From 99228a771e620757b3a2f53eae30e28e93e6b156 Mon Sep 17 00:00:00 2001
From: Irian81 <41082771+Irian81@users.noreply.github.com>
Date: Sat, 6 Jan 2024 00:18:05 +0100
Subject: [PATCH] Added new Warbands
Added Dwarf Rangers
Added Forest Goblins
---
Dwarf Rangers.cat | 1628 ++++++++++++++++++++++++++++++++++++++++++++
Forest Goblins.cat | 1457 +++++++++++++++++++++++++++++++++++++++
common-data.cat | 254 ++++++-
3 files changed, 3335 insertions(+), 4 deletions(-)
create mode 100644 Dwarf Rangers.cat
create mode 100644 Forest Goblins.cat
diff --git a/Dwarf Rangers.cat b/Dwarf Rangers.cat
new file mode 100644
index 0000000..8cc2fb5
--- /dev/null
+++ b/Dwarf Rangers.cat
@@ -0,0 +1,1628 @@
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+ While Ranger Warbands are free to ally with other Dwarf warbands in multi-player games, their point of view is so different that they do not trust them fully.
+
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+Members of a Dwarf Rangers warband are never considered ‘friendly models’ to other dwarfs and vice versa.
+
+
+This means that members of one warband WILL stop members of the other from Marching, they won’t keep each other from taking All Alone tests, etc.
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+They don’t count as enemy models and may split any treasure found at the end of the game as normal, but the two bands are not friends, make no mistake!
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+ Any weapon a Dwarf may normally purchase may be purchased as a Gromril weapon instead.
+This multiplies the cost of the weapon by three.
+
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+Note that this price is only for a starting warband, as it represents the Dwarfs outfitting themselves at their own stronghold.
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+Later purchases of Gromril weapons are done using the Price Charts in the Mordheim rulebook.
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+ Any weapon a Dwarf may normally purchase may be purchased as a Gromril weapon instead.
+This multiplies the cost of the weapon by three.
+
+
+Note that this price is only for a starting warband, as it represents the Dwarfs outfitting themselves at their own stronghold.
+
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+Later purchases of Gromril weapons are done using the Price Charts in the Mordheim rulebook.
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+ The price of a suit of Gromril armour is cheaper for a starter warband to represent the relative ease with which Dwarfs can find such items in their own stronghold.
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+Later purchases of Gromril Armour must be done using the normal Price Chart in the Mordheim rulebook.
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+ Dwarfs are hardy individuals and this hero is hardy even for a Dwarf!
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+When rolling on the Injury Table for this hero, a roll of 1-3 is treated as Knocked Down, 4-5 as Stunned and 6 is Taken Out.
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+ This Dwarf’s martial skills surpass those of a normal warrior; he is used to fighting by himself against hordes of opponents and coming through unscathed.
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+When using a weapon that has a Parry special rule, this hero parries successfully if he beats OR MATCHES his opponent’s highest ‘to hit’ roll, not just if he beats the roll.
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+In addition, if this warrior is using two weapons that have the Parry special rule, he is allowed to parry two attacks (if his two dice match or beat the highest two attack dice against him) instead of the normal maximum of one.
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+ The hero has a thick skull even for a Dwarf.
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+He has a special 3+ save on a D6 to avoid being Stunned.
+If the save is made, treat a Stunned result as Knocked Down instead.
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+If the Dwarf also wears a Helmet, this save is 2+ instead of 3+ (this takes the place of the normal Helmet special rule).
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+ This Dwarf is notorious for walking away from wounds that would kill a lesser being.
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+When rolling on the Heroes Serious Injury Chart for this hero after a game in which he has been taken Out of Action, the dice may be re-rolled once.
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+The result of this second dice roll must be accepted, even if it is a worse result.
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+ This Dwarf is especially good at locating valuable resources.
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+When rolling on the exploration chart at the end of a game, the hero may modify one die roll by +/-1.
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+ The Slayer may double his attacks on the turn in which he charges.
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+He will suffer a –1 to hit penalty on that turn.
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+Slayers only.
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+ The Slayer always wounds any opponent on a roll of 4+, regardless of Toughness, unless his own strength (with weapon modifiers) would mean that a lower roll than this is needed.
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+Slayers only.
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+ The Slayer may add +1 to his to hit rolls during the turn in which he charges.
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+Slayers only.
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+ 8
+ +1 to Armor Save.
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+ 6
+ -1 Armor Save modifier to weapon.
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+ 7
+ Initiative doubled on weapon.
