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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