For ages, sceptics have shunned the research of Goblinoid ecology, insisting that the information found by such 'ludicrous' scholars is completely pointless. However, in recent times the research of Goblinoid ecology has been used in effective ways, saving lives and is even responsible for winning battles.
These are not 'official' rules, but we hope that Ore & Goblin players will try them out and give some feedback on how they work on the field of battle.
They are indigenous to the volcanic Red Cloud Mountains that lay south of the Badlands and other volcanic regions around the globe. Although Fire Kobolds have a greenish skin tone, they are covered in large patches of deep red or orange tones. In fact, at first glance they look like Goblins with some type of horrific skin disease, fungus infestation or who are perhaps covered with blotches of red war paint.
Reports have suggested that these Goblinoids spit small wads of fire as a brutal attack and natural defence mechanism, though others have reported that they simply favour the use of flaming arrows. At the same time, fire based weapons seem to have little or no effect at all on these Kobolds, which would suggest that their volcanic environment has had a profound effect on this species of Goblinoids.
Core Unit
3 points per model
Fire Kobolds | |||||||||
---|---|---|---|---|---|---|---|---|---|
Profile | M | WS | BS | S | T | W | I | A | Ld |
Fire KoboId
|
4
|
2
|
3
|
3
|
3
|
1
|
2
|
1
|
6
|
Kobold Boss
|
4
|
2
|
3
|
3
|
3
|
1
|
2
|
2
|
6
|
|
Weapons & Armour: Hand weapon and shield.
Options:
- Any unit may be equipped with spears for +1 pt/model.
- Any unit may be equipped with light armour for +1 pt/model.
- Upgrade one Fire Kobold to a Musician +4 pts.
- Upgrade one Fire Kobold to a Standard Bearer for +8 pts.
- Promote one Fire Kobold to a Kobold Boss for +8 pts.
- Spit Fire: Fire Kobolds may spit tiny streams of fire at enemies during the Shooting phase. This attack counts as a thrown weapon. All Spit Fire attacks count as Fire attacks, of course!
- Fire Resistant: Fire Kobolds live in and along mountainous volcanoes and fire pits, this has affected their Goblinoid physiology with several fiery traits. All fire-based attacks (ie, fire balls, Skaven Warpfire Throwers, Dragon Breath, etc) suffer a -1 Strength penalty when rolling to wound Fire Kobolds. For example, a fire ball (normally S4) would be lowered to S3 when rolling to wound a Fire Kobold.
Attack | Maximum Range | Strength |
---|---|---|
Spit Fire
|
8"
|
4
|
Rare Unit
5 points per model
Troglagobs | |||||||||
---|---|---|---|---|---|---|---|---|---|
Profile | M | WS | BS | S | T | W | I | A | Ld |
Troblagob
|
4
|
2
|
3
|
3
|
3
|
1
|
2
|
1
|
5
|
TrogBoss
|
4
|
2
|
3
|
3
|
3
|
1
|
2
|
2
|
5
|
|
Weapons & Armour: Hand weapons and javelins.
Options:
- Troglagobs may exchange their javelins for short bows for +1 pt/model.
- Promote one Troglagob to a Trog Boss for +8 pts.
- Aquatic: Troglagobs are sea dwelling Goblins, making them experts at swimming and moving speedily through aquatic features. Troglagobs may count marshes, rivers, streams, lakes and any other water terrain feature as open ground and so can move through water terrain without any of the normal penalties. Also, when in such terrain Troglagobs benefit from soft cover.
- Skirmish: Unlike most Goblinoids, Troglagobs always fight in loose formations. Troglagobs are skirmishers and follow all the rules governing skirmish troops as described on pages 115-116 of the Warhammer rulebook.
- Poisoned Attacks: Troglagobs coat their weapons with ichor from poisonous sea monsters. All shooting attacks made by Troglagob arrows and javelins count as poisoned attacks See page 114 of the Warhammer rulebook for details. Note: Poisoned attacks wound targets automatically on a To Hit roll of 6. If you need a 7 or more to hit, the poison has no effect and cannot wound automatically.
Being much more brutally ambitious than the average Goblin, Hill Goblins enjoy fighting almost as much as Ores do and will occasionally sell their services as mercenaries to armies that will put up with them. Wrestling and brawling are favoured leisure activities for these hulking Goblins and they enjoy nothing more then bullying around their smaller Goblinoid cousins.
Core Unit
4 points per model
Hill Goblins | |||||||||
---|---|---|---|---|---|---|---|---|---|
Profile | M | WS | BS | S | T | W | I | A | Ld |
Hill Goblin
|
4
|
2
|
3
|
3
|
4
|
1
|
2
|
1
|
6
|
Goblin Boss
|
4
|
2
|
3
|
3
|
4
|
1
|
2
|
2
|
6
|
|
Weapons & Armour: Hand weapon.
Options:
- Any unit may be equipped with great weapons for +2 pt/model or additional hand weapons for + 2 pt/model.
- Any unit may be equipped with light armour for +1 pt/model and or shields for +1 pt/model.
- Upgrade one Hill Goblin to a Musician +4 pts.
- Upgrade one Hill Goblin to a Standard Bearer for +8 pts.
- Promote one Hill Goblin to a Goblin Boss for +8 pts.
- Big Bullies: Hill Goblins are especially nasty and aggressive Goblins that love nothing better then showing off and bullying around smaller Goblinoids such as Kobolds and Night Goblins. To represent this, if your army includes any other types of Goblins (including Hobgoblins) then the Hill Goblins will fail their Animosity tests on a 1 or a 2 rather than just a 1 (see pages 8-9 of the Orc& Goblin army for details of Animosity). Note this rule only applies if your army does NOT include any Orc units. Even Hill Goblins know their place and will avoid getting into a brawl with an Orc!
Once the armies of the Tomb Kings destroy the green-skinned interlopers, the Liche Priest summons the rotting Goblinoid carcasses back from the grave, adding them to their lord's horrific legions. However, some of these Undead Goblins somehow find their way back to their homelands.
Unlike Humans, Elves and Dwarfs, an Undead Goblin corpse retains a small pan of its mischievous and unpleasant qualities from its previous malevolent life. These Undead Goblins, known as Dust Goblins, still bicker and taunt one another like spiteful children.
Rare Unit
8 points per model
Dust Goblins | |||||||||
---|---|---|---|---|---|---|---|---|---|
Profile | M | WS | BS | S | T | W | I | A | Ld |
Dust Goblin
|
4
|
1
|
3
|
3
|
3
|
1
|
1
|
1
|
2
|
Morbid
|
4
|
1
|
3
|
3
|
3
|
1
|
1
|
2
|
2
|
|
Weapons & Armour: Hand weapons and Blowpipe.
Options:
- Promote one Dust Goblin to a Morbid for +10 pts.
- Break Tests: Dust Goblins are Unbreakable. If the Dust Goblins are beaten in combat, they suffer one extra wound for every point they lost the combat by, with no saves of any kind allowed.
- Immune to Psychology: Dust Goblins are immune to psychology.
- Charge Reactions: Dust Goblins are allowed to make charge reactions. Note that this is an exception to the normal Undead rules.
- Marching: Dust Goblins may make march moves. Note that this is an exception to the normal Undead rules.
- Cause Fear: Dust Goblins cause fear.
- Dead: Undead Goblins cannot be joined by characters.
- Blowpipe: Dust Goblins carry small blowpipes and coat their darts with scorpion venom. Blowpipes have a range of 12" and 2 x Multiple Shots. They suffer penalties for long range, moving and shootings, etc. as normal. All shots are resolved with a Strength of 3.
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