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  THE CLUSTER -EYE TRIBE 
  1
  SLAUGHTER OF SPITTLEFELD
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  TM
  ®
  Perilous Encounters with a Forest Goblin Warband
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  TM
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  TM
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  THE
  CLUSTER EYE TRIBE  
  
  WARHAMMER FANTASY ROLEPL AY
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  2
  No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, 
  mechanical, photocopying, recording or otherwise without the prior permission of the publishers.
  Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2021. Warhammer Fantasy Roleplay 4th 
  Edition, the Warhammer Fantasy Roleplay 4th Edition logo, GW, Games Workshop, Warhammer, The Game of Fantasy Battles, 
  the twin-tailed comet logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, 
  characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around 
  the world, and used under licence. Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 
  Entertainment Limited. All rights reserved.
  CREDITS
  CONTENTS
  Design and Writing: Dave Allen
  Additional Writing: Pádraig Murphy
  Cover Illustration: Yugin Maffoli
  Illustration: Yugin Maffoli, Ralph Horsley
  Graphic Design & Layout: Rory McCormack
  Editors: Síne Quinn, Christopher Walz
  Production Team: Dave Allen, Anthony Burke,
  Emmet Byrne, Walt Ciechanowski, Elaine Connolly, 
  Zak Dale-Cutterbuck, Donna King, Dániel Kovacs,
  Tim Korklewski, T.S. Luikart, Andy Law, Rachael Macken, 
  Sam Manley, Rory McCormack, Dominic McDowell,
  Pádraig Murphy, Kieran Murphy, Eileen Murphy, 
  Céire O’Donoghue, Jonathan O’Donoghue,
  Síne Quinn, Christopher Walz
  WFRP 4 Producer: Pádraig Murphy
  WFRP 4 Line Developer: Dave Allen
  Publisher: Dominic McDowall
  Special thanks to Games Workshop
  Published by: Cubicle 7 Entertainment Ltd,
  Unit 6, Block 3, City North Business Campus,
  Co. Meath, Ireland
  Last Edited: June 28 2021
  How to use this book ....................................................... 3
  Olde Weirde’s Incunabulum ............................................ 4
  Creature Advancement Templates ................................... 8
  Soldier ........................................................................ 8
  Skirmisher .................................................................. 8
  Elite ............................................................................ 8
  Chief ........................................................................... 8
  Warlord ...................................................................... 9
  Shaman ....................................................................... 9
  Shaman Lord .............................................................. 9
  Mounts ....................................................................... 9
  Terrors of the Drakwald ................................................ 10
  Spider Venom Arrows .............................................. 10
  Disposition of Vish’s Warband ...................................... 11
  The Cluster-Eye Tribe ................................................... 12
  Vish Venombarb – Goblin Chief ............................. 12
  Bograt the Blasted – Goblin Shaman ........................13
  Blackhearted Nurd – Goblin Elite ........................... 14
  Bugshot – Goblin Skirmisher ................................... 15
  Careful What You Vish For........................................... 15
  A Map to Black Pit .................................................. 15
  The Spite Stealers ..................................................... 15
  Racing Mancatchers ................................................. 15
  Encounters with Vish’s Warband .................................. 16
  Trait Summary .............................................................. 19
  
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  THE CLUSTER -EYE TRIBE 
  3
  THE CLUSTER-EYE
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  TRIBE
  Deep in the Drakwald forest, beyond remote and wary forester’s 
  villages, past the roving herds of Beastmen, and the trails of 
  nameless creatures lies the Black Pit, secret and sacred lair of Night 
  Goblins. Around them lies the territory of the Cluster-Eye Tribe, a 
  confederation of Forest Goblin warbands who deal with the Black 
  Pit for precious iron weaponry. Those few who know of this corner of 
  the Drakwald avoid it at all costs, for Cluster-Eye warbands rove 
  its perimeter to find captives, leading them off into the night to pay 
  their debts to the Black Pit.
  The Cluster-Eye Tribe of Forest Goblins haunt the Drakwald. 
  While many Goblin tribes are subject to control by their 
  larger Orcish cousins, the Cluster-Eye Tribe remains fiercely 
  independent, thanks in no small part to warbands like that of 
  Vish Venombarb. 
  HOW TO USE THIS BOOK
  The Cluster-Eye Tribe is the first in a series of digital releases 
  describing various tribes, warbands, and groups of roving 
  troublemakers. Along with full profiles for various personalities 
  from the warband, each release also provides templates for war-
  chiefs, shamans, elite warriors, and raw recruits that can be used 
  to advance any of the basic creature templates found in the 
  Warhammer Fantasy Roleplay Rulebook. 
  Page 310 of the Warhammer Fantasy Roleplay Rulebook 
  states that creatures in Chapter 12: Bestiary are typical starter 
  examples. GMs are encouraged to tinker in order to give 
  creatures more complexity and provide greater challenges. This 
  PDF is part of a series describing adversaries in more detail, 
  and to produce a set of templates to apply to Orcs, Goblins, 
  Fimir, Ogres, Beastmen, and Skaven to better represent roles 
  commonly found in their warbands.
  The templates below should look familiar to WFRP GMs. 
  To apply these templates, simply add the indicated number 
  of Advances to the base creature’s Characteristics and add any 
  Skill Advances, Talents, and Trappings. Some templates also 
  include Options to further customise the creature. For example, 
  if you would like to create a veteran Orc warrior, apply the 
  Elite template to the Orc profile (WFRP, page 325). Wounds 
  may also be affected by the templates, so recalculate those after 
  adjusting the creature’s S, T, and WP.
  
