Snotling Army Book

Project Snotling is very much under construction...

Here is another Snotling Army Book, and good source of inspiration.

And last year's winner of jester competition: Chris Hemmerich's Snotlings.

And yet another Snotling army book.

Introduction | Bestiary | Army List | Magic Spells and Items | Special Characters | Tactics

Introduction

Background

  • WHY? Snotling Army Book :)
  • War horde
  • Tribes and mobs
  • Snotgob language
  • Bestiary

    Snotlings

    M
    WS
    BS
    S
    T
    W
    I
    A
    Ld
    Snotlings
    4
    2
    2
    1
    1
    3
    3
    3
    4

    Special rules:
  • Wyrmlings

    M
    WS
    BS
    S
    T
    W
    I
    A
    Ld
    Wyrmling
    4
    4
    0
    3
    3
    1
    4
    2
    Special

    Special rules:
  • FLY: Wyrmling are capable of flying as described in Warhammer Rules.
  • POISONOUS TAIL: Wyrmlings can trade their 2 S3 attacks for 1 S5 attack with poisonous tail. Exchanges are done individually. For example, a flock of 5 wyrmlings can attack with 10 S3 attacks or 5 S5 attacks or 6 S3 and 2 S5 attacks, etc.
  • FLOCK MENTALITY: Wyrmlings feel safer in large flocks, and their leadership is based on the number of wyrmlings in the unit:
    1-5 Wyrmlings 6-9 Wyrmlings 10-14 Wyrmlings 15+ Wyrmlings
    6
    7
    8
    9

    Rats

    M
    WS
    BS
    S
    T
    W
    I
    A
    Ld
    Rat
    6
    2
    0
    2
    2
    1
    3
    1
    4

    Special rules:
  • Giant rats

    M
    WS
    BS
    S
    T
    W
    I
    A
    Ld
    Giant Rat
    6
    3
    0
    3
    3
    1
    3
    1
    5

    Special rules:
  • Spiders

    M
    WS
    BS
    S
    T
    W
    I
    A
    Ld
    Spider
    6
    2
    0
    3
    2
    1
    1
    1
    5

    Special rules:
  • Trolls

    M
    WS
    BS
    S
    T
    W
    I
    A
    Ld
    Troll
    6
    3
    1
    5
    4
    3
    1
    3
    4

    Special rules:
  • Swarms

    M
    WS
    BS
    S
    T
    W
    I
    A
    Ld
    Spider Swarm
    4
    3
    0
    3
    2
    5
    1
    5
    10
    Scorpion Swarm
    4
    3
    0
    4
    2
    5
    1
    5
    10

    Special rules:
  • Army List

    Characters:

  • King
  • Chiefs
  • Army standard
  • Wizards
  • Thieves
  • Jesters
  • Regiments:

    Snotlings

    M
    WS
    BS
    S
    T
    W
    I
    A
    Ld
    Snotling Mob
    4
    2
    2
    1
    1
    3
    3
    3
    4

    Points value: 15

  • Armed with hand weapons.
  • Snotling mob can include standard and musician stands for 25 points each.
  • 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

    Send all questions and comments to srdan@bastaic.com.

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