Gnoblar Horde: The Unwashed Masses

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Gnoblar Horde is an optional army for Warhammer Fantasy, not entirely dissimilar to factions such as Farsight Enclaves and Harlequins becoming their own army in Warhammer 40000. Only this happened in White Dwarf #303, in March 2005 rather than in 2016. It is made up of Gnoblar who have declared independence from their Ogre masters.

It contains not only its own army, but also options for Dogs of War, Chaos Dwarfs, and Orcs & Goblins.

Thematically similar to the Gretchin Revolutionary Committee.

Fluff

The Unwashed Masses are Gnoblars that have become independant of Ogres and banded together. Lead by Honchos, who in turn follow a Head Honcho, they roam the Mountains Of Mourn and Badlands seeking things to collect and things to kill. Their belief magic is comparable to that of Orks but goes far beyond even "clap your hands and believe a ball of metal to be a working engine". Just having a polished red rock and not letting others steal it grants supernatural aura like that of a Daemon, a single Gnoblar eating an Ogre's tooth makes a mob believe they are supermen, rolling loaded dice to prove their own fortune make them temporarily indestructible, and their "luck" warps reality into going their way.

Head Honchos love hats and often try to tame and ride Rhinoxen, a horse-sized creature that resemble a mix between a Rhino and a Wooly Mammoth. Usually this results in the death of the Head Honcho. The rare Rhinoxen that dies becomes a great source of trinkets.

Manbiters who are particularly successful sometimes forsake Ogres and band together in warbands, joining their Gnoblar kin before leaving for random destinations, telling stories of their exploits in places that don't exist that never actually happened to anybody the entire way.

Some independant Gnoblar have even more ludicrously good luck than their fellows. These Lucky Gits cover themselves in blue, which all greenskins believe to be lucky in and of itself, and carry an assortment of trinkets and treasures.

Like Orcs, Gnoblars are fond of porcine creatures. Rather than goading giant boars into battle however, they ride ordinary domestic pigs as knights would a horse. But pigs are rare for Gnoblar, so skilled Pig cavalry instead ride another Gnoblar piggyback style.

Blood-Gnoblar are the Gnoblar of the highest mountains. Wise rangers by Gnoblar standards, they teach lesser Gnoblar that survive their ludicrously dangerous gauntlet of traps survival skills. They have larger and more sensitive ears and are a red or brown color. Of course Gnoblar are greenskins and as a result attach special importance on color; thus, any Gnoblar who wants to be a survival trapper may just kill something and cover themselves in its blood.

Boglars/Marsh-Gnoblars/Bog Goblins have a more gray/blue skin tone and yellow eyes, living in wetlands where they torture and eat aquatic and amphibian life. They share the sensitivity to light that Night Goblins possess, but not to the same painful degree. A specific tribe of Boglars in the Marsh Of Madness have befriended Fimir.

Toad-Gnoblars are extremely rare (somehow), considered mythical by other races. When in water they asexually reproduce at a rapid rate, like Gremlins from the movie...well, Gremlins.

Crunch

Army Rules

  • Lucky Little Gits: Gnoblar Horde players get D6 rerolls at the beginning of the game. These rerolls can be spent on any D6 roll during the game, although the second result must always be accepted.
  • Greenskins: All Gnoblar Horde models are Greenskins.
  • Largely Insignificant: Gnoblars do not cause Panic if they Flee, Break, or are destroyed.
  • Bicker: Every Unit of Gnoblars not in Combat, Fleeing, or making Compulsory Movememt rolls a D6 at the start of the turn. On a result of 1, they do nothing.
  • Dogs Of War: Gnoblar Horde may only take Greenskins (Orcs, Goblins, Hobgoblins, Gnoblars) from Dogs Of War and are always treated as a Rare choice. Ordinary Goblins and Goblin Wolf Riders from the Orcs & Goblins army may also be taken as Rare choices, which will Charge or Shoot the nearest Gnoblar Unit with Bicker if they fail an Animosity test and roll "Get 'em" as a result.
  • Sharp Stuff: Ranged Weapon. Range 8, 2x Multiple Shots, Thrown Weapon.

