotling Two then takes the bird, smiles devilishly,
and grips the bird tightly around the neck. The birds eyes bulge
out and it releases a shrill piercing scream....
This Trick requires
all the Warriors on the board section to block up their ears. While
this is done automatically by most, the Snotlings are often caught
up in the excitement and forget to put in their ear plugs. Roll
1D6. A roll of 1 or 2 and they have forgotten. This Trick has no
effect against Undead. Now roll on the following table:
1 The Snotling
squeezes the bird for all he's worth, but all he ends up with
is a red faced captive and a few gurgling sounds. They should
have remembered to take the cork out of its mouth first.
2-3 The
bird lets out a loud squawk. The enemy is momentarily stunned.
Warriors get +1 to hit every enemy this turn. If the Snotlings
failed their ear plug role, they too are stunned. The bird escapes
their hands and clucks off down the corridor, never to be seen
again.
4-5 The
bird lets out a shrill cry which hinders thought and movement.
Enemies are at -2 To Hit this turn and the next. If the Snotlings
failed their ear plug role, they too are stunned. The bird escapes
their grasp and flies off down the corridor, to be eaten by some
hungry creature.
6 The bird
lets of a corker of a screech! Every enemy in the room falls to
their knees in agony, clutching their bleeding ears. Every enemy
suffers 1D2 unmodified damage. The Snotlings must also take this
damage if they failed to put in their ear plugs. The bird escapes
the Snotling's grasp as they roll around in agony, and flutters
off down the passageway.
2 |
"He
did It!" |
(6) |
<None> |
Angered at the
sudden attack from behind, the Dark Elf spins about to face his
new opponent. Glaring at the Snotlings savagely, he advances. "The
Elf did it!" cries the Snotling, pointing towards the shocked
and terrified Elf. The Dark Elf changes target....
This Trick is exactly
the opposite to the Battle-Level 1 Trick Jeer and Leer. It redirects
a single enemy towards a Warrior of the Snotling's choice. The enemy
originally has to be attacking the Snotlings to be a target of this
Trick.
3 |
Direct Light |
(3) |
Crystal
Mirror |
The army of Mummies
advances towards the Warriors, who take up battle positions, grim
looks on their faces. All except the two, sniggering Snotlings.
Reaching into a pouch, one Snotling brings forth a tiny mirror.
He holds it at an angle which reflects the light of the Lantern
directly off the mirror into the ranks of the Undead. A beam of
light appears. Then a smidgen of fire begins. Within no time at
all, the Undead are piles of ash and charred bone on the ground.
This Trick is only
effective against Monsters who can be burnt (use common sense).
By refracting an intensified beam of light onto the Monster, it
sets fire to them. This Trick can affect any number of Monsters
on the same board section as the Snotlings. Roll 1D6, add the Snotling's
Battle-Level and subtract the number of Monsters you wish to direct
a beam of light at. If the result is less than or equal to 1, the
light is not intensified enough and nothing happens. If the result
is 2 or higher, the Monsters are set fire too. Each one affected
suffers 2D6 damage, with usual modifiers. If the Monster is a Mummy,
each turn it suffers a further 1D6 Wounds with no modifiers. Any
Monsters killed in this way do not produce any gold. Undead with
the Ethereal Ability are not affected by this Trick. (Note: The
Crystals sold at the Snotling Village posses a small amount of magical
ability, which is what intensifies the light so very very much!)
As the Elf drew
forth the treasure from the dead body, the Snotling quietly pocketed
the far greater treasure that the Elf carried on his person. After
all, the treasure the Elf was taking belonged to the Snotlings,
didn't it?
Whenever a Warrior
gets a Treasure card the Snotlings like, they may try to steal it
from him. The target must pass an Initiative Test (7+) or lose the
item of treasure to the Snotlings greedy little hands. This Trick
can not be used on treasure which the other Warriors already have.
BATTLE-LEVEL
3 TRICKS
The Ogre begins
to stride across the room, but finds that it can not move. Looking
down at his feet, he is standing in a pile of magically enhanced
glue!
The Snotlings must
be adjacent to the enemy to use the glue on it. The Snotlings must
attack the enemy first in order to distract it. If they hit, one
Snotling begins to pour the glue on the flagstones and onto the
enemies feet, while the other starts pulling faces and flashing
his buttocks to keep the enemy distracted. While glued, the enemy
can continue to attack as normal, but can not follow after the fleeing
Snotlings if they should move away. Warriors break from pinning
automatically. The glue lasts for the entire adventure, much to
the enemies dismay. While the enemy still lives, though, no treasure
can be reaped for a successful victory. Glue does not work against
enemies with the Ethereal or Fly Special Abilities. Two pots of
glue are needed to glue a Large Monster.
2 |
Squig Call |
(3) |
Squig Whistle |
Pulling out a
small whistle, the Snotling blows long and hard. Within moments,
a large, rabid Squig comes lopping down the corridor, heading directly
towards the enemies throat.
This Trick summons
a Wild Cave Squig which will fight for the Snotlings until the battle
is over.
