Any mob can carry a magic standard and a magic instrument.
Special rules:
Standard rules for snotlings apply.

Snotling Spear Boyz
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| Snotling Spearmen Mob |
4 |
2 |
2 |
1 |
1 |
3 |
3 |
3 |
4 |
Points value: 20
Armed with spears.
Snotling archers mob can include standard and musician stands
for 30 points each.
Mob can carry a magic standard and a magic instrument.
Special rules:
Standard rules for snotlings apply.
SPEAR WALL: If snotling spearmen are charged they can choose
to raise a spear wall. For every snotling spearmen base that
charging unit comes in contact with they suffer d3-1 automatic
hits with strength that equals half of their charging distance
(rounded up). For example: Unit of skaven 5 models wide charges
from 5" distance and hits the spear wall. They come in contact
with 3 bases of snotling spearmen - and therefore suffer 3 x d3-1
hits at S3. Note that strength of the hits can never exceed 5,
no matter the charging distance. Creatures that attack from
flying high count as attacking from distance of over 10". Spear
wall can be raised in any direction.

Snotling Archers
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| Snotling Archers Mob |
4 |
2 |
2 |
1 |
1 |
3 |
3 |
3 |
4 |
Points value: ??
Armed with hand weapons and ??.
Snotling mob can include standard and musician stands for ??
points each.
Any mob can carry a magic standard and a magic instrument.
Special rules:
Standard rules for snotlings apply.

Mad Shroom Boyz
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| Mad Shroom Mob |
4 |
2 |
2 |
1 |
1 |
3 |
3 |
3 |
4 |
Points value: 20
Armed with hand weapons and fungus beer.
Mad Shroom Boyz cannot be led by characters or include
standards or instruments.
Special rules:
Standard rules for snotlings apply.
COSY FEELINGS: As long as there are at least 5 Mad Shroom
Mobs in the unit they count their leadership as 8.
INITIAL FRENZY: If they pass their leadership test then
during first round of combat with an enemy Mad Shroom Boyz double
their WS, S and A characteristics. In the following rounds
Frenzy wears off and they become subjects to Mad Shroom Brew
effects for hand-to-hand combat.
FUNGUS BEER: Mad Shroom Boyz drink large amounts of popular
snotling fungus beer, Mad Shroom Brew before (and during and
after) battle. This strange substance makes them very unstable
(even for snotlings) during battle. At the start of your turn
roll for each Mad Shroom Boyz unit on the following table:
| 2d6
Roll |
Movement |
Combat |
| 2 |
Movement +3" |
A, WS and S +2 |
| 3 |
Movement +d3" |
A, WS and S +1 |
| 4 |
Throw Bottles* |
S +1 |
| 5 |
Movement +2 |
A +1 |
| 6 |
Movement +1 |
WS +1 |
| 7 |
Nothing unusual |
Nothing unusual |
| 8 |
Nothing unusual |
Nothing unusual |
| 9 |
Movement -1 |
A -1 |
| 10 |
Movement -2 |
WS -1 |
| 11 |
Unit doesn't move |
WS and A -1 |
| 12 |
Drunken Stupor* |
Scary Hallucinations |
Throw Bottles: Snotlings cheer and throw empty bottles
at the enemies (during shooting faze closest enemy unit suffers
d6 S2 automatic hits). Unit can throw bottles even if it charges
in the same turn, in that case they throw bottles at unit with
which they are in hand-to-hand combat.
Drunken Stupor: Move d6" in random direction. If an
enemy is engaged with this movement, snotling unit counts as
charging for purposes of hand-to-hand combat.
Scary Hallucinations: At the end of the combat round
unit breaks no matter the final combat result. Snotlings flee
2d6" and enemies may pursue.

Cavalry - beastie boyz:
Wyrmling riders
Rat riders
Giant rat riders
Giant bat riders
Lizard riders
Spider riders
Wyrmling Riders
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| Wyrmling |
4 |
4 |
0 |
3 |
3 |
1 |
4 |
2+ |
Special |
| Snotling |
4 |
2 |
2 |
1 |
1 |
1 |
4 |
- |
4 |
Points value: 15
Wyrmling riders can be led by snotling hero, and include a
standard and musician. Standard and musician may be magic.
Special rules:
Wyrmlings and snotlings are subjects to all the normal rules
for wyrmlings and snotlings.
SKIRMISHERS: Unit of wyrmling riders may skirmish.
Snotling riders don't have much say in what's going on, so
all hits are struck against wyrmling. If wyrmling is killed,
then snotling rider hits the ground too. Unit uses highest
leadership characteristic in available.
Wyrmlings with riders cannot fly high as snotlings get too
upset.
For every hit that wyrmling scores (not necessarily wounds)
snotling rider gets an attack using snotling's WS and Strength.

War Machines - tinker boyz:
Snotling pump wagons
Big pump wagons
Troll catapults
Crossbows / Bolt-throwers
Giant Rat chariots

Monsters:
Wyrmlings
Trolls
Swarms

Magic Spells
and Items

Special
Characters

Tactics

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