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  Olde Weirde’s Incunabulum
  We were journeying on the Carroburg–Middenheim road when 
  I noticed a number of grotesque totems, leering out at us from 
  the treeline. They were designs crudely carved into tree trunks, 
  shrouded in thick cobweb. They depicted grimacing Orc 
  faces and spider daemons with dozens of multi-faceted eyes. 
  I pointed them out to Professor Pfaff, travelling alongside 
  me. His mind may be narrow but his eyes are keen and his 
  knowledge of the habits of the creatures of the world is second 
  to none. Sure enough, he informed me after a brief glance that 
  the Cluster-Eye tribe of Forest Goblins claim the southern 
  expanse of the Drakwald Forest as their own and these are 
  their territorial markers.
  We had not long passed them when Professor Marius von 
  Gronighof gave a keening wail. A small spider, no larger than 
  a pea, had bitten him on the back of the hand. Immediately a 
  great welt bulged there, red and bleeding. I have never heard 
  a member of the faculty give voice to such colourful invective 
  before. ‘By the stinking urine of Horros the great White 
  Wolf!’ He swore. ‘By the sour scant milk of blessed Verena!’ 
  Pfaff, a devout man, warned him not to invite further injuries 
  through his blasphemy, but von Groninghof just turned his 
  anger on our fellow professor. ‘May daemons ceaseless prod 
  your groin! May your fiery farts be bottled and uncorked on 
  unholy Hexensnacht!’
  Sovrissniz, the Dwarf gunner that the Four Seasons line 
  employed to guard us on our journey, also cursed, but she 
  was polite enough to do so in Khazalid — something about 
  wazzocks and kruts. She stamped on the spider as it scuttled 
  along the floor of the coach, and picked up the remains between 
  thumb and forefinger. It was a rich purple with white markings 
  on its abdomen in the shape of a skull. Kaia attended to 
  the stricken Marius, who was whining and gnashing his teeth 
  in agony. The Eonir washed the bite with wine. ‘The Purple 
  Skullback does not have a deadly bite, but its venom can lead 
  to fever dreams and fits,’ she said. ‘Let us know if you start to 
  suffer from blurred vision.’ 
  It seemed that whilst von Gronighof was hurt he was not in 
  danger. He continued to complain of constant and intolerable 
  agony. ‘Now you know how it feels to sit through one of your 
  lectures on the innovations of the Rakhashian dynasty,’ said 
  Pfaff. When we reached the Horn and Antler, Kaia directed 
  von Gronighof straight to bed. When the Elf joined us later in 
  the public bar, she expressed a need for caution when dealing 
  with him.
  ‘He will probably be hale again in the morning, but those 
  spiders are dangerous. A substance in their venom can induce 
  visions and even facilitate second sight.’
  
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  The claim reminded me of a fascinating work by the Nordland 
  scholar Stefan Ellendan (The Murderous Culture and Religious 
  Practices of the Accursed Eaves-Dwelling Greenskins, 
  Salzenmund University Press 2499 IC). He had conducted 
  extensive interviews with survivors of Forest Goblin raids, 
  including a Drakwald woodcutter who had been captured by 
  raiding Goblins but escaped to tell the tale. Knowing that Kaia 
  was from the Laurelorn Forest, I was keen to see if she would 
  corroborate the scholar’s findings, and we began swapping tales 
  of the Forest Goblins.
  Professor Pfaff, who I feel always prefers to shore up Sigmarite 
  dogma rather than engage in a thorough academic discourse, 
  reminded us that at the first Battle of Black Fire Pass, the 
  Greenskin menace was purged from the Empire, but that 
  Forest Goblin tribes still lurk deep within the Empire’s borders 
  and withstand efforts to eradicate them. Forest Goblins are 
  not physically different from other Goblins, being scrawny, 
  stunted, greenskinned creatures with warty, waxy hides. They 
  do distinguish themselves through dress and decoration. 
  Forest Goblins ornament themselves with feathers, sticking the 
  quills through their skin. Members of a particular tribe use 
  distinctive war paint, feather combinations, and tribal glyphs 
  on shields to distinguish them from their rivals. For example, 
  according to Ellendan, the Creeping Death tribe of the Great 
  Forest are known to decorate their shields with red images of 
  spiders, whilst the Gloomfangs of Hochland prefer bright red 
  and yellow Fishrook feather headdresses. The Cluster-Eye of 
  the Drakwald are famed for inserting halms of greasy black 
  crow feathers into their scalps and applying chevrons of black 
  and white war paint over their bodies.
  Spiders are an integral part of Forest Goblin culture. 
  Ellendan supposed that the Greenskins had to come to an 
  accommodation with the spiders of the Empire’s woods in 
  order to survive. In the centuries since, Forest Goblins have 
  become so skilled at exploiting or appeasing various breeds of 
  spider that they are now mutually dependent. Kaia didn’t set 
  much store by this, and warned me not to underestimate the 
  ability the little Greenskins had for exploiting the beasts of 
  the forest. She said that the Goblins of the Cluster-Eye tribe 
  were known to eat spiders for food, milk them for venom, use 
  their exoskeletons as armour, keep them as pets, and worship 
  them as gods. 
  They even put spiders to use as assets for trade and industry, of a 
  sort. Metal ore is scarce in the forests, so Forest Goblins trade 
  captives, fungus and spiders for ores from their neighbours, 
  the Night Goblins of the Black Pit. They also make their own 
  weapons, armour, and ornaments from bones, teeth, and pieces 
  of spider chitin, but the iron weapons supplied by the Night 
  Goblins give the Cluster-Eye an edge over their rivals, such as 
  the Bloodfeather Forest Goblins, who control the area north 
  of the Cluster-Eye.
  Kaia said that the shamans of Forest Goblin tribes were 
  responsible for their close relationship with spiders. The Elf 
  claimed they encourage whole broods of Purple Skullbacks 
  to live in their robes and on their bodies. The spiders live in 
  convenient crevices, such as behind the shaman’s ears and in 
  between their toes. When a shaman opens his mouth, dozens 
  of tiny spiders skitter between his teeth and up his nose. The 
  shamans are constantly bitten by the spiders, so that their flesh 
  becomes saturated with venom, numbing it completely. Being 
  so saturated with venom, the shamans inhabit a dream-like 
  world where they commune with great and terrible spider gods. 
  Many of these shamans die from the toxins, and those who 
  survive are driven mad by the experience, lost in a detached 
  reality. They are imbued with powerful magical insights though, 
  for the spider venom that addles their psyche also stimulates 
  their talent for sorcery.
  The Forest Goblins, inspired by the ravings of their shamans, 
  revere a hideous arachnid god they call the Feaster from 
  Beyond. Whilst the Forest Goblins have not forgotten the 
  other monstrous gods of the Greenskin pantheon, in the black 
  thickets of the forest this terrible spider-god rules supreme. 
  Under instruction from their addled shamans, the Forest 
  Goblins dance the spider dance, shrieking their horrible 
  ululating battle cries, as they sacrifice captives to the insatiable 
  eight-legged god.
  