Roll 1D6. A roll
of 3 to 6 and the Squig may be placed next to any monster the Snotlings
wish. A roll of 1 or 2, and the Squig arrives, but runs off down
the corridor.
After the Snotlings
have finished their turn, the Squig gets to attack. Roll 1D6. On
a roll of 1 or 2, the Squig falls asleep this turn, and does nothing.
On a roll of 3 or 4, the Squig attacks the chosen monster this turn.
On a score of 5 or 6, the Squig attacks the nearest Warrior this
turn. Now roll another dice. On a roll of 1 to 3, the Squig gets
tired and flees the battle. Remove it from the board. It can not
be summoned again this battle.
If the Snotlings
are Squig Herders, they may add +1 to the Squig Attack roll
each turn.
3 |
Glider |
(5) |
Hang-Gliding
Set |
The Warriors have
emerged victorious from the dungeon, and breath the lovely fresh
air in. Only then do they notice the Snotlings putting leather helmets
and goggles on, and strapping themselves into a large set of leather
wings and mechanical arms. They unfold the wings, take a run up,
and leap off the cliff into the sky, quickly fading into the distance.
The Snotlings have
mastered the airways with this Trick. At the end of each adventure,
before beginning the journey across the Wilderness to the closest
Settlement, roll 1D6. On a score of 5 or 6 (The Mood Level of this
Trick), the Snotlings fasten themselves in, and go for a fly. It
takes the Snotlings only a few hours to reach a Snotling Village
in this contraption, so they have no need to roll on the Wilderness
Events Table. The other Warriors must travel to a Settlement as
usual. No other Warrior can use a Hang-Glider set.
As the Troll takes
its last breath, the Snotlings manage to wrench free a final tidbit
of information about hidden gold supplies.
After the battle
ends, the Snotlings may have learned something of interest from
a monster they tortured before he died. Roll 1D6. On a roll of 4
to 6, the monster divulged information as to a hidden supply of
treasure in the next room. The Snotlings may gain 1D6*50 gold in
the next dungeon room they encounter, before they do anything else.
BATTLE-LEVEL
4 TRICKS
1 |
Poison Darts |
(2) |
Poison Darts
Bamboo Shoot |
The swarm of Giant
Bats swoops menacingly towards the Warriors, talons glinting sharply.
Smiling inanely, one of the Snotlings produce a short bamboo stick
from a pocket, brings it up to his lips, and exhales deeply. Three
sharp darts shoot out the end into the swarm of bats.
Roll 1D3 for the
number darts fired each time this skill is used. If the Snotlings
do not have that many, all of them are fired. The darts can be divided
up as the Snotlings see fit between as many monsters as possible.
(Three darts into one monster, two darts into one monsters and one
dart into another, or one dart into each of three monsters, etc).
Each dart does 1D6+2 damage. If this damage is greater than or equal
to the monster's Armour rating, the dart's poison has seeped into
the monsters blood. It takes an additional 1D4 unmodified damage.
Roll for each dart separately. This means that a dart may do no
damage to a monster physically, but may poison it.
2 |
Invisi-Dust |
(2) |
Invisi-Dust
Pod |
The Orc looks
around in bewilderment. "Huh? Where'd 'e go?"
By breaking open
this dust filled seed pod, the Snotlings can turn themselves invisible.
While invisible they can not be attacked. Any monsters attacking
them immediately choose another target until they become visible
again. A single pod will grant the Snotlings invisibility for 1D3
turns.
3 |
Laughing
Gas |
(3) |
Spander
Pod |
Ever so slowly,
a small grin makes its appearance on the Chaos Sorcerer's face.
He begins to chuckle, much to the surprise of his Chaos Warrior
body guards. Soon, the Sorcerer is rolling around the ground, finding
the entire situation most amusing.
Each pod covers an
area 2 by 2 squares with laughing gas. All monsters in this space
are forced to roll 1D6 each
1-2 The
enemy is stern of face, and finds the whole procedure most non-amusing.
3 The enemy
finds the situation rather funny, and begins to chuckle. He is
at -1 To Hit for the next Monsters Phase.
4-5 The
enemy inhales many gas spores, and begins to laugh loudly. The
enemy loses his next turn as he regains his composure.
6 Mighty
roars of laugher issue forth, and the enemy falls to the ground
laughing, unable to control himself. For 1D4 turns, he can do
nothing at all, and Warriors gain +2 To Hits.
4 |
Crop Farmer |
(Auto) |
<None> |
Wiping the sweat
from his brow, the Snotling begins in earnest to reap the best from
his crops.
This Trick is automatically
used, and allows the Snotlings to gain extra benefits from the Crop
Fields, as described below:
Item |
Additional
Gains |
Invisi-Dust
Pods |
1 |
Spider Eggs |
1D3 |
Spander Pods |
1D3 |
Lbolo Spores |
2 |
Graboid Seeds |
1 |
BATTLE-LEVEL
5 TRICKS
1 |
Marbles |
(3) |
Bag of Marbles |
The small band
of Goblins runs madly towards the Warriors, their spears pointed
forward. The Barbarian and Elf stand to one side, while the Snotlings
empty a bag full of small glass beads. Instantly, the Goblins fall
head over heels as they try to regain their balance.
