Petra
Goblin Faction
by: yleecoyote
(The
following is a work in progress, taken from the Crucible list with the
permission of the author. It is not strictly an "official" list, but feel
free to try it out and send in some feedback!)
Loa
See below regarding stats
Formation: Individual
Weapon: Claws DFT Mod 1
Unit size: 1
Availability: General
Cost: ???
I was thinking about the
concept of multiple choices for a general
based on 2,3 or even 4 different
VooDoo Loa. I like the idea of having
multiple generals to choose
from for your army. For example:
Agua: Special ability Earthquake.
Can cause target units to lose thier
movement for the turn (or
other nasty earthshaking ability)
Krabinay: Special Ability
powerful leap &/or Berserk. Additional
movement/First Strike/Additional
bonus for charge.
Marinette-Bwa-Chech (Female):
Special ability burn opponent/cause
fire. Something simple like
a fireball or possibly lighting differnt
locations on fire/destroying
terrain features.
Goblin Hougan
Move: 4/6, BF: 10, DF: 6,
Dis: 5 Psy: 5 Att: 1 Wds: 1 Size:
Medium
Formation: Individual
Weapon: Dagger DFT Mod 0
Unit size: 1
Availability: Rare
Cost: ???
Spell caster: Rune Magic
(I was thinking about different totems,
VooDoo dolls, Gris Gris,
etc. Dont have anything concrete yet though.)
Gator Riders
Move: 6/10, BF: 8, DF: 6,
Dis: 6 Psy: 8 Att: 3 Wds: 2 Size:
Medium (I went with Medium
due to having a small Goblin on the back of
a Gator. Dont know, what
do you guys think??)
Formation: Light Cavalry
Weapon: Spear (DFT MOD 1,Shaft
weapon), Bite (DFT MOD 2, 2 attacks)
Unit size: 1-5
Availability: Uncommon or
Rare
Cost: ???
Special Abilities: Gator
Riders do not get first strike when they
charge.
Water fiends: Gator Riders
may move through any water terrain without
penalty. Gator Riders gain
a -2 DF when thier base is completely
within a water terrain feature.
Gator riders may charge through water
terrain features.
Charmed serpents
Move: 3/5, BF: 9, DF: 9,
Dis: 3 Psy: 10 Att: 1 Wds: 1 Size:
Small
Formation: Horde
Weapon: Bite (DFT MOD 1)
Unit size: 5-15
Availability: common
Cost: 10
Poisoinous bite. Any model
with more than 1 wound that is wounded by a
Charmed serpent must make
1 additional DF test for each successful
attack (this isnt worded
well I know, but its supposed to say that a
Charmed serpent can cause
1 add'l wound if it causes 1 wound & each
serpent attack is cumulative.
Getting tired, need sleep).
I obviously have far too
much time on my hands (bored at work you
know).
If anyone has any somments
about these units it is more than welcome.
Goblin Harpies
Move: 3/5/10, BF: 10, DF:
10, Dis: 6 Psy: 10 Att: 1 Wds: 1 Size:
Medium
Formation: Picket
Weapon: Claws DFT Mod 1
Unit size: 5-15
Availability: Uncommon
Cost: 20
Flight: Harpies may fly up
to 10" in the movement phase. Harpies may
only fly at low altitude.
Vile Temper:
During the movement phase
each Harpy may make an single attack on any
1 model that the Harpy flies
over. As the Harpies fly through battle
they drop filth onto their
opponents. This attack causes no damage,
but reduces the effected
models Attack stat by 1. This effect is
cumulative. No model's attack
stat may be reduced below 0. This
effect lasts until the following
movement phase. Models effected by
Vile Temper may not strike
back against routed units.
A Harpy may not make a HTH
attack during the same turn it uses the
Vile Temper ability.
Harpies are created in much
the same way as Trolls. An infant Bat is
nursed on the blood of a
Goblin in a lengthy ritual, which takes 2
days to complete. As the
ritual progresses the infant bat becomes
more & more crazed &
eventually rips out the throat of the
enchanting Goblin.
Harpies are extremely bloodthirsty
& are difficult to rout (as
evidenced by their Dis stat),
but are very suseptible to magic (as
evidenced by thier Psy stat).
Swamp Zombies
Swamp Zombies differ from
thier Necromancer counterparts in one very
very important way. They
are'nt dead! Swamp Zombies are the
captured victims of Goblins
that have become posessed by the various
malign spirits that VooDoo
Goblins commune with. Because the victim's
body is controlled by a
spirit that feels no pain (or remorse & will
never ever stop) Swamp Zombies
must be literally ripped apart to be
destroyed. They are here
to Terminate you!!!
Move: 4/6, BF: 8, DF: 8,
DIS: 4, PSY: 8, ATX: 2, WDS: 3, Size: Medium
Formation: Skirmish
Weapons: Fists (DFT MOD
0)
Point value: 25
Unit size: 5-20
Availability: Common
Special Abilities: Feel no
pain. Because the spirits controlling the
bodies of the swamp zombies
feel no pain & are nearly impossible to
demoralize their DIS stat
can never be modified. The Swamp Zombies DIS
stat is always a 4.
Lets Go I'm bored: If a
unit of Swamp Zombies does rout it will never
rally.