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  These rites imbue a gifted shaman with the belief they are 
  touched by the spider god’s blessings. Kaia told me that Elven 
  scouts have reported seeing Cluster-Eye shamans approaching 
  brooding Giant Spiders with gifts of meat and totemic icons, 
  and they are rewarded with clutches of hand-sized spiderlings. 
  There are many species of Giant Spider in the Empire’s 
  forests, including Tilean Greybacks and the Scarlet Deathheads 
  of the Great Forest. The more boreal Drakwald Mancatchers 
  are favoured mounts of the Bloodfeathers and the Cluster-Eye. 
  They typically grow to be as large as a horse, and are feared 
  for their venomous bites and strong, sharp mandibles that can 
  piece steel plate armour. Forest Goblins hand-rear them and, 
  when fully grown, they accept these Goblins as riders. 
  Forest Goblin Spider Riders are masters of stalking their prey, 
  guiding their mounts over the treetops, exploiting the spiders’ 
  ability to move more quickly than other mounts in dense 
  terrain. They creep silently from the eaves to launch ambushes. 
  The inhabitants of settlements that lie within a few days’ march 
  of the Cluster-Eye territory have learned to fear their death-
  bringing scouts, who can use their eight-legged steeds to easily 
  breach the walls and palisades.
  I mentioned to Kaia that Ellendan’s work posited that the 
  largest spiders were titanic and bloated creatures the size of a 
  house, a report I found hard to believe, but Kaia agreed with 
  the old scholar. ‘A gifted shaman can appease these Kings of 
  Spiders, and they even encourage their tribe to set up camp 
  outside their noisome dens for protection. The monsters can 
  cocoon whole Beastmen herds, and even Giants or Cygors in 
  their webs. They are so venomous even their webs dissolve 
  flesh. A few hours inside the sticky mass can reduce a person 
  to a soft lump of putrefied flesh.’
  Kaia explained these great spiders were cunning, known to 
  encircle entire hamlets in strands of web thicker than ropes 
  before falling on the populace in a gluttonous frenzy, and that 
  bands of Forest Goblins, having bribed the largest spiders 
  with blood-rich offerings, have even been known to use them 
  as beasts of war. The spiders allow the Goblins to ride upon 
  their backs as if they were brood, and are fierce in the defence 
  of nearby Forest Goblin settlements if they come under attack. 
  The leaders of the Cluster-Eye tribe are rumoured to inhabit a 
  stretch of forest dotted with caves and glades, where these huge 
  spiders, as large as a dragon, are known to make their lairs. 
  Were the tribe to muster all the force at its command, maybe 
  a dozen of these titanic beasts could be roused.
  I fear that Sovrissniz found this conversation distinctly 
  distasteful and, upon hearing us attribute a degree of industry 
  and mercantile behaviour to Forest Goblins, grew irate, 
  muttered darkly about Elves being ‘soft in their heads about 
  Grobi’, and went to bed without finishing her ale. 
  
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  THE CLUSTER -EYE TRIBE 
  7
  CLUSTER-EYE
  TRIBE
  THE
  
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  SKIRMISHER
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
   
   
  +5
   
   
  +10 +10  
   
  +5
   
   
  Skills: Dodge +10, Perception +10, Ranged (Bow or 
  Sling) +10, Stealth (Rural or Underground) +10
  Talents: Flee!, Marksman
  Trappings: Hand Weapon, Bow or Sling 
  with ammunition for 12 shots
  SPELL LISTS
  Ogres, Skaven, and Greenskins their shamans only use Petty 
  Magic and Arcane spells. Fimir Shamans also select spells from 
  either the Lore of Daemonology or Lore of Witchcraft spell 
  lists, and may select spells from one of the following spell lists: 
  Lore of Fire or Lore of Shadows. Beastmen Shamans also select 
  spells from one of the following spell lists: Lore of Beasts, Lore 
  of Death, or Lore of Shadows.
  ELITE
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
   
  +10  
  +10 +10 +20 +10  
   
  +15  
   
  Skills: Cool +15, Dodge +15, Intimidate 
  +10, Leadership +5, Melee (Basic, 
  Polearm, or Two-Handed) +20
  Talents: Combat Aware, Combat 
  Reflexes, Feint, Resolute
  Trappings: Mail Armour, Hand 
  Weapon, Shield, Choice of appropriate 
  Polearm or Two-Handed Weapon
  CHIEF
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
   
  +25 +10 +15 +15 +25 +20  
  +10 +25 +10  
  Skills: Cool +15, Dodge +15, Intimidate +15, 
  Intuition +15, Leadership +15, Lore (Warfare) 
  +10, Melee (any two) +20, Perception +10 
  Talents: Combat Aware, Combat Reflexes, 
  Feint, Inspiring, Resolute, Warleader
  Trappings: Mail or Leather and Mail or Plate 
  Armour, Hand Weapon, Shield, Choice of 
  appropriate Polearm or Two-Handed Weapon
  Option: A Goblin Chief may have Ranged 
  (Bow) +10 and a Bow with 12 arrows.
  WARLORD
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
   
  +35 +10 +25 +30 +30 +25  
  +15 +35 +15  
  Skills: Cool +25, Dodge +15, Intimidate +25, 
  Intuition +25, Leadership +30, Lore (Warfare) 
  +20, Melee (any two) +20, Perception +20
  Talents: Combat Aware, Combat Reflexes, Feint, 
  Inspiring, Luck, Resolute, Unshakable, Warleader
  Trappings: Mail or Leather and Mail or Plate 
  Armour, Hand Weapon, Shield, Choice of 
  appropriate Polearm or Two-Handed Weapon
  Option: A Goblin Warlord may have Ranged 
  (Bow) +10 and a Longbow with 12 arrows.
  SOLDIER
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
   
  +5
   
  +5
  +5 +10  
   
   
  +5
  +5
   
  Skills: Cool +10, Dodge +10, Melee 
  (Basic or Polearm) +10
  Talents: Combat Reflexes, Resolute
  Trappings: Leather Armour, Hand 
  Weapon, Spear, Shield
  SkirmiSher
  Most tribes include a caste of warriors practised in sneak 
  attacks, harassing enemies with missile fire, and providing 
  skilled lookouts.
  Warlord
  The Warlord may rule over a single tribe in a particular vicinity, 
  or may command a coalition of allied or vassalised bands over 
  a wider region.
  elite
  Warbands often include small coteries of elite warriors who 
  guard important individuals or lead less-experienced warriors 
  (Skaven Stormvermin and Beastman Bestigors usually fulfil this 
  role in their respective warbands).
  Chief
  A Chief may lead a small warband, or be subordinate to the 
  warlord in a larger one. They are experienced warriors who rule 
  mostly by their intimidating reputation.
  Soldier
  Soldiers are the mainstay of most warbands. The generic 
  creature from the Bestiary can represent soldiers in many cases, 
  but many are more experienced fighters.
  CREATURE ADVANCEMENT TEMPLATES
  