This trick empties
a large bag of marbles onto the ground, hopefully causing the enemy
to trip up and stumble around the room.
The marbles roll
outwards in a 2 by 5 square area, or until they hit a wall, from
the Snotlings. Each model (Warriors also) must roll 1D6 to keep
their balance. A roll of less than or equal to their Initiative,
and they have stayed upright. They have found enough footing to
remain so forever, and do not need to roll again, unless another
model bumps into him. If the roll is higher, they have lost their
balance, and stumble around the room trying to get their footing.
Roll 1D8 on the following
diagram for the direction the model stumbles.
Now roll 1D3 for
the number of squares stumbled. (Each model stumbles in the same
direction each square, they can not change direction half way through.)
At the end of this amount, the model regains his footing. If the
model bumps into a wall, roll 1D6. A roll of 1 to 4, and they fall
over. A fallen model stays on the ground for 1 turn. While prone,
he may be hit automatically. A roll of 5 or 6 indicates that the
model stayed upright, and has regained his footing by holding onto
the wall.
If two models collide,
both must roll to keep their balance. If this means a model who
has already rolled to keep his balance, he must now roll again.
These balance rolls made are collision rolls, not stumbling rolls.
NOTE: All models
are moving at the same time. To represent this, each model who has
lost his balance moves one square, and must wait for all others
to move one square before moving again. A collision does not occur
if a model moves into an occupied square with a model who has yet
to move this turn.
After the battle,
the Snotlings can spend 1D3 turns picking up the marbles, in which
case they can do nothing else, or simply leave them where they are
and buy another bag back at the Snotling Camp.
2 |
Rope Manoeuvre |
(5) |
Rope |
The Snotlings
each grab an end of a piece of rope and run opposite sides of the
Orc. They then proceed to wrap the rope around the Orc's feet, running
in opposite circles from each other. Within a few startling moments,
the Orc is tied up and falls flat on his face.
The Snotlings must
give up all their Attacks do use this Trick. Roll 1D6.
1 The Snotlings
foul up their cunning plot, and end up being stepped on (or bitten,
or whatever) by the enemy for 2D6+Str Wounds. What's more, the
rope is entangled beneath the monster's feet, and is soon lost
from sight.
2 Having
such powerful brain power often comes in handy for the Snotlings.
But not today. They spend the entire turn arguing over which end
of the rope they should each hold.
3 The monster
is entangled briefly, but soon rips the rope from around his feet.
He loses 1 Attack this turn.
4 The rope
is pulled taught around the monster's legs, causing him to topple
over. He spends the entire turn getting untied.
5 The monster
is totally entangled with the rope as he tries desperately to
remove it from around his legs. While he frantically tries to
remove the rope, he can be hit with a +2 modifier. He can do nothing
for 1D3 turns.
6 The Snotlings
do a slap up job of their infamous rope trick. Not only do they
tie up his feet, but the Snotlings leap up madly, weaving the
rope thoroughly on the monster. The monster is tied up for 4 turns,
before finally getting the rope free. While tied up, the monster
may be hit automatically, doing an additional +2 damage. In addition,
the monster suffers 1D6 Wounds, with no modifiers, of choking
damage.
After the battle,
the rope may be re-collected, unless a 1 was rolled, in which case
the rope is torn and shredded too much for further use. The Snotlings
must be adjacent to the target they wish to rope when using this
trick.
3 |
Shard Gun |
(4) |
Shard Gun
Shard Gun Ammo |
The Snotlings
produce a small hand held cannon, originally of Dwarven design,
and stolen by the Snotlings to create this portable version of a
war machine. Placing it on the ground, one Snotling begins to turn
a tiny crank on the back of the silver Shard Gun. Pellets of hot
lead erupt and pelt the enemy forces.
This powerful but
slow weapon fires 3D6 hot lead pellets at a single target per turn.
Once fired, the Snotlings must spend and entire turn reloading the
gun before it can be refired. They cannot reload their gun if they
are pinned or if there are Monsters in the room. While reloading,
they may do nothing else. This Trick replaces the Snotling's normal
Attacks this turn. Roll To Hit with Ballistic Skill for each separate
dart. Those that hit do 1D3 Wounds each. Total up the amount and
then subtract Toughness and Armour.
4 |
Scurvy Sea
Dog |
(Auto) |
<None> |
The Snotlings
have mastered the ways of being a pirate, complete with "Swab
the decks, ye scurvy varmints" and "Hoist the sails, bring
her about, lads".
This Trick is automatic,
and does not need to be rolled for it to take effect. It has the
following affects.
- The Snotlings may reroll the first
1 encountered while trading in illegal goods only, while
at the Docks.
- They may +1 or -1 from any roll
on the Captains Table.
- They may reroll any harbour event
they do not like, but must keep the second roll. They may only
do this once per Settlement.
- They may buy parrots, hooks and
eye patches for half price at the Warehouse.
- They may reroll the first 1 while
in the brig. Only one reroll per stay in the brig.