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+ 8
+ Special 4+ save Vs. Spells affecting target (placed on belt, armband, etc. Cost to replace: 1 GC).
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+ 9
+ +1 to hit on weapon.
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+ 8
+ +1 Movement (placed on boots, belt, etc. Cost to replace: 1 GC).
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+ Bonuses from Runes are not cumulative with magical bonuses from other items.
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+In other words, a warrior may not combine a Rune of Stone on his shield and a Rune of Stone on his armor for a total bonus to his Armor Save of +2.
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+Similarly the warrior could not combine the Rune of Stone on his shield with some suit of magic elven armour (for example) that added +1 to the warrior’s Armour Save.
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+ 3
+ 5
+ 4
+ 3
+ 4
+ 1
+ 2
+ 1
+ 10
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+ A Runesmith knows one minor rune (see list at the end of this warband list), determined randomly when the warband is first created.
+He may inscribe the rune on an item carried by one of the warriors of his warband, and (if successful) the item will gain a bonus from the rune for that game.
+
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+When a Runesmith advances and rolls a skill on the Hero Advance table, he may choose to learn a new rune instead of learning a skill (exactly like a spellcaster advancing and learning a new spell).
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+ 3
+ 3
+ 2
+ 3
+ 4
+ 1
+ 2
+ 1
+ 8
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+ An Apprentice Runesmith helps his master fashion runic items, doing all the boring grunge-work that makes his master more efficient in his efforts.
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+An Apprentice Runesmith in the warband allows a Master Runesmith to inscribe on two items before each game, instead of only one.
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+ 3
+ 4
+ 3
+ 3
+ 4
+ 1
+ 2
+ 1
+ 9
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+ Troll Slayers seek an honourable death in combat.
+They are completely immune to all psychology and never need to test if fighting alone.
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+ 3
+ 5
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+ 4
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+ 9
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+ Dwarf Longbeards have seen just about everything in their long careers and they know it.
+They are used to fighting by themselves against impossible odds and it hasn’t killed them yet.
+On top of all this they are just generally more set in their ways than other Dwarfs and they’re not about to let a bunch of weedy goblins drive them off!
+
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+A Dwarf Longbeard may reroll any failed Leadership test he is required to take.
+Remember that you can never reroll a reroll, so the result of this second roll must always be accepted.
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+ 3
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+ 9
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+ 3
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+ 1
+ 2
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+ 9
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+ Dwarf Longbeards have seen just about everything in their long careers and they know it.
+They are used to fighting by themselves against impossible odds and it hasn’t killed them yet.
+On top of all this they are just generally more set in their ways than other Dwarfs and they’re not about to let a bunch of weedy goblins drive them off!
+
+
+A Dwarf Longbeard may reroll any failed Leadership test he is required to take.
+Remember that you can never reroll a reroll, so the result of this second roll must always be accepted.
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+ 3
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+ 2
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+ 4
+ 1
+ 2
+ 1
+ 8
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+ Dwarf Longbeards have seen just about everything in their long careers and they know it.
+They are used to fighting by themselves against impossible odds and it hasn’t killed them yet.
+On top of all this they are just generally more set in their ways than other Dwarfs and they’re not about to let a bunch of weedy goblins drive them off!
+
+
+A Dwarf Longbeard may reroll any failed Leadership test he is required to take.
+Remember that you can never reroll a reroll, so the result of this second roll must always be accepted.
+
+
+
+
+
diff --git a/Forest Goblins.cat b/Forest Goblins.cat
new file mode 100644
index 0000000..6415c86
--- /dev/null
+++ b/Forest Goblins.cat
@@ -0,0 +1,1457 @@
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+ Used to poking through the underbrush, Forest Goblins suffer no movement penalties from moving through any wooded terrain.
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+ As User
+ Strike First, Cavalry Bonus
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+ Common (Goblins Only)
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+ Common (Goblins Only)
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+ Forest Goblins commonly jab their weapon points into the bodies of giant spiders in hopes of coating them with deadly poison.
+
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+Once this poison is bought, it is applied to one weapon, and may not be traded or sold later on.
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+The weapon in question, once poisoned, adds +1 to any injury rolls from then on.
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+ Rarity 9 (Goblins Only)
+
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+ Only proving one’s prowess in battle can attract the attention of this cadre of warriors.
+
+
+Once inducted to the tribe, the warrior undertakes excessive body
+piercing!
+
+
+This cannot be removed.
+The model will now be subject to the rules for Frenzy as described in the Mordheim rulebook.
+
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+ Rarity 9 (Goblins Only)
+
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+ These are odds and ends carried around by the Shaman to focus his powers.