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  MOUNTS
  Most warbands raid from a lair or rove about on foot. Orc or 
  Goblin warbands may include sizable cavalry contingents, or 
  even be wholly mounted. As an option, any Goblin may take 
  Ride (Spider) +20 or Ride (Wolf) +20, and any Orc may take 
  Ride (Boar) +20 as additional Skills.
  SHAMANS AND ARMOUR
  For the most part, Shamans have the same problems with 
  armour that most Wizards do. When using the templates to 
  create a Shaman, remove the Armour Trait, if any, from the 
  basic creature.
  Certain Skaven spellcasters, such as Warlock-Engineers, may 
  be able to wear armour and cast spells, so consider them as an 
  exception if using these templates.
  SHAMAN
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
   
   
   
   
  +5 +15  
  +10 +15 +15  
   
  Skills: Channelling +5, Cool +15, Dodge +10, 
  Entertain (Storytelling) +10, Intuition +15, 
  Language (Magick) +10, Lore (Magic) +10, 
  Melee (Basic or Polearm) +10, Perception +20
  Talents: Arcane Magic, Petty Magic, Second Sight
  Trappings: Hand Weapon, Staff, Ritual Dress 
  incorporating many ingredients and fetishes.
  Spells: Choose 3 spells from the Petty Magic 
  list and 3 from the Arcane Magic list.
  SHAMAN LORD
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
   
  +10  
  +5 +15 +20 +15 +20 +35 +30 +10  
  Skills: Channelling +20, Cool +25, Dodge 
  +20, Entertain (Storytelling) +25, Intuition 
  +30, Language (Magick) +25, Leadership +15, 
  Lore (Magic) +20, Lore (Theology) +10, Melee 
  (Basic or Polearm) +10, Perception +30
  Talents: Aethyric Attunement, Arcane Magic, 
  Instinctive Diction 2, Luck, Magical Sense, 
  Menacing, Petty Magic, Second Sight, Sixth Sense
  Trappings: Hand Weapon, Staff, Ritual Dress 
  incorporating many ingredients and fetishes.
  Spells: Choose 6 spells from the Petty Magic 
  list and 9 from the Arcane Magic list.
  BASIC FOREST GOBLIN
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  25
  35
  30
  30
  20
  35
  30
  30
  20
  20
  11
  Traits: Animosity, Arboreal, Armour 1, Afraid 
  (Elves), Infected, Night Vision, Weapon +7
  DRAKWALD MANCATCHER (GIANT SPIDER)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  7
  35
   
  35
  29
  20
  35
  30
  14
  35
   
  20
  Traits: Armour 1, Arboreal, Bestial, Night 
  Vision, Size (Large), Venom, Trained (Mount), 
  Wallcrawler, Weapon (Fangs) +7, Web 40
  Shaman lord
  Few Shamans weather the trials of casting untrained magic for 
  long, but Shaman Lords are mighty and intuitive spellcasters, 
  and may lead in place of a Warlord.
  Shaman
  Petty magicians and mystics, a Shaman acts as the spiritual 
  advisor of the warband, guiding their Chiefs and assisting in 
  warfare with their crude but powerful spells.
  Basic Forest Goblin
  The basic Forest Goblin uses the profile from page 326 of the 
  Warhammer Fantasy Roleplay Rulebook with the addition of 
  the Arboreal optional Trait (WFRP, page 339). Apply the above 
  templates to this basic Forest Goblin profile.
  Armour tends to be limited to a rawhide shield, though some 
  Forest Goblins accessorise with spider carapace, bones, and mail 
  stolen from their victims. Weapons are usually axes or swords, 
  though spears are also commonly employed. Many Forest 
  Goblins prefer to fight from a distance and have the Ranged +7 
  (25) Trait in addition to those listed below.
  
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  SPIDER VENOM ARROWS
  The Goblins of the Drakwald, especially the Forest Goblins 
  who make alliance with the many terrible Spiders of that place, 
  quickly learn to put their allies venom to work. Most arrows are 
  dipped in Spider Venom, which quickly weakens most targets, 
  or even renders most targets unconcious.
  Targets wounded by these arrows dipped in Spider Venom must 
  make a Challenging (+0) Endurance Test. If they fail, they are 
  inflicted with 1 Poisoned condition. Spider venom is tailored 
  not to kill victims but to render them unconcious. Targets 
  reduced to 0 wounds while suffering a Poisoned condition from 
  these arrows become Unconcious, but are not at risk of death 
  from any remaining Poisoned conditions as wuold normally be 
  the case. See WFRP page 169. 
  TERRORS OF THE DRAKWALD
  The Cluster-Eye are a tribe of Forest Goblins who haunt the 
  Drakwald. Most Forest Goblin warbands are rather pitiful, 
  usually the wretched vassals of the nearest Orc tribe or existing 
  as part of a confederation of similar tribes subjugated under a 
  strong warlord. The Cluster-Eyes are an independent tribe who 
  have resisted domination by outsiders. This is due to three main 
  factors.
  The Drakwald is vast. Whilst Human settlements exist at its 
  edges, Beastmen herds migrate through it, and the Elven realm 
  of Laurelorn borders it to the north, the territory is still mostly 
  untamed woodland, the perfect environment for Forest Goblins.
  The Night Goblin lair of the Black Pit exists within the 
  Drakwald, and it has formed a mutually beneficial relationship 
  with the Cluster-Eye. The Night Goblins are capable of crude 
  metalwork thanks to techniques they learned from captive 
  Dwarfs. They trade weapons, armour, and madcap mushrooms 
  with the Cluster-Eye, who offer edible spider flesh and 
  sacrificial captives in return. Most Forest Goblins make do with 
  wood, stone, or bone when crafting weaponry. Iron blades give 
  the Cluster-Eye a significant edge.
  The Drakwald Mancatcher is a variety of Giant Spider that 
  thrives within Cluster-Eye territory. Whilst the spider has 
  a fierce and aggressive temperament, juveniles can be trained 
  to accept a rider. The Cluster-Eye have many contingents of 
  spider-riding scouts which also adds significantly to their 
  strength and tactical versatility.
  The tribe now dominate a swathe of forest stretching from 
  Carroburg in the south to the Shadensumpf near the Nordland 
  border. Their western borders are irregularly patrolled, but 
  Cluster-Eye scouts have been recently spotted near villages 
  within the eastern marches of the Wasteland. Gritl Eight-Legs, 
  Warlord of the Cluster-Eye, is a mysterious figure whose base 
  of operations is rumoured to be in the shadow of the Black 
  Pit, ringed by the lairs of several enormous bloated spiders. He 
  has tasked Vish Venombarb with managing patrols along the 
  northern border of their territory.
  