BATTLE-LEVEL
6 TRICKS
1 |
Hallucinogen
Seed |
(4) |
Hallucinogen
Seed |
Seeing the slavering
Plague Beast rip through fellow Warriors with its tentacles, the
Snotlings decide that two can play at this game. Breaking open a
small green pod, they slurp the liquid down. Instantly, they are
turned into huge grotesque beasts in the eyes of the enemies, who
cower in fear.
This Trick gives
the Snotlings a Terror Rating, that the enemy must instantly overcome
(unless it has a Fear or Terror rating itself. Roll for each monster
separately as soon as the seed is used. The Terror Rating is equal
to the Battle-Level of the Snotlings.
Seeing their friend
is near death, the Snotlings begin to jump up and down furiously
on the Warrior's chest, hoping to wake him.
This Trick allows
the Snotlings to try and heal Warriors who are on 0 Wounds. Roll
1D6. On a roll of 2 to 3, the Snotlings mad leaping fails to achieve
the desired affect, and does not revive the Warrior, although the
Snotlings have a good time. 4 to 6, and the Warrior begins to splutter
and sits up straight. Place him on 1 Wound. On a roll of 1, the
Snotlings mad leaping has crushed the Warriors rib cage, and he
is now dead! He may only be healed by spells or objects which actually
resurrect Warriors from the dead. The Snotlings still have a good
time though...
3 |
Replace
Weapon |
(5) |
<None> |
Snarling viciously,
the Skaven Gutter Runner plunges his blade downwards into the chest
of the unconscious Dwarf. With a shock, he realises he is attacking
the Dwarf with a feather!
This trick can be
used just as monsters are about to be placed on the board. The Snotlings
can select any two monsters (One for each Snotling) and roll 1D6
to try and switch their sheathed weapons with a useless item. On
a roll of 4, 5 or 6, the Snotling gently pulls the weapon out of
the monsters sheathe or belt, and places a banana, or a piece of
wood in its place. A monster with no weapon does only 1D6 damage.
Naturally, monsters with no weapons to replace can not be targets
of this Trick. If The Snotlings target magic weapons, the once owners
do not get the benefits of the weapons they would of had. A monster
with another weapon can still use the other weapon, unless the Snotlings
target the same monster, but each a different weapon.
Desperately wanting
that Bugman's XXXXXX, the Snotlings decide they must disguise themselves
to get into the human settlement.
With this Trick,
the Snotlings can enter human Settlements. Instead of going to the
Snotling Village, they can roll 1D6. If it is equal to 3 or more
(Mood Roll value), they have disguised themselves by standing on
top of one Snotling's shoulders and draping a huge cloak over themselves.
The Snotlings can
now move around the city as normal, but they can not go to any Special
Locations other than the Alehouse (-3 for Alehouse roll).
At the end of every
day, after paying living expenses, the Snotlings must roll 1D6.
On a roll of 1 or 2, they have been discovered and are thrown out
of the city. Once thrown out, they can not return this adventure,
but they can go to the Snotling Village. If the Snotlings sneak
into a Sea Port, and are discovered, they are thrown in the brig
for 1D6 days, instead of being thrown out of the city.
In the Alehouse,
on a roll of any double, the Snotlings are discovered and are thrown
out before the effects of the Alehouse roll can take place.
BATTLE-LEVEL
7 TRICKS
Seeing the enemy
approaching, the Snotlings decide to take drastic measures. They
pull a large, warty frog from a bag, each give it a huge smack on
the lips, and place it on the ground before them. An amazing transformation
begins to take place!
This toad is a shape
shifter raised and bred from child hood by the alchemists of the
Snotling Village. Upon being nudged with a stick, the toad may transform
into a creature of great power. Roll 1D6 when the toad is placed
in an adjacent, free, square next to the Snotlings.
1-2 The
Snotling's incessant poking does nothing to annoy the toad, who
spies a bug on the floor, eats it, and looks bored. The toad may
be recovered this turn.
3 The toad
blobs in and out of various shapes and sizes, until it settles
on one it likes. Roll once on the Monster Table the same level
as the Snotlings to see what the frog turns into. Then roll another
D6 to see how long it remains in this form, before it reverts
back to a toad and hops into the distance, never to be seen again.
4 The toad
froths and bubbles, and turns into a creature one level higher
than the Snotlings for 1D6 turns. After these turns are up, the
toad vanishes into an old boot and can not be recovered.
5 The toad
bulges and wobbles, and changes into a creature two levels above
the Snotling's current level. It remains this way for 1D6+3 turns.
6 The toad
takes a liking to a particular (random) Warrior, and instantly
changes into an exact duplicate of him. From now on, until the
battle is over, the toad has exactly the same statistics and weaponry,
skills and penalties, as the copied Warrior. After the battle,
the toad jumps neatly back into the Snotling's sack, ready to
be used again at a later state.
The toad will attack
the nearest enemy at all times. If the toad turns into a monster
with a fear or terror rating, each enemy must immediately make a
fear or terror test. If the toad changes into a creature with magic
spells, such as a Necromancer, then the toad can use these spells.
