Kommenttia ja ehdotuksia saa laittaa niinkuin viimekerrallakin. Hyvisgobboja, uuh.
**************************************************************************************************************************************
The Sun Goblins
by “I Ride in a Dragon”
*****HISTORY OF THE SUN GOBLINS*****
In da distant past, there was but da Dark Ages of da north. Countless of us ´ere slain, but we pushed on. For even if the dark ´uns accepted their slavery, we did not, for we are da Sun Goblins, betrayers of Gork´ n´Mork and da chosen ´uns of almighty Three! We embarked to da Great Journey, moved ´ere and constructed our cities with the wisdom gods gave us. But still, da scaly ´uns did not accept us! We fought and we won. We spread to da mountains far away, building our cities and vanquishing any before us. But da world is filled with shadows, and these you must beware, for dreaded Dark ´Uns dwell there with their odd mushrooms and black robes. You must hate ´em. Remember these works, pups, remember and hate ´em.
To the eye of human, Sun Goblins are no different from normal goblin. This is, to tell the truth, not the case, for even if small, green and waving pointy spears, the Sun Goblins are far of the most disciplined of all of the greenskins. They have carved their own culture, they have their own gods, they do not actively seek battle and they do not, gods forbid, eat their smaller cousins. For the Sun Goblins have seen what happens when these things occur. The memories of the Dark Ages still haunt them, and no goblin wants to experience it again. Never.
The Dark Ages
In the distant ages, in the times of Sigmar, were the Dark Ages. The Sun Goblins had not yet found themselves, for they were under the boot of their bigger cousins, orcs. Most Sun Goblins originate from the Rock Peak tribe, which was nearly killed in the battle of Black Fire pass. After the battle, when orcs retreated to the south, the Rock Peak goblins followed and suffered at the hands of their vicious cousins.
Many battles were fought and many gobbos killed. At last, the leader of the Rock Peaks, Noggot Snotnose, gathered his fellows and rebelled against their weakened orcish masters. The battle was bloody, yet short, for Noggot led half of his army through mountains, attacking the orcs from the back. The following carnage was too awful to contemplate, and in the end, Noggot took the axe of their former orcish warboss Gruzak´Ulaga Bonebreaker, which was named simply Maic, "the Blade", because of the sound it did when hitting things with it.
Free at last, the Rock Peaks sought to leave the area of Badlands and find their way to place where they could live and squabble free. This was the beginning of the Great Journey.
The Great Journey
The Great Journey, or the Journey for short, is the epitome of Sun Goblins. They travelled hundreds of miles, from the Badlands to Khemri, where they lost countless of their number to heat and undead, from Khemri to the Southlands, where harsh jungle killed even more of them. Rare were the days when they had food or