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  This list represents the warband at full strength as they set out 
  on a patrol. By the time the warband has completed a patrol, 
  attrition and harsh disciplinary measures will have accounted 
  for nearly half the Goblins, and the remainder will likely be 
  wounded. 
   
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  2 forward scouts roving about half a mile ahead of the 
  main force (spider-mounted Skirmishers).
   
  0
  Left flank ambush party consisting of an outrider 
  (spider-mounted Skirmisher), 5 spears (Soldiers with 
  spears), and 5 archers (Skirmishers).
   
  0
  Right flank ambush party consisting of an outrider 
  (spider-mounted Skirmisher), 5 spears (Soldiers with 
  spears), and 5 archers (Skirmishers).
   
  0
  Mobile command consisting of Vish (spider-mounted 
  Chief), Bograt (spider-mounted Shaman), Nurd 
  (spider-mounted Elite) and 2 spider riders (mounted 
  Soldiers with spears). 
  UNIFORM
  The Cluster-Eye Forest Goblins tend to daub their faces with 
  black and white war paint, the more intricate the design the 
  more important the Goblin. They stick feathers into their 
  scalps, tending to prefer black crow feathers or the striped 
  feathers of birds of prey.
  SHIELD DESIGN
  A multitude of red eyes shining from the darkness.
  BATTLECRY
  None, though calls resembling birdsong are used to pass signals 
  and information.
  TACTICS
  If they encounter any threats the forward scouts hide and 
  appraise the strength of the opposition. If the fight is not in 
  the warband’s favour, they slink back and advise Vish to halt 
  whilst they find a safer route. If they think they can win, one 
  of the Goblins sneaks back whilst the other keeps an eye on 
  the opposition. Vish prefers to set an ambush by moving his 
  force up close and splitting them into two groups, hidden to 
  either side of a trail or clearing. The watching scout then reveals 
  himself, shoots at the opposition, and beats a retreat to the 
  path or clearing. If the opposition pursue the scout, the ambush 
  is sprung.
  Vish desires to take live captives if possible, so unless 
  the opposition are outnumbered at least two to one, the 
  forward scouts opt to evade them rather than engage. 
  At Ease: When not preparing for a raid or moving in march 
  formation, Vish’s warband tends to spread itself out over a 
  wide area of forest, communicating via calls and shouts to 
  maintain their cohesion. In this state, a party of adventurers is 
  unlikely to run into all of Vish’s warband at once, unless they 
  have been particularly foolish or unfortunate. They are more 
  likely to encounter just one of the above parties while venturing 
  into Cluster-Eye territory. However, the noise of combat and 
  urgent cries for reinforcements are bound to draw the rest of 
  the warband. Even if the Characters can successfully defeat one 
  element of Vish’s warband, they would do well not to linger too 
  long over their victory.
  DISPOSITION OF VISH’S WARBAND
  
  WARHAMMER FANTASY ROLEPL AY
  0
  12
  VISH VENOMBARB – FOREST GOBLIN CHIEF
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  50
  45
  45
  45
  45
  55
  30
  45
  45
  30
  16
  Traits: Arboreal, Armour 3, Afraid (Elves), 
  Infected, Night Vision, Weapons (Spear +8, 
  Sword +8), Ranged (Bow) +7 (50)
  Skills: Cool 60, Dodge 70, Intimidate 60, Intuition 
  60, Leadership 45, Lore (Warfare) 50, Melee 
  (Polearm) 70, Melee (Basic 65, Polearm 65), 
  Perception 55, Ranged (Bow) 55, Ride (Spider) 75
  Talents: Combat Aware, Combat Reflexes, 
  Inspiring, Resolute, Warleader
  Trappings: Spider Carapace Armour, Hand 
  Weapon (Sword), Spear, Shield, Bow and 12 
  Arrows dipped in Spider Venom (see page 10)
  Vish Venombarb – Forest Goblin Chief
  Vish is a seasoned campaigner, whose face is a twisted mass 
  of scars and fungal infections. He takes his orders seriously, 
  remaining several miles to the south of any Elf settlements or 
  thoroughfares. He is tasked with providing a tribute of slaves 
  to satisfy the demands of the Black Pit Night Goblins. Usually 
  he can make his quota by ambushing small bands of Ungor but, 
  if the Beastmen cannot be found, he leads his warband to one 
  of the many Human villages within striking range and tries to 
  capture as many of them as he can before they muster a defence.
  Vish rides a Drakwald Mancatcher with markings in dun and 
  dark grey that make it very hard to spot amongst the treetops. 
  Vish is an expert in milking the spider for venom that he daubs 
  upon his arrowheads. Vish wears a suit of armour constructed 
  from bits of spider chitin. 
  
  0
  THE CLUSTER -EYE TRIBE 
  13
  BOGRAT THE BLASTED – FOREST GOBLIN SHAMAN
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  25
  35
  30
  35
  35
  35
  40
  45
  35
  20
  11
  Traits: Animosity (Goblins), Arboreal, Afraid (Elves), 
  Infected, Night Vision, Weapon (Skull-Stick) +7
  Skills: Channelling 40, Cool 50, Dodge 45, 
  Entertain (Storytelling) 30, Intuition 50, 
  Language (Magick) 55, Lore (Magic) 55, Melee 
  (Basic) 35, Perception 55, Ride (Spider) 75
  Talents: Arcane Magic, Petty Magic, Second Sight
  Trappings: Hand Weapon, Staff, Ritual Dress 
  incorporating many ingredients and fetishes.
  Spells
  Petty Magic: Dart, Rot, Shock
  Arcane Magic: Bridge, Corrosive Blood, Entangle
  Bograt the Blasted – Forest Goblin Shaman
  Bograt was once a mighty Shaman Lord of the Cluster-Eye, 
  but a portion of his head exploded whilst he was working a 
  particularly ambitious ritual. Thanks to the blessing of the 
  Feaster Beyond the World, Bograt made a miraculous recovery, 
  but he lost a great deal of his magical power and now casts a 
  few select spells from the vast repertoire he once commanded.
  Whilst Bograt is a shadow of his former self he is placid and 
  pliable, and this is more than can be said for most Goblin 
  magic users. He makes a good companion to Vish during his 
  raids, as he follows orders without question and doesn’t give 
  ambushes away with sudden bursts of manic gibbering. His 
  few remaining spells are worked almost on instinct and have a 
  distinct spiderlike quality — his Bridge spell is a mass of matted 
  cobweb and his Dart is a ghostly barbed mandible. He rides a 
  Drakwald Mancatcher with red markings that he guides with 
  soft cooing sounds.
  