The toad gets to have its turn immediately after the Snotlings have
their turn.
2 |
Fake Plague |
(6) |
Spider Egg |
The Snotlings
leap madly about the room, trying to attract the Dark Elves attention.
Lifting up his tunic, the Snotling reveals a warty, puss filled
sore ridden chest. Disgusted, the Dark Elf refuses to go anywhere
near the Snotlings.
This Trick must be
used before combat begins, but its affects are noticed during battle.
When used, the Snotling breaks open a highly pungent Giant Spider's
egg onto his face and arms. A few minutes later, the mush has set
and its reaction with the skin makes the substance begin to fester
and boil. The Snotlings can use this trick to pretend to be ridden
with plague!
During the next combat,
as each monster that is fighting the Snotlings is placed, roll 1D6.
On a roll of 1, the fake plague suddenly drops off onto the ground,
and nothing happens. Do not roll anymore on this table. On a roll
of 2 to 3, the plague does not worry the enemy in the slightest
and he attacks as normal. On a roll of 4 to 5, the enemy is wary
of the plague and moves to fight another random warrior instead.
On a roll of 6, the enemy is so worried about the plague, he runs
off into the distance, wanting to get as far away from the Snotlings
as possible.
The plague lasts
for one battle, until it falls off. This trick can not be applied
during combat, and must be used prior to the battle for it to have
any effect.
The Chaos Dwarves
raise their Blunderbusses and prepare to fire at the Elf Wardancer.
Suddenly, their weapons are pulled sharply to the right, and they
shoot a barrage directly into their Chaos Warrior allies.
For each piece of
rope the Snotlings wish to tie together and use, they can slip a
loop over 3 adjacent enemies missile weapons. So if two pieces of
rope were tied together, there would be enough rope to tie a loop
around six missile weapons. Roll 1D6 when it comes time for the
monsters to fire:
1 No matter
how much they tug and pull, the Snotlings can not budge the enemies
aims. The enemy fires as normal this turn.
2 The Snotlings
do nothing other than to attract the attention of the enemy. All
missile weapons entangled in the rope are fired at the Snotlings
this turn. The rope is removed from each weapon by the enemy.
3 The Snotlings
pull really hard, and one of the enemy is pulled off guard. His
shot goes wild and instantly misses. Snarling savagely, the affected
enemy removes the loop from his weapon.
4-5 Their
tiny arms straining, the Snotlings pull furiously on the rope.
In an almost comedic fashion, each monster with a weapon tied
with rope falls onto the closest monster nearest the direction
of the Snotlings. All shots go wild, and while trying to get up
again and remove the rope, Warriors get +2 to hit them.
6 The shots
go wild, and embed themselves into enemy flesh instead of the
Warriors'. Make an attack as usual, but each attack will hit a
random monster instead. In addition, the weapons are tugged out
of their hands, and they spend the entire next turn retrieving
their weapons and removing the rope. Warriors get +3 to hit affected
monsters.
Any rope used in
this trick is considered too strained and near breaking point, and
therefore is useless after the battle.
4 |
Carol Singing |
(4) |
<None> |
The Snotlings
decide, all of a sudden, to celebrate Christmas day, which was last
month, by singing carols at the top of their lungs. The monsters
cower in fear as they listen to the raucous sounds.
This Trick is used
to scare the monsters into running away before they even get to
attack. As they are placed on the board roll 1D6 for each. On a
roll of 6, they can't put up with the sound, and they run off, never
to be seen again.
BATTLE-LEVEL
8 TRICKS
1 |
Fungus |
(5) |
Lbolo Spores
Bamboo Shoot |
Drawing out a
thin bamboo shoot, the Snotlings place a tiny collection of red
spores into the end of it. They then shoot the substance towards
the advancing Ogre.
This Trick can be
used in addition to any normal attacks made this turn. The spores
do 2D6+Str damage. If these spores do at least 1 Wound to the target,
roll 1D6.
1-2 The
wound festers a bit and does an additional 2 Wounds of damage,
unmodified.
3 The victim's
skin bubbles and cracks, inflicting 1D6 Wounds, with no modifiers.
4-5 The
victim suddenly sprouts thick tentacles from within his body as
the Lbolo spore grows to maturity within the enemy. If the monster
has less than 3 Toughness, it is killed instantly. Otherwise,
it takes 3D6 Wounds, unmodified, before the spore dies and drops
to the ground.
6 The spores
flow through the enemies blood, clogging it with mushroom like
fungus. If the victim's Toughness is less than 7, they are killed
automatically. Otherwise, they take 5D6 Wounds, unmodified, before
the spores die out. In addition, the victim misses his next turn
as he recovers.
2 |
Graboid |
(6) |
Graboid
Seed
Watering Can |
The Snotlings
carefully plant a tiny seed into the cracks of the flagstones, and
proceed to pour water over the seed from a watering can. Within
seconds, a giant, monstrous plant creature erupts from the ground,
ready to feed!