+Most are bat feet, lizard lips, and the like, but still seem to provide benefits to their owner.
+
+The Shaman may re-roll a failed magic test on a D6 roll of 4+.
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+ Rarity 11 (Goblins Only)
+
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+ Giant Spider attacks are poisoned; attacks are considered as Strength 4, but this will not modify any armour saves.
+
+
+ Giant Spiders (and their riders) may walk up and down walls without making Initiative tests.
+
+
+They may only jump up to 2" across or down, but this does count as a diving charge.
+When a spider jumps, its rider must make an Initiative test; if this test is failed, something has gone wrong – roll on the Whoa
+Boy! Table.
+Note even if the rider has the Running Dismount skill, the maximum diving charge is only 2".
+
+
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+ 7
+ 3
+ 0
+ 3(4)
+ 3
+ 1
+ 4
+ 1
+ 4
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+ 6
+ A blast of foul flatulence signals Gork’s wrath.
+
+
+Range:12" The first model in its path must roll under its Toughness or take a S2 hit and be knocked down automatically.
+
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+ 8
+ The Shaman invokes the presence of the God Mork to smite his foes with lightning.
+
+
+Range 12". D3 S3 hits strike the first model in their path.
+
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+ 8
+ The Shaman channels pure Waaagh! energy through his body and vomits it toward the enemy.
+
+
+Range 6". Fire bolts equal to the number of the Shaman’s Attacks.
+Resolve with Strength equal to the Shaman’s Toughness at the first model in their path.
+
+
+After the bolts effects are resolved, roll a die.
+On a 1 the Shaman has drawn upon too much power.
+The Shaman collapses and goes out of action.
+
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+
+
+
+
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+ 7
+ The Shaman summons a giant green hand to lift any Goblin and carry him into the fray.
+
+
+The Shaman or any other Goblin within 3" may be moved up to 12".
+If this move brings them into close combat, they count as charging in the close combat phase.
+
+
+
+
+
+
+
+
+ 8
+ Swirling energy crackles around the Shaman, giving him the appearance of a huge orc hero.
+
+
+The Shaman gains +1 WS, +1 S, and +1 A.
+This enhancement lasts until the Shaman takes a wound.
+
+
+
+
+
+
+
+
+ 8
+ The Shaman and nearby Goblins become filled with the essence of the Waaagh!
+
+
+All friendly models within 6" of the Shaman treat stunned results on the injury table as knocked down instead.
+
+
+The effects last until the Shaman takes a wound.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3
+ 4
+ 3
+ 3
+ 1
+ 4
+ 1
+ 7
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Chieftain can ride Giant Spiders and the Gigantic Spider as detailed in the ‘Blazing Saddles’ article (see page 65 of the Mordheim Annual).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
+
+
+
+
+
+
+
+
+ 4
+ 2
+ 3
+ 3
+ 3
+ 1
+ 4
+ 1
+ 6
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A Shaman begins with one spell randomly chosen from the Forest Goblin Spell list.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+ 4
+ 2
+ 3
+ 3
+ 3
+ 1
+ 3
+ 1
+ 6
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A Forest Goblin Brave may choose to remove his Animosity instead of choosing a skill, should they earn one.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 2
+ 3
+ 3
+ 3
+ 1
+ 3
+ 1
+ 3
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
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+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 2
+ 3
+ 3
+ 3
+ 1
+ 3
+ 1
+ 6
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Forest Goblins of the Red Toof tribe allow themselves to be bitten by all sorts of poisonous wildlife before entering battle.
+
+
+The mingling venom drives them into frothing convulsions, making them extremely ferocious.
+Red Toof Boyz are affected by the rules for Frenzy as described in the Mordheim rulebook.
+
+
+In addition, if they begin their turn within charge range of an enemy, they are immune to animosity for that turn.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 2
+ 3
+ 3
+ 3
+ 1
+ 3
+ 1
+ 6
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ In the shooting phase, the Sluggas may throw thrown weapons up to three times.
+
+
+This may not be combined with Quick Shot if they should be promoted to hero status.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 2
+ 3
+ 3
+ 3
+ 1
+ 3
+ 1
+ 6
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Gigantic Spider’s maw drips with vile poisons.
+
+
+When it wounds an enemy and a roll is made on the injury table, 1: knocked down, 2-4: stunned, and 5-6: Out of Action.
+
+
+ Negotiating woodlands is no trouble for spiders.
+They move through any wooded terrain without penalty.
+
+
+ The Forest Goblin Chieftain, may ride the Gigantic Spider.