  WARHAMMER FANTASY ROLEPL AY
  0
  14
  BLACKHEARTED NURD – FOREST GOBLIN ELITE
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  35
  35
  40
  40
  40
  45
  30
  30
  35
  20
  15
  Traits: Animosity, Arboreal, Armour 
  2, Shield 2, Afraid (Elves), Infected, 
  Night Vision, Weapon (Spear) +8
  Skills: Cool 50, Dodge 60, Intimidate 50, 
  Leadership 25, Melee (Parry 55, 
  Polearm 55), Ride (Spider) 60
  Talents: Combat Aware, Combat Reflexes, Resolute
  Trappings: Carapace and Mail, 
  Hand Weapon, Shield, Spear
  Blackhearted Nurd – Forest Goblin Elite
  Nurd is the most experienced of Vish’s warriors and trusted 
  enough to act as bodyguard to the chief. Nurd is a confident and 
  proficient fighter who wears a suit of armour bodged together 
  from spider carapace and iron mail traded with the Black Pit.
  Nurd is a brutal lieutenant, and during lengthy patrols it is not 
  uncommon for more Forest Goblins to perish as a result of his 
  harsh disciplinary measures than to enemy action.
  During a confrontation with enemy forces, Nurd remains 
  within a spear thrust of Vish, ready to strike at any who might 
  threaten his master. Like many large and aggressive Goblins, 
  Nurd nurtures ambitions to usurp command of the warband, but 
  Gritl Eight-Legs has made it clear that treacherous lieutenants 
  will be exiled and hunted down. This threat is enough to ensure 
  Nurd’s loyalty to Vish for the time being.
  
  0
  THE CLUSTER -EYE TRIBE 
  15
  BUGSHOT – FOREST GOBLIN SKIRMISHER
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  25
  40
  30
  30
  30
  45
  30
  30
  25
  20
  11
  Traits: Animosity, Arboreal, Afraid 
  (Elves), Infected, Night Vision, Weapon 
  (Sword) +7, Ranged (Bow) +6 (50)
  Skills: Dodge 55, Perception 40, Ranged 
  (Bow) 50, Ride (Spider) 65
  Talents: Flee!, Marksman
  Trappings: Hand Weapon, Bow with 12 arrow 
  dipped in Spider Venom (see page 10).
  Bugshot – Forest Goblin Skirmisher
  Bugshot is one of Vish’s trusted forward scouts. The scouts tend 
  to work in pairs, ranging about half a mile ahead of the main 
  force. 
  Bugshot is an ambitious glory hog, and if he is within the 
  forward scouting party when they come across an enemy, he 
  insists on being the scout to remain to keep an eye on any 
  opposition. This invariably provokes disagreement and Bugshot 
  must pass an Easy (+40) Cool Test or start to squabble violently 
  with the other scout. If Nurd learns of such disruptive behaviour, 
  he happily beheads Bugshot to teach the rest of the warband 
  good discipline.
  
  WARHAMMER FANTASY ROLEPL AY
  0
  16
  CAREFUL WHAT
  YOU VISH FOR
  A MAP TO BLACK PIT
   
  0
  Suttri Snorrisdottir of Karak Azgaraz seeks to bring vengeance 
  to the Night Goblins of the Black Pit. She suspects them of 
  having access to the Undrin Ankor, the massive network of 
  subterranean passages that link up the Dwarf holds and fortresses. 
  Her clansfolk were journeying through when they were ambushed 
  by Night Goblins and many of them were led off as captives.
  Suttri plans to lead a raid to the Black Pit to rescue her kin, but 
  she doesn’t know how to get to the Night Goblin stronghold. She 
  has heard that a band of Forest Goblins work in alliance with the 
  Black Pit Night Goblins, so she is offering a reward to anyone 
  who can capture one of the Forest Goblin scouts to find out the 
  location of her captive clanmates.
  THE SPITE STEALERS
   
  0
  The Elves of the Laurelorn are becoming worried, as Spites have 
  begun to disappear from the southern borders of the forest. These 
  tiny forest spirits are physically feeble, yet they are magically 
  potent, and usually more than capable of looking after themselves. 
  If threatened, they possess the ability to manifest as Dryads and 
  Treekin, and make dangerous opponents.
  The Characters may be asked to look into the disappearance 
  of the Spites, as the Elves fear witchcraft and would rather the 
  Humans investigate the villages that lie deep within the Drakwald. 
  Although they do not say as much to outsiders, the Elves do not 
  want to risk a diplomatic incident should blood need to be shed.
  Recently, Vish has been given a strange gift from Gritl Eight-Legs: 
  a set of black iron traps mounted on the end of long poles of 
  ash. These devices are perfect for capturing and containing Spites. 
  The tiny spirits seem powerless to resist the predations of the 
  Forest Goblins. Night Goblin Shamans from the Black Pit have 
  enchanted the black iron traps with wards that the Spites cannot 
  break through, and that rob them of their spellcasting abilities. 
  The captive spirits are carried back to the Black Pit, and it is not 
  clear what purpose the Night Goblins put them to.
  RACING MANCATCHERS
   
  0
  The mounted scouts of Vish’s warband have taken to racing one 
  another to stave off boredom when the warband is encamped. The 
  spider-mounted Goblins climb to the top of a tree and locate a 
  landmark a few miles away, such as a tower or hilltop. They then 
  careen off at top speed; the first one to reach the landmark takes 
  full and obnoxious advantage of their bragging rights until the 
  next race.
  The Characters may get mixed up in this race as they wander 
  along a lonely stretch of forest road. A mounted Goblin crashes 
  through the undergrowth beside them and comes to a stunned halt. 
  The Characters have a short time to decide what to do before 
  more Goblin scouts arrive, or before the lead Goblin decides to 
  abandon the race and hurry back to tell the rest of the warband 
  that some easy pickings are to be had nearby.
  