Army List

Lords

Gnoblar Head Honcho

Model Part M WS BS S T W I A LD Points Weapons Armor
Gnoblar Head Honcho 4 4 4 3 4 3 5 3 7 45 Hand Weapon, Sharp Stuff None
Rhinox 6 3 0 5 5 3 2 3 5 Included None None

Rhinox Rules: Cause Fear, Thick Hide (Armor Save 5+), Bad Tempered (if an enemy is in Charge distance of at least one enemy, roll three dice and use the two lowest for a Leadership Test. If failed, Rhinox Charges an enemy of the controlling player's choice rather than just the nearest). Rhinox Head Honchos ignore Bicker.

  • May ride a Rhinox for 55 points.
  • May take an Additional Hand Weapon for 4 points, a Flail for 4 points, or a Spear if mounted for 2 points. Can take a Sling for 6 points.
  • May wear Light Armor for 2 points.
  • May take a Shield for 2 points.
  • May take Gnoblar or Core Magic Items up to 100 points.

Heroes

Gnoblar Honcho

One Honcho can carry the Battle Standard for +25 points, who regardless of Leadership can never be the General. BSB Honchos cannot take any non-magical equipment other than Light Armor. If they take a Magic Standard (no points limit) they may not take magic items.

M WS BS S T W I A LD Points Weapons Armor
4 3 4 3 3 2 4 3 6 20 Hand Weapon, Sharp Stuff None
  • May take an Additional Hand Weapon for 4 points or a Flail for 4 points. Can take a Sling for 4 points.
  • May wear Light Armor for 4 points.
  • May take a Shield for 2 points.
  • May take Gnoblar or Core Magic Items up to 50 points.

Core

You may only have one Unit of Flingers, Manbiters, and Trappers each per Unit of Fighters (for example, taking three Units of Fighters allows a maximum of three Units of Flingers, three Units of Manbiters, and three Units of Trappers).

Gnoblar Fighters

Model Part M WS BS S T W I A LD Points Weapons Armor
Gnoblar 4 2 3 2 3 1 3 1 5 2 Hand Weapon, Sharp Stuff None
Groinbiter 4 2 3 2 3 1 3 2 5 2 Hand Weapon, Sharp Stuff None

Unit Size: 20+

Rules: Largely Insignificant, Bicker, Greenskins

  • May either have Shields OR Additional Hand Weapons for +1 points per model.
  • May take Light Armor for +1 points per model.
  • Can take a Musician for 4 points, Standard Bearer for 8, points, Groinbiter 4 points.

Flingers

Model Part M WS BS S T W I A LD Points Weapons Armor
Flinger 4 2 2 2 3 1 3 1 5 3 Hand Weapon, Sling None
Skullflinger 4 2 3 2 3 1 3 1 5 3 Hand Weapon, Sling None

Unit Size: 10+

  • May take a Skullflinger for 3 points.

Manbiters

Model Part M WS BS S T W I A LD Points Weapons Armor
Manbiter 4 2 3 3 3 1 3 1 6 5 Hand Weapon, Flail Light Armor
Ogrebiter 4 2 3 3 3 1 3 2 6 5 Hand Weapon, Flail Light Armor

Unit Size 20+

Rules: Dogs Of War (Can be taken as a Dogs Of War Unit in any Dogs Of War, Orcs & Goblins, or Chaos Dwarf army)

  • Can take a Musician for 5 points, Standard Bearer for 10 points, Ogrebiter for 5 points.
  • May take Shields for +1 points per model.
  • May take a Magic Banner worth up to 50 points.

Pigback Riders

Model Part M WS BS S T W I A LD Points Weapons Armor
Pigback Rider 4 2 3 2 3 1 3 2 5 4 Hand Weapon, Spear None
Pig Knight 4 2 3 2 3 1 3 3 5 4 Hand Weapon, Spear None

Unit Size: 10+

Rules: Piggy-back (Both Gnoblar use the same profile, counts as a single man-sized creature with a Unit Strength of 2. Get a +1 Armor Save like Cavalry, may use Spears as Infantry and Cavalry (+1 S on the Charge, fight in two ranks when Charged and in subsequent Combat)).

  • May take a Musician for 4 points, a Standard Bearer for 8 points, Pig Knight for 4 points.