Will 'O the Wisp
The Will 'O the Wisp is a
spirit of the swamp that gains its strength
from the misery of living
creatures. It lures its victims into sink
holes or the clutches of
Goblin hordes in order to feed from the
victims pain & suffering.
Move: -/-/12, BF: -, DF:
6, DIS: 6, PSY: 6, ATX: -, WDS: 2, Size:
Small
Formation: Individual
Weapons: None
Point value: 75
Unit size: 1
Availability: Unique
Special Abilities: Flight:
The Will 'O the Wisp may fly up to 12
inches during the movement
phase. The Will 'O the Wisp may only fly at
low altitude.
Follow the bouncing ball.
During each Magic phase the Will 'O the Wisp
can target 1 unit or individual
within 18" & LOS. If the target fails
a PSY test it must run in
its next movement phase to move as close as
possible to the Will 'O
the Wisp (no DIS test is required for the unit
to make its run).
NOTE: Models that run can
not end thier movement in base to base
contact with another model.
I have you now: Once per
game during the movement phase the Will 'O
the Wisp can declare 1 unit
or individual within 6" of the Will 'O the
Wisp & in a terrain
feature (any terrain feature listed on the table,
page 104) as "trapped".
Each model that has its base within or
touching the terrain feature
must make a DF test with a DFT MOD of -2
or take 1 wound.
Moving target: The Will 'O
the Wisp is very difficult to target with
missle weapons. Any model
firing a missle weapon at the Will 'O the
Wisp suffers a +2 to its
BF. This is in addition to the modifier for
the Will 'O the Wisp being
a small target & flying.
The Possessed
The majority of the spirits
inhabiting the swamps of the Goblins are
not powerful enough to completely
control a living host. Its is not
unusual for Goblins that
are about to enter battle to allow themselves
to be possessed by these
minor spirits in order to acquire greater
combat skills.
Move: 5/8, BF: 8, DF: 9,
DIS: 7, PSY: 7, ATX: 1, WDS: 1, Size: Small
Formation: Horde
Weapons: Sword (DFT MOD
1)
Point value: 13
Unit size: 5-20
Availability: Uncommon
Gremlins
Gremlins are the slightly
smaller cousins of the Goblins. Like the
Goblins they delight in
making life miserable for any creature
unfortunate enough to be
their general vicinity. Gremlins are adept at
disrupting Magic & magic
items & are frequently used against an
opponents spell casters
in battle.
Move: 3/5/10, BF: 9, DF:
9, DIS: 9, PSY: 8, ATX: 1, WDS: 1, Size:
Small
Formation: Horde
Weapons: Short Spear (DFT
MOD 0)
Point value: 25
Unit size: 5-8
Availability: Rare
Special Abilities: Flight:
Gremlins may fly up to 10 inches during the
movement phase. Gremlins
may only fly at low altitude.
Annoying buggers: Once per
magic phase a unit of Gremlins may attempt
to counter the effects of
a single spell after it is successfully
cast. The Gremlin unit must
be within 8" of the model attempting to
cast the spell/use the relic.
If the Gremlins make a successful PSY
test the spell is unsuccessful,
but all costs of the spell must still
be paid (runes, for Rune
Magic, charges for Relics, etc.). If this
ability is used against
Warp spells that Warp Spell is no longer
available to that army.
Goblin Snipers
When the Petra Goblins first
encountered the Orcs it didn't exactly
go well. The Petra Goblins
fell down laughing at the loincloth &
headdress attired Orcs.
In an attempt to show their (lack of) respect
for the Orcs the Goblin
snipers developed. They dress in loin clothes
& headdresses made from
swamp moss. Though Goblins don't care for
javelins or slings they
developed their own missile weapon. They call
it the slingshot. It looks
very similar to a tiny sideways bow with a
handle at the bottom &
shoots small darts. At this time the Orcs
don't seem to be impressed
with the parody.
Move: 5/8, BF: 7, DF: 8,
DIS: 7, PSY: 7, ATX: 1, WDS: 1, Size: Small
Formation: Picket
Weapons: Slingshot [Range:
S 6, L 14, DFT MOD 0, ROF 1], Dagger [DFT
MOD 0]
Point value: 10
Unit size: 5-20
Availability: Uncommon
Petra Champion (AKA Croblin)
Petra champions are created
from the largest, craziest, most warlike
(remember this is by Goblin
standards) Goblins around. No one (not
even other Goblins) can
figure out why anyone would aspire to this
position because it means
almost certain painful death without any
fun at all! The aspiring
Goblin must capture a wild crocodile with
his bare hands & restrain
it while a Hougan performs a ritual which
binds the bodies & spirits
of the Goblin & crocodile into one
powerful being. The ritual
can only take place during the darkest
night of each lunar cycle
& lasts about 9 hours.
Move: 6/8, BF: 5, DF: 4,
Dis: 3 Psy: 8 Att: 3 Wds: 5 Size: Large
Formation: Individual
Weapon: Jaws (DFT MOD 3)
Unit size: 1
Availability: General, Unique
Cost: 165
Special Abilities:
Command Radius 12"
Massive Strength: The Petra
Champion is unnaturally strong & achieves
a deadly hit on an unmodified
BF roll of 10, 11 or 12.
If anyone runs any of
the units I have posted in a game please let me
know how they work (stats
too powerful?? Cots too high or low???
Unbalanced concept??
Ideas for improvements???)
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