A Graboid is part
vegetable, part slug, and have been used by the Snotlings for many
hundreds of years to protect their borders. A good miniature to
represent the Graboid is the Beast of Nurgle, the one with many
tentacles erupting from every orifice. A Graboid feels for vibrations
through the floor, and usually devours its victims with the aid
of a four sectioned, carapaced beak, and many, spiked tentacles
that writhe around its base.
Place the Graboid
in a square adjacent to the Snotlings. Every Power Phase, while
the Graboid still lives, roll 1D6 in addition to the power dice.
1 The Graboid
takes an interest in a random Warrior, and attacks it immediately.
2 The Graboid
is undecided on a target an does not attack this Power Phase.
3-6 The
vegetable/slug monster attempts to devour a monster.
The Graboid, attacks
during the Power Phase, and spends the Monsters Phase devouring
its victim.
Draw a Warrior counter
or pick a random monster to see who the monster attacks this turn.
Its tentacles can reach throughout the entire board section it is
on.
Each target must
pass an Initiative Test (7+) in order to avoid the tentacles. If
they fail, they are grabbed by a tentacle, and pulled towards the
open beak of the Graboid by one square, even if there are no squares
free. A grabbed model is lifted high into the air and yanked inwards,
and does not interfere with other models. In addition, a grabbed
monster loses 1D6 Wounds with no modifiers.
During the Monsters
phase (or the Warriors Phase), a trapped model must pass a Strength
test (7+) to escape the Graboid and be placed in the closest free
square. The takes up his entire turn as he struggles to free himself.
Next Power Phase,
if a model is still trapped, he is pulled another square forwards,
suffering another 1D6 Wounds. This continues until he manages to
free himself during his turn.
Note that while one
tentacle is pulling in one model, another may lash out and try to
pull in another. There is no limit to the number of models that
can be pulled forward the Graboid.
When a model is pulled
onto the square with the Graboid, it is now in the process of being
digested and chomped into tiny pieces with the powerful beak. That
model immediately suffers 6D6 Wounds, with modifiers as usual. If
this takes him to zero Wounds, then he is eaten by the Graboid and
is never seen again. If it doesn't kill him, the model is regurgitated
and placed on any empty square on the same board section, with -1
Str and -1 Tou permanently.
If a model is killed
before being dragged into the deadly beak, they are dropped into
an empty square and suffer a permanent loss of -1 Str and -1 Tou.
Any model held by a Graboid can not be attacked, or be the target
of spells or magic items.
After the battle,
a Graboid will shrivel and die. No gold can be received for monsters
eaten by the Graboid.
3 |
Eel Trick |
(6) |
Electric
Eel |
The Snotlings
have a very devious plan...
The Snotlings can
use this Trick to electrocute and shock monsters. This is how it
works. The Snotlings have a jar of water with a small, slimy eel
in it. Attached to the eel are two metal wires, each ending in a
metal clip. First of all, the Snotlings try to attach both metal
clips onto a chosen target. They can do this if they roll a 4 to
6 on 1D6. If they can not, nothing else happens. The Snotlings then
proceed to prod the eel, causing it do discharge large amounts of
electrical energy, which runs along the wires and shocks the victim.
The target takes 1D6 D6 Wounds damage, each Warriors Phase until
he can rip off the wires in fury. This happens during the Monsters
Phase. The monster must make an Initiative test (7+) to rip the
wires off. The turn he rips the wires off, he receives 1D6 Wounds
of damage, unmodified.
If the Snotlings
are ever incapacitated, the monster will automatically remove the
wires, and does not take any damage that turn.
Once this Trick is
over, roll 1D6. A roll of 1 means the eel is almost dead from exhaustion
and is useless. The Snotlings must purchase another one before using
this Trick again.
4 |
Nasty Critter |
(5) |
Critter |
The Snotlings
throw a small, furry creature towards the advancing Orc General.
In a ripping of flesh and a gnashing of teeth, the furry ball of
fluff rips into the startled Orc.
Roll 1D6 at the start
of each Monster Phase for each monster being attacked by a Critter.
1 The Critter
dies for no apparent reason, and falls onto the floor.
2 The Critter
takes a tiny chunk out of the target, before falling to the ground
and dying. The monster takes 1D3 Wounds with no modifiers.
3 The Critter
takes a huge chunk of flesh from the monster, causing 1D6 Wounds,
unmodified.
4 In a fit
of carnage, the Critter rips into the flesh of the terrified monster,
causing 3D6 Wounds with no modifiers.
5 After
feasting heavily on the current monster, it decides to pick another
target. Select a random monster and roll on this table for him
starting from next turn. The monster it has just left takes 2D6
damage, unmodified.
6 The Critter
decides to give birth to 1D3 more Critters, each of whom leap
to an adjacent monster, who must each now roll on this chart.
Then it attacks the current target for 1D6 Wounds, unmodified.
BATTLE-LEVEL
9 TRICKS
1 |
Magnet Power |
(4) |
Magnetised
Rock |
Pulling a large
rock from his backpack, one of the Snotlings slams it into a crack
in the wall. Suddenly, all the Chaos Warriors are lifted from their
feet and are savagely hurled towards the magically magnetised rock.