  0
  THE CLUSTER -EYE TRIBE 
  ENCOUNTERS WITH 
  VISH’S WARBAND
  The entire Cluster-Eye Tribe may be too much for an 
  inexperienced band of Characters to deal with. Equally, 
  experienced Characters might find a handful of Goblins little 
  more than a distraction. Below you will find three different 
  circumstances in which a portion of Vish’s warband might be 
  encountered. You should choose the most appropriate one for 
  your group, or feel free to tailor these encounters futher if a 
  greater, or lesser, challenge is called for.
  BreakaWay Group
  Easy Encounter
  Goblins are poorly disciplined and insubordinate. It is not 
  unusual for a portion of Vish’s warband to decide to strike out 
  on their own, especially if Vish is having a hard time finding 
  and securing captives on his patrol.
  A breakaway faction is likely to have one of two agendas. 
  The first is that they are looking to escape from a disaster 
  that has befallen the main warband or that they feel is likely 
  to. Perhaps they suspected that Elf scouts were trailing the 
  warband, or that rival Forest Goblins from the Bloodfeathers 
  tribe were going to launch an attack. Perhaps they tried to 
  alert the warband’s leaders of such a threat only to face violent 
  reprimands from Nurd. If the breakaway faction sincerely 
  believe that Vish’s warband will soon be wiped out, they will 
  be making their way back to the Black Pit. If they turn out to 
  be right, they are welcomed back into the tribe. If not, they are 
  deemed deserters and either executed or sold as chattel to the 
  Black Pit Night Goblins.
  Alternatively, a particularly megalomaniacal Goblin might 
  convince some companions he would make a better leader than 
  Vish. This ambitious Goblin may have even slain Vish, Nurd, 
  or Bograt before leading his followers into the Drakwald. Such 
  a breakaway sect is almost certainly doomed. The Cluster-Eye 
  will want revenge on them, and there is no reason a rival tribe 
  would take in seditious rogues.
  A breakaway group is likely led by a Forest Goblin Soldier 
  mounted on a Drakwald Mancatcher, with 3 Soldiers on foot, 2 
  Skirmishers on foot, and a Skirmisher mounted on a Drakwald 
  Mancatcher as his followers. They are desperate but may carry 
  out hit-and-run attacks on the party to secure a captive for 
  food or trade, but scurry back into the woods if they meet stiff 
  resistance.
  An encounter with the breakaway group should not be too 
  challenging: they are weak in number and unimaginative in 
  their tactics. However, a larger group of Forest Goblins may 
  well be on their trail, hungrily anticipating the chance to enact 
  revenge and willing to destroy anything that gets in their way.
  A breakaway group consists of:
   
  0
  One forward scout roving about half a mile ahead of the 
  main force (spider-mounted Skirmisher).
   
  0
  Three spears (Soldiers with spears) and two archers 
  (Skirmishers).
   
  0
  One spider rider (mounted Soldier with spear). 
  
  WARHAMMER FANTASY ROLEPL AY
  0
  18
  Beaten and BedraGGled
  Medium Encounter
  Vish’s warband does not always perform well. At times, a 
  Human village or Beastman herd musters a highly effective 
  defence. If this occurs earlier on the patrol, it can result in bad 
  morale, leading to desertions, which inevitably leads to vicious 
  discipline by Vish and Nurd to keep the remaining Goblins in 
  line.
  In this state, the warband have half the numbers it has at full 
  strength (see page @@) and the remaining Goblin Soldiers and 
  Skirmishers have half their Wounds remaining. Vish, Nurd, and 
  Bograt have all of their Wounds.
  The warband compensates for its reduced state by being extra 
  vigilant; the remaining scouts patrol with restless zeal, lest Nurd 
  start knocking heads together. However, the warband’s morale 
  is so bad that if scouts are attacked with overwhelming force, 
  they are as likely to flee for their lives without alerting the rest 
  of the warband.
  The warband likely bears captives — even an unsuccessful 
  patrol results in a few prisoners. The prisoners are mostly 
  Humans or Ungors. There are only likely to be four or five such 
  wretches, and they are likely to be in even worse condition than 
  they would if the warband had performed well. On very rare 
  occasions, the warband may be in possession of more captives 
  despite their own dilapidated condition. If they have twenty or 
  more captives, they may even leave piles of them in the woods as 
  they ferry them stage by stage back to the Black Pit.
  A beaten and bedraggled group consists of:
   
  0
  Two forward scouts roving about half a mile ahead of the 
  main force (spider-mounted Skirmishers).
   
  0
  Left flank ambush party consisting of three spears 
  (Soldiers with spears) and three archers (Skirmishers).
   
  0
  Right flank ambush party of three spears (Soldiers with 
  spears) and three archers (Skirmishers).
   
  0
  Mobile command consisting of Vish (spider-mounted 
  Chief), Bograt (spider-mounted Shaman), Nurd (spider-
  mounted Elite), and a spider rider (mounted Soldier with 
  spear). 
   
  0
  3 Human captives, 2 Ungor Captives.
  Each rank-and-file Goblin has 6 Wounds and suffers from a 
  Fatigued Condition.
  GloriouS return
  Hard Encounter
  In this scenario, Vish has succeeded in taking many captives and 
  is making his way back to Black Pit. The Forest Goblins have 
  performed admirably and are at their full strength. However, 
  they have a couple of key weaknesses the Characters can exploit.
  Having conducted a successful raid, the Goblins are feeling 
  cocksure and are getting careless. Vish and Nurd demand 
  the Goblins remain vigilant but, when their backs are turned, 
  their resentful underlings gossip to one another, complaining 
  that they ought to be praised and provided with rewards and 
  distractions due to their victories, not told to watch the camp 
  and conduct tedious patrols. Scouts are posted whenever the 
  patrol comes to a halt, but they often fall asleep or wander off 
  in search of a distraction. Characters eavesdropping on the 
  Goblins get a sense that there is dissension in the ranks and may 
  spot minor scuffles between the rank and file. The Characters 
  could employ simple ruses to either get the Goblins fighting 
  one another (such as stealing one Goblin’s possessions and 
  hiding them in another Goblin’s kit) or distracting patrolling 
  scouts (they chase after any intriguing noise or unusual sight).
  The other weakness is that the captives carried by the Forest 
  Goblins are still alive, albeit groggy from venom and wrapped 
  up in spider silk. There are twenty prisoners in total, and were 
  they to be released they would no doubt fight hard to secure 
  their freedom and have revenge on the Cluster-Eye.
  Releasing these prisoners could be a good way for a party to 
  bolster their numbers and face the warband head on, however 
  complications may arise from the fact that prisoners likely suffer 
  from fatigue, poison, or disease as a result of their ordeal. Whilst 
  many prisoners are Human victims who may well help the 
  party, others might be Beastmen, who would be as belligerent 
  to their rescuers as their captors. A good raid might net the 
  Goblins 12 Human prisoners, six Ungor prisoners, and two 
  Gor prisoners. The Gors are easily distinguished even when 
  wrapped in web, but telling Humans from Ungors might not 
  be so straightforward.
   
