Snotlings

Well hello new followers! This post is going to totally phaze you, are you sure you’re following the right person?

This is something I wrote about thirty years ago and I was prompted to dig it out following a post on the Facebook Middlehammer group. Sometimes being a hoarder can be useful. This is written for WHFB 3rd edition so if anyone knows the formulae to convert this to 6th let me know.

Snotlings

Are you tired of limp-wristed elves, solid dependable dwarves, highly spiked chaos thingys or noisy dirty orcs? Then what you need my friend is SNOTLINGS! Yes! Those gibbering green creatures lurking in the corners. A bit of light relief to bring a smile to your battle weary face. “But theyse always runs away!” comes a voice from the back of the room. Well with a bit of beefing up they won’t, or not very often anyways.

Most of these charactors are based on figures produced by Citadel Miniatures.

Spit the Chicken Slayer

Snotling Major (Level 5 only) Hero

snot1Bravest of the brave. His tales of derring-do are sung (well sort of hummed a bit) after the Midwinter feast of roast ferret and acorn beer. His mighty thews armoured with the spoils of a thousand (well, more than five) dwarven rubbish tips. On his side he wears the mighty sword of champions “Stoatbanger”. Purloined from a visit to Ye Olde Reject Shoppe. Forged in the fires of chaos and twinned to its bearer in an unholy alliance of flesh and soul. Allegedly.

spitSpecial Rules

Spit commands a minimum of 3 Snotling bases and a maximum of 6 bases. When commanded by Spit the Snotlings will charge or receive a charge if they outnumber their foe by two-to-one. If they are charged by a unit they don’t outnumber they will run away.

Snotling Fanatic

snot2Worshippers of the dour god ‘Arikross these devotees are fed on a diet of muesli. They hide amongst ordinary Snotlings until 6 inches away from an enemy unit. Then irrespective of the normal turn sequence the Fanatic is loosed towards the enemy with squeaky cries of, “Brookie! Brookie!”

The Fanatic is pointed in the direction the Snotling Player wishes him to travel and moves 2D4 inches. If a double is rolled the Fanatic has suffered from a heart attack or the inability to control his whirling iron ball.

The Fanatic uses a 3/4 inch template for damage purposes. Any unit moved over by the Fanatic receives automatic D4 strength 3 hits with no saving throw for armour.

For more specific information please read the section on page 98 WHFB about Goblin Fanatics.

Grip’s Sheep Warriors

Far away in the mountains of Norsca live and thrive a tough breed of mountain sheep. Quite how they found their way to Grip’s tribe at the World’s Edge Mountains is unknown; although it has been suggested that a dwarf with a penchant for things four legged was to blame. This is usually suggested in a lowered voice many leagues away from the nearest dwarf.

Grip’s tribe is nomadic, wandering from pasture to pasture only heading back to the tribal caves in the depths of winter.

The toughest, hardiest rams are used for battle (the weaker ones for the cooking pot), whilst the ewes are used as draught animals.

The Snotling rider and beast seem to have a special bond between them, probably because neither can realise how stupid the other is. In the summer in the high pastures Snotlings and their mounts can be seen fondly head-butting each other. it is considered a sign of weakness if a rider is knocked out by his mount. In winter, flocks can be found wandering around with little hammocks slung underneath protecting the Snotlings from the wrath of winter’s might by the sheeps thick coat.

There is a Snotling tale about Fid the Wise who tried to light a fire in his hammock. much talk is made of the impressive turn of speed from the irate ram. Not much is known of Fid’s whereabouts after this.

gripSpecial Rules

The riders cannot wear armour as the noise distracts the rams.

The rams have a butt attack S2 with no armour saving throw.

Barp

Level 5 Magician

snot3

A chance encounter with a sorcerer, a chaos deamonette and a bag of “Magick Dust” left Barp in possession of one spell. Unfortunately that is all, Barp is now a drooling idiot capable of blurting out that one spell if left unattended. The Snotling tribe is incredibily proud of him and will wheel him out at every battle hoping he will use the spell contained within his noggin. Nobody quite knows what the spell is, “BUT A SPELS A SPEL INNIT!”

Special Rules

Barp has no stats, he has to stay in base to base contact with other Snotlings. These are to stop him from saying the spell inadvertantly (it’s the only thing he knows).

The Snotling player has to say in advance to the GM in how many turns Barp will say the spell, that is if Barp is going to be used. When the time comes the GM will pick at random ONE Level 1 Battle Magic spell, without telling the Snotling player what it is. The spell is then cast on the nearest enemy unit within 12 inches. If there is no enemy unit within 12 inches the spell is cast on the nearest Snotling unit.

Once the spell is cast Barp reverts back to a normal Snotling, never to cast a spell again.