+
+
+He gains +1 armour save, and shall move at the Gigantic Spider’s rate of 6.
+
+
+Shooting attacks hit the Chieftain on a die roll of 1-2, and the Gigantic Spider on a 3-6.
+
+
+In close combat, the opponent may choose which to hit.
+
+
+The Gigantic Spider no longer has to check for stupidity if it is being ridden, as the Chieftain is directing its actions.
+
+
+
+
+
diff --git a/common-data.cat b/common-data.cat
index 6175e59..63fcd75 100644
--- a/common-data.cat
+++ b/common-data.cat
@@ -1,5 +1,5 @@
-
+
@@ -2345,6 +2345,115 @@ Khemri setting
+
+
+
+
+
+ Cutting edge, Parry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Rarity 8 (Dwarfs only)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Common (Goblins Only)
+
+
+ The needles fired by a blowpipe are coated in a venom very similar in its effects to the Black Lotus (if you roll a 6 on the To Hit roll, the victim is automatically wounded).
+
+
+A blowpipe cannot cause critical hits.
+
+
+ A Goblin armed with a blowpipe can fire while hidden without revealing his position to the enemy.
+
+
+The target model can take an Initiative test in order to try to spot the firing Goblin.
+If the test is successful, the Goblin no longer counts as hidden.
+
+
+
+
+
+ 8
+ 1
+ Poison, Stealthy
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Rarity 9 (Goblins Only)
+
+
+ These are odds and ends carried around by the Shaman to focus his powers.
+Most are bat feet, lizard lips, and the like, but still seem to provide benefits to their owner.
+
+The Shaman may re-roll a failed magic test on a D6 roll of 4+.
+
+
+
@@ -2408,13 +2517,24 @@ Khemri setting
-
+
-
- Witch Hunters, Sisters of Sigmar and Warrior-Priests may not have this skill. Any warriorwith this skill may learn Lesser Magic if he owns a Tome of Magic
+
+ The warrior is a natural adept at writing and making scrolls.
+Any warrior with the ability to cast spells or use prayers may take this skill.
+It allows them to make a scroll before the battle and inscribe a single spell or prayer upon it that they are versed in.
+
+
+The scroll may be used just before they are about to cast the spell or prayer and allows the caster +2 to his difficulty roll.
+
+
+Once used the scroll will crumble to dust and is useless.
+
+
+Scrolls may not be saved up from battle to battle if they are not used.
@@ -2451,6 +2571,118 @@ phase you may re-roll one dice when rolling on the Exploration chart. The second
+
+
+
+
+
+
+ The warrior possesses a great strength of mind which allows him to concentrate beyond the levels of most normal men.
+
+
+This skill may only be taken by a warrior capable of using prayers or casting spells.
+
+
+When using a spell or prayer the warrior with this skill may reroll one dice roll used in the difficulty roll.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The warrior has a great tactical mind and can often find the best positions for his warriors to meet the oncoming attack.
+
+
+This skill may only be taken by a warband leader.
+
+
+In any scenario the warband leader may reposition his warriors after his opponent has set up and may even advance them up to 12 inch onto the board instead of 8 inch.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The warrior has an uncanny knack of placing his men in the right place at the right time, as if he senses danger through instinct alone.
+
+
+This skill may only be taken by the warband leader.
+
+
+In any scenario the warband leader may position up to 3 of his men capable of earning experience in any ruined building on the board that is at least 12 inch away from an enemy model and not in the enemy deployment zone.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This skill may only be taken by a warrior capable of casting spells.
+
+
+It may not be used by Sisters of Sigmar or Warrior Priests.
+
+
+The warrior has a keen aptitude for magic and can push himself beyond normal limits to produce a storm of spells.
+
+
+The warrior may attempt to cast two spells each turn as long as he is not in hand-to-hand combat.
+After attempting the first spell, he must take a toughness test.
+
+
+
+If he passes he may attempt a second spell that turn or even cast the same spell twice.
+
+
+If he fails he must roll on the injury table immediately with no saves treating out of action results as stunned instead.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Witch Hunters, Sisters of Sigmar and Warrior-Priests may not have this skill. Any warriorwith this skill may learn Lesser Magic if he owns a Tome of Magic
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -2949,6 +3181,7 @@ Strength is used for close combat weapons, the bonus applies to all such weapons
+
@@ -3854,5 +4087,18 @@ If the extra move takes the Orc or Goblin warrior within charge reach of an enem
9
+
+
+ 4
+ 5
+ 6
+ 4
+ 4
+ 3
+ 6
+ 4
+ 7
+
+