  0
  Two forward scouts roving about half a mile ahead of the 
  main force (spider-mounted Skirmishers).
   
  0
  Left flank ambush party consisting of an outrider (spider-
  mounted Skirmisher), five spears (Soldiers with spears), 
  and five archers (Skirmishers).
   
  0
  Right flank ambush party consisting of an outrider 
  (spider-mounted Skirmisher), five spears (Soldiers with 
  spears), and five archers (Skirmishers).
   
  0
  Mobile command consisting of Vish (spider-mounted 
  Chief), Bograt (spider-mounted Shaman), Nurd (spider-
  mounted Elite), and two spider riders (mounted Soldiers 
  with spears). 
   
  0
  Twelve Human captives, six Ungor captives, and two Gor 
  captives.
  
  0
  THE CLUSTER -EYE TRIBE 
  19
  VISH’S WARBAND TALENT AND TRAIT SUMMARY
  VISH
  Arboreal: Add Agility bonus (+5) in SL to all Stealth and 
  Climb Tests in woodlands.
  Armour 3: Remove 3 points of Damage from attacks, to a 
  minimum of 1. Including Toughness Bonus, remove 7 points of 
  Damage from attacks on Vish.
  Afraid (Elves): -1 SL on Tests that effect Elves (such as attacks) 
  until an Cool Test is passed with at least +1 SL.
  Infected: Wounded targets must pass an Easy (+40) Endurance 
  Test or contract a Festering Wound (WFRP page 187)
  Night Vision: Can see 20 yards in near-darkness, and light 
  sources illuminate an additional 20 yards
  Combat Aware: Make a Challenging (+0) Perception Test to 
  ignore surprise. 
  Combat Reflexes: Vish has an effective Initiative of 55 when 
  determining turn order in combat.
  Inspiring: With a  successful Challenging (+0) Leadership Test, 
  Vish issue orders to a number of goblins equal to 5 times his 
  Fellowship Bonus + SL from the Test. 
  Resolute: Vish gains +1 to his Strength Bonus, and therefore 
  Damage, when he Charges an opponent.
  Warleader: All Cluster-Eye goblins who can see may Vish add 
  +1 SL to one Willpower Test each round. 
  Bonus SL Summary: +2 SL to Leadership in battle. +1 SL on 
  Perception during melee. +5 SL to Stealth and Climb Tests 
  in Combat
  BOGRAT
  Arboreal: Add Agility bonus (+4) in SL to all Stealth and 
  Climb Tests in woodlands.
  Afraid (Elves): -1 SL on Tests that effect Elves (such as attacks) 
  until an Cool Test is passed with at least +1 SL.
  Infected: Wounded targets must pass an Easy (+40) Endurance 
  Test or contract a Festering Wound (WFRP page 187)
  Night Vision: Can see 20 yards in near-darkness, and light 
  sources illuminate an additional 20 yards
  Petty & Arcane Magic: Bograt can cast the spells listed in his 
  proilke.
  Second Sight: Bograt can see the Winds of Magic.
  Bonus SL Summary: +4 SL to Stealth and Climb Tests in 
  woodlands.
  FOREST GOBLIN ELITE
  Arboreal: Add Agility bonus (+4) in SL to all Stealth and 
  Climb Tests in woodlands.
  Armour 2: Remove 2 points of Damage from attacks, to a 
  minimum of 1. Including Toughness Bonus, remove 6 points of 
  Damage from attacks on Forest Goblin Elites. 
  Shield 2: The creature carries a Shield, which it may use to 
  oppose most attacks using its Melee (Parry) skill. If it does 
  so, add +2 Armour against this attack if it hits, for a total of 
  8 Armour.
  Afraid (Elves): -1 SL on Tests that effect Elves (such as attacks) 
  until an Cool Test is passed with at least +1 SL.
  Infected: Wounded targets must pass an Easy (+40) Endurance 
  Test or contract a Festering Wound (WFRP page 187)
  Night Vision: Can see 20 yards in near-darkness, and light 
  sources illuminate an additional 20 yards
  Combat Aware: Make a Challenging (+0) Perception Test to 
  ignore surprise. 
  Combat Reflexes: This creature has an effective Initiative of 50 
  when determining turn order in combat.
  Resolute: This creature gains +1 to his Strength Bonus, and 
  therefore Damage, when they Charge an opponent.
  Bonus SL Summary: +1 SL to parry incoming attacks. +1 SL 
  on Perception during melee. +4 SL to Stealth and Climb Tests 
  in Combat.
  FOREST GOBLIN SKIRMISHER
  Arboreal: Add Agility bonus (+4) in SL to all Stealth and 
  Climb Tests in woodlands.
  Afraid (Elves): -1 SL on Tests that effect Elves (such as attacks) 
  until an Cool Test is passed with at least +1 SL.
  Infected: Wounded targets must pass an Easy (+40) Endurance 
  Test or contract a Festering Wound (WFRP page 187)
  Night Vision: Can see 20 yards in near-darkness, and light 
  sources illuminate an additional 20 yards
  Flee: The Skirmishers Movement increases to 5 when running 
  away.
  Marksman: +5 to BS, which has already been included.
  Bonus SL Summary: +4 SL to Stealth and Climb Tests in 
  woodlands. +1 SL to Athletics Tests when fleeing.
  
  EXPLORE ULRIC'S CHOSEN CITY IN 
  MIDDENHEIM: CITY OF THE WHITE WOLF
  To find out more about Middenheim: City of the White Wolf
  as well as a host of other game expansions and resources, visit
  www.cubicle7games.com
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/4th Edition/The Cluster-Eye Tribe.pdf