There is the sickening crunch of bones as they slam into the wall
and each other.
This Trick can only
be used if the Snotlings are adjacent to a wall. Once used, any
creatures with metal armour (Chainmail, Platemail, Helmets, Greaves,
etc) are yanked towards the wall at almost super speed. Roll 1D6
for each monster affected. On a roll of 3 to 6, the monster is crushed
against the wall for 6D6 unmodified damage. Any other roll, and
they manage to stand their ground. In addition, the monsters affected
are placed as close to the wall as possible, and miss out on 1D3
turns before awakening from the shock.
This trick does not
work on Ethereal or Large Monsters. The rock loses it magnetic quality
after it is used once.
2 |
Chasm |
(3) |
Blessed
hammer |
The Snotlings
leap into the air and smash a hammer onto the ground with such force
that the very floor opens up and swallows the giant rat swarm.
The hammer can be
used to smash open a huge chasm directly in front of the Snotlings
which splits open 1D6 squares in front of the Snotlings. Any monsters
in this space without the Fly ability fall to their deaths unless
they can roll a 3, 4, 5 or 6. The crack then magically repairs itself.
No gold is received for monsters who fall down the crack.
3 |
Flying Fox |
(6) |
Flying Fox
Set |
With a cry of
sheer, childish delight, the Snotling sails around the dungeon,
swinging from his gunpowder propelled flying fox, attached to the
ceiling of the dungeon.
This really weird
Trick can only be used in the first dungeon room or passageway that
the Warriors start in. If the Mood Roll was not a 6, this Trick
can not be used. If the Warriors are willing to wait until the Snotlings
are in the mood to set up their mad riggings, then they can do so.
If they are in the
mood for a bit of manual labour, the Snotlings bring out masses
of planks, wood, glue and nails, and begin to rig up a flying fox
on the dungeon ceiling. As soon as the Snotlings enter a new board
section, they immediately begin the construction of the next section.
An unexpected Event occurs on a roll of 1 or 2, during the first
turn the Warriors are in the room. If their are monsters in the
room, fight as normal; the Flying Fox will be finished after the
battle.
Instead of attacking,
or instead of their normal movement phase, and if the Snotlings
have finished rigging the current room with ceiling ropes and planks,
they can use the flying fox. To use the Flying Fox, the Snotlings
can move up to 10 squares in any direction. They can ignore pinning
when on the Flying Fox, and can move through other Warriors freely.
If they wish, they can drop onto a monster from above, causing the
monster to lose a complete turn while it throws the Snotlings off.
In addition, if the Snotlings get up enough speed (They move at
least 5 squares in the same direction) they can plough into a monster
and force him back into any empty square behind him. The monster
also takes damage as per a single attack. Once dropped onto a monster,
the Snotlings turn ends.
Each Flying Fox Set
of equipment can only be used once per dungeon. It can not be dismantled
at all. Therefore, a new set will have to be brought if the Snotlings
wish to set up another rigging in a different dungeon.
4 |
Judge of
Character |
(2) |
<None> |
The Snotlings
spends a few minutes judging and watching the actions of their opponents.
When placing Monsters
on the board, the Snotlings can choose one and judge it. They miss
their next turn as they spy what it does and how it acts. This monster
may not be one that is attacking them. For the rest of the combat,
the Snotlings gain an extra attack if they attack the judged character,
do an extra damage dice, and get +2 to hit.
BATTLE-LEVEL
10 TRICKS
The Snotlings
pull all sorts of things from their back pack and attempt to use
some of them to heal a fellow Warrior.
Each time this Trick
is used, roll 1D6 for each Warrior. On a roll of 4 to 6, they have
all their Wounds healed. However, if the roll is a 1, the effects
are the opposite, and the Warrior being healed is immediately placed
on 1 Wound. The Snotlings are too wise to use such mad techniques
on themselves, and will only heal other Warriors, not themselves.
2 |
Cave In |
(5) |
Blessed
Hammer |
One of the Snotlings
raises his Blessed hammer and smashes it into the wall, sending
large chunks of debris onto the enemy.
Once this Trick is
used, roll 1D6 for each monster on the board. A roll of 4 to 6 and
they have been hit with flying rocks. Each Monster who was hit suffers
5D6 Wounds.
3 |
Critical
Hit |
(4) |
<None> |
Sneaking up towards
the Dragon, the Snotling produces his sword and begins to twirl
it savagely about. The sword plunges deeper and deeper into the
Dragon's thick hide.
As Monsters are being
placed on the board, the Snotlings can choose one and roll 1D6.
On a roll of 6, the Snotlings have snuck up on it and struck a fatal,
critical hit. The enemy is dead!
4 |
Tricks 'N
Traps |
(5) |
<None> |
The Snotlings
feel particularly devious today, and decide to spend more time devising
hideous and heinous plots against the enemy.
This trick can be
used once per turn, and, while it still counts as a Trick, allows
the Snotlings to use an additional 1D6 Tricks this turn.
REPRESENTING
YOUR WARRIORS
There are numerous
Snotling miniatures on the market. You should have a huge selection
to choose from for your two Snotlings. In actual fact, in Lair of
the Orc Warlord Adventure Pack, there is a Snotling miniature carrying
a lantern, which would be ideal if your Warriors were the lantern
bearers. There are also many Snotlings which are pulling faces,
watering mushrooms, leaping up and down, etc. Or you could go for
the serious look and take two normal Snotlings, like those from
the Warhammer Quest box itself. If you don't wish to take two miniatures
along, there is are plenty of Snotling miniatures which consist
of two Snotling on the same base. This may come in handy if you
get sick of moving two miniatures at a time.
ROLEPLAYING
TIPS
The Warhammer World
is a stern and serious one, for the most part, and in actual fact,
your average Snotling would not go adventuring with his most mortal
enemies; man. Still, one never knows about these things for sure.
The Snotlings are a great opportunity to let your hair down and
just play for fun and laughs, and even to annoy your fellow players
by doing hopeless and annoying things like pouring glue all over
the Warriors feet by mistake and then giggling about it for the
next half hour.
Snotlings are mischievous
characters who enjoy nothing more than a good game. They probably
prefer to avoid battle entirely, and if they should get involved,
use their Tricks to avoid damage. It may be interesting controlling
two characters as well. It would be fun to see how they interact
with each other, and how they time their actions to get the best
results.
Under no circumstances
are Snotlings ever serious or stern. Should you turn your Snotlings
into serious scholars who research books all day long and say intellectual
things, the GM should not take kindly to this, and you may see yourself
punished for such atrocious role playing.
ROLEPLAY
MODIFIERS
ACTION |
MODIFIER |
Barge
Aside |
-2
|
Bluff
Enemies |
+1
|
Climb
on Shoulders |
+4
|
Climb
Wall |
+3
|
Construction |
+3
|
Crawl |
+3
|
Difficult
Shot |
-2
|
Disarm
Enemy |
-3
|
Disarm
Trap |
+1
|
Distract
Enemy |
+2
|
Duck |
+3
|
Fight
Defensively |
-
|
Hide |
+4
|
Hold
Door |
-4
|
Identify |
-2
|
Improvise
Weapon |
0
|
Interrogate |
-2
|
Jump |
+2
|
Kick
Over |
-4
|
Leap |
+2
|
Lift
Trapdoor |
-1
|
Listen
at Door |
0
|
Loosen/Tie
Bonds |
+1
|
Make
Bandages |
+1
|
Make
Rope |
-2
|
Move
Heavy Objects |
-4
|
Pick
Lock |
0
|
Play
Dead |
+3
|
Read |
-3
|
Search
Object |
0
|
Search
Rooms |
0
|
Start
Fires |
+2
|
Stun
Enemies |
0
|
Swing
on Rope |
+4
|
Take
Cover |
-
|
Understand
Speech |
-2
|
Wait/Interrupt |
-
|
Wedge
Door |
2
|
BATTLE
LEVEL TABLE
Battle Level |
Gold |
Title |
Move |
WS |
BS |
Str |
Dam. Dice |
T |
Wounds |
I |
A |
Luck |
WP |
P |
Tricks |
1 |
0 |
Weak
Git |
5 |
2 |
5+ |
2 |
1 |
2 |
1D6+5 |
3 |
1 |
0 |
2 |
3+ |
2 |
2 |
2,000 |
Grunt |
5 |
2 |
5+ |
2 |
1 |
3 |
1D6+5 |
3 |
1 |
1 |
2 |
3+ |
+1 |
3 |
4,000 |
Grunt |
5 |
2 |
5+ |
2 |
1 |
3 |
2D6+5 |
4 |
1 |
2 |
2 |
3+ |
+1 |
4 |
8,000 |
Grunt |
5 |
3 |
5+ |
3 |
1 |
3 |
2D6+5 |
4 |
1 |
2 |
2 |
2+ |
+1 |
5 |
12,000 |
Bully |
5 |
3 |
4+ |
3 |
1 |
4 |
3D6+5 |
4 |
2 |
3 |
2 |
A |
+1 |
6 |
18,000 |
Bully |
5 |
3 |
4+ |
4 |
2 |
4 |
3D6+5 |
4 |
2 |
3 |
3 |
A |
+1 |
7 |
24,000 |
Bully |
5 |
3 |
4+ |
4 |
2 |
4 |
4D6+5 |
4 |
2 |
3 |
3 |
A |
+1 |
8 |
32,000 |
Bully |
5 |
3 |
3+ |
4 |
2 |
4 |
4D6+5 |
4 |
2 |
3 |
3 |
A |
+1 |
9 |
45,000 |
Strong
Git |
6 |
4 |
3+ |
4 |
2 |
4 |
5D6+5 |
5 |
2 |
4 |
3 |
A |
+1 |
10 |
50,000 |
Strong
Git |
6 |
4 |
3+ |
4 |
3 |
4 |
5D6+5 |
5 |
3 |
4 |
3 |
A |
+1 |
Snotling
Team by Ben Head and Michael Brockhouse.
|