Gnoblar Trappers

(As in the Ogre Kingdoms army)

Special

Gnoblar Scraplauncher

(As in the Ogre Kingdoms army)

Yhetee Pack

(As in the Ogre Kingdoms army)

Lucky Gits

Model Part M WS BS S T W I A LD Points Weapons Armor
Lucky Git 4 2 3 2 3 1 3 1 5 5 Hand Weapon, Sharp Stuff Light Armor
Very Lucky Git 4 2 3 2 3 1 3 2 5 5 Hand Weapon, Sharp Stuff Light Armor

Unit Size: 20+

Rules: Lucky (May re-roll ANY dice roll they desire (so it must involve them somehow), the second result must always be accepted. Also have Magic Resistance (2), and a 6+ Ward Save (increases to 5+ for Very Lucky Gits)).

  • May take a Musician for 4 points, a Standard Bearer for 8 points, a Very Lucky Git for 8 points.
  • May take Shields for +1 point per model.

Blood-Gnoblars (NOTE: Blood-Gnoblars are listed in the beginning of the section as a Special choice, later as a Rare choice; its up to the players to decide which they are.)

Model Part M WS BS S T W I A LD Points Weapons Armor
Blood-Gnoblar 4 2 4 2 3 1 3 1 5 6 Hand Weapon, Sharp Stuff None
Gorespittle 4 2 5 2 3 1 3 1 5 6 Hand Weapon, Sharp Stuff None

Unit Size: 10+

Rules: Skirmishers, Cunning Traps (A Unit of 5 or more Gnoblars that spend the entire Movement phase entirely inside an unoccupied piece of Difficult Terrain and does not engage in Combat or Shooting that turn "traps" the Terrain, causing a Strength 3 Hit to any non-Blood-Gnoblar Unit that enters it for the rest of the game.)

  • May take a Gorespittle for 6 points

Rare

Slavegiant

(As the Ogre Kingdoms army Giant)

Boglars

Model Part M WS BS S T W I A LD Points Weapons Armor
Boglar 4 2 3 2 3 1 3 1 5 3 Hand Weapon, Sharp Stuff None
Sludgesucker 4 2 3 2 3 1 3 2 5 3 Hand Weapon, Sharp Stuff None

Unit Size: 10+

Rules: Skirmishers, Aquatic (Strider (Water))

  • May upgrade all Boglars to Toad-Gnoblars for 2 points per model (gain Waterbirth rule, a Unit of Toad-Gnoblars that spend at least part of the turn in water Terrain add D6 models to the Unit at the end of the turn).
  • May take a Sludgesucker for 5 points.

Trinkets & Treasures

  • Honcho Helm: 45 point Talisman, bearer gains Ward Save 4+.
  • Funny Trinket: 30 point Enchanted Item, bearer may re-roll any failed Armor and Ward Saves with the second result always being taken.
  • Rhinox Horn: 30 point Enchanted Item, one-use, can be used at the beginning of any Gnoblar turn. Grants all Greenskins on the battlefield +2 Leadership to a maximum of 10.
  • Red Stone: 30 point Talisman, bearer gains Ward Save 5+ and Magic Resistance (1).
  • Grubbi's Dice Bag: 25 point Talisman, one-use. When the bearer suffers a Wound roll a D6, on 2-6 the result is ignored as well as all Wounds the model suffers that turn. On a result of 1 the model is killed outright.
  • Ogre Tooth: 20 point Enchanted Item, one-use. At the start of any turn roll a D6, on a result of 1 the model is killed outright. On a result of 2+, the model and all Units with a model within 6 inches gain Immune To Psychology until the beginning of the next turn.
  • The Purple Rock: 40 point Talisman, may be used once in every enemy Magic Phase. When the enemy casts a spell successfully, instead of attempting to dispel the Gnoblar rolls a D6. On a result of 4+ the spell is dispelled, on 1-3 the spell works as normal and the bearer of The Purple Rock takes a Strength 3 Hit. Cannot be used on a spell cast with Irresistible Force.
  • Gnoblar Thiefstone: 15 point Talisman, bearer and their Unit gain Magic Resistance (1). Characters can take multiple Thiefstones to a maximum of 3, and any Character can take Thiefstones regardless of another Character taking them.
  • Ogre-Head Standard: 20 point Magic Standard, Unit with the Standard ignores Bicker and enemy Ogres gain Hatred against it.