Goblins

bY:aARON bASHAM

goblins are brownish orange creatures no bigger then dwarfs and more numerous then Ratkins. They have no solid holdings and the only stronghold they have is "MY CITY!!!" in the Northern Wastes. They are scavengers in the extreme and even their weapons and armor have all been stolen or discovered in a trash pile. what few weapons that they make are shoddy and tend to fall apart, the only highly notable exception is the rum gun. They run to war no simply to loot and pillage everything they can find and make the ultimate rum run, one big enough to shoot the whole world out of it.

Infantry

Goblins

-Goblins are the basic infantry of a goblin army. Even when in large numbers they are weak fighters however few things can stop that many goblins.

M	Cs	SS	P	Ar	L	sp	at	co	n	pts
4”	5plus	4plus	2	1	1	3	1	1	30	60

Type:infantry

Equipment:club

command points:1

Upgrades:May take spears for 30pts, banner 10 pts, war horn 5 pts, light armor(+1ar) 30 pts, shield(+1Ar)and sword 30pts may take a champion for 5 points.

Geniuses

-Geniuses are hailed as some of the smartest goblins there are. They arm themselves with bows to kill the enemy from a distance.

M	Cs	SS	P	Ar	L	sp	at	co	n	pts
4”	5plus	4plus	2	1	1	3	1	1	30	120

Type:infantry

Equipment:club,short bow

command points:1

Upgrades:banner 10 pts, war horn 5 pts, light armor(+1ar) 30 pts may take a champion for 5 points.

Hackers

-Hackers are the closest thing that goblins have to a military elite. Even then they are only a threat in large numbers..

M	Cs	SS	P	Ar	L	sp	at	co	n	pts
4”	4plus	4plus	3	3	1	3	1	3	20	120

Type:infantry

Equipment:halberd, heavy armor

command points:1

Upgrades:banner 10 pts, war horn 5 pts, May take a Champion for 5 points.

elite core

Azazans

-Azazans are goblins who dedicate their lives to sneaking around and stabbing things. Needless to say, they are a very popular unit.

M	Cs	SS	P	Ar	L	sp	at	co	n	pts
4”	4plus	4plus	2	2	1	3	1	1	20	160

Type:infantry

Equipment:throwing knife, dagger, light armor

special rules:cohort, Sneaky sneaky

command points:1

Upgrades:may take a champion for 5 points.

Looters

-Looter embody everything that represents what a goblin is. Then they multiply it by a hundred and add the ability to crew war machines and actually fight.

M	Cs	SS	P	Ar	L	sp	at	co	n	pts
4”	4plus	4plus	2	3	1	3	1	3	15	150

Type:infantry

Equipment:club, heavy armor

special rules:cohort, Dat's Mine

command points:1

Upgrades:may take a champion for 5 points.

Spider goblins

-spider goblins are perhaps the most fearsome unit in a goblin army. They have many limbs, are fast, and ,above all, deadly.

M	Cs	SS	P	Ar	L	sp	at	co	n	pts
6”	3plus	4plus	4	4	2	5	3	3	6	90

Type:monster

Equipment:claws

special rules: fear

command points:3

Bat goblins

-also known as Idiots, bat goblins are goblins who fly around on a rum powered “Boom stick”. They usually have a short, but explosive, lifespan.

M	Cs	SS	P	Ar	L	sp	at	co	n	pts
4”	4plus	4plus	2	2	1	3	1	1	20	160

Type:infantry

Equipment:throwing knife, dagger, light armor, boom stick

special rules:cohort, fly

command points:1

Upgrades:may take a champion for 5 points.

Warmachines

Rum gun

-A Rum gun is the most popular warmachine the goblins have. This may be due to the fact that you get free rum when crewing it.

M	Cs	Ss	P	Ar	L	At	Sp	Co	N	Pts.
2”	-	-	-	4	2	-	-	-	1	45

Type:warmachine

crew:5 goblins

special rules:war machine, cohort

equipment:rum gun

command points:3

Spear gun

-a Spear gun is often a giant crossbow on an old wheel barrel. They are often stolen or fabricated from stolen parts.

M	Cs	Ss	P	Ar	L	At	Sp	Co	N	Pts.
2”	-	-	-	4	2	-	-	-	1	35

Type:warmachine

crew:5 goblins

special rules:war machine, cohort

equipment:Balista

command points:3

Fishing boat

-As goblins rarely ever make their own weapons it is hardly a shock that they also don't make their own ships. The most common kind is stolen fishing ships “re-purposed” for war.

M	Cs	Ss	P	Ar	L	At	Sp	Co	N	Pts.
5”	5plus	4plus	3	2	2	1	3	1	1	50

Type:ship

crew:10 geniuses

special rules:ship, transport

command points:5

Leaders

Slinga

-Slinga is the current head of My City and has been so for the last one hundred years. He is also one of the most accomplished wizards the goblins have ever known.

M	Cs	SS	P	Ar	L	sp	at	co	n	pts
4”	4plus	4plus	4	3	3	3	2	4	1	95

Type:infantry

special Rules:loner, unique, caster(Drain, slinga's wraf), protection(3+), inspiring

equipment:Slinga's robes, Slinga's staff

command points:5

Boss

-Also known as a chief or Da Boss, A boss is the Loudest and meanest goblin around. However, it is noticed that unless they start leading around a successful warband they never last long.

M	Cs	SS	P	Ar	L	sp	at	co	n	pts
4”	4plus	4plus	3	2	2	3	2	3	1	30

Equipment:sword, light armor

special rules:loner, inspiring

command points:3

upgrades: May take a shield for 5 pts., may take heavy armor for 5 pts., may take an axe or bow for 5 pts, or the army banner 25pts.

Super Genius

-A super Genius is a goblin who can use magic. They are called super genius' because they attack from far away and never need ammo.

M	Cs	SS	P	Ar	L	sp	at	co	n	pts
4”	4plus	4plus	3	2	2	3	2	3	1	50

Equipment:sword, light armor

special rules:loner, caster(Fire ball, BOO! Hehehe.)

command points:2

Spider goblin Boss

-A Spider Goblin Boss is a Spider Goblin who comes to lead a goblin tribe. More often then not, they are the only spider goblin in a tribe.

M	Cs	SS	P	Ar	L	sp	at	co	n	pts
6”	3plus	4plus	4	4	3	5	4	4	1	100

Equipment:claws

special rules:loner, inspiring, terror

command points:4

Goblin magic, rules, and equipment

These are objects which are unique to the Goblin Warbands.

-Ranged

name	range	p	rules
Rum gun	18”	3	D3 shoots, radius(1”)

-Weapons and other

name	rules
Slinga's staff	+2 P
Slinga's armor	+2 Ar, Protection(3+)

-Magic

name	range	effect	roll
Slinga's Wraf	24”	Target unit suffers 2d6 P6 hits	5plus
BOO! Hehehe	12”	Target unit causes fear until your next stand by phase.	4plus

Rules

name	effect
Sneaky, sneaky	The unit may be place anywhere on the board at least 10” away from any enemy unit.
Dat's mine	If a unit with this rule wins a close combat then roll a die. On the roll of a 6 the unit may take one random piece of equipment from the enemy unit. If the piece of equipment is worse then the one they have then take a different one. This includes warmachines.

-command

name	cost	effect
Mutilation	1	When a goblin unit (somehow) wins a close combat they may increase their Co permanently by D3-1(max 8) and add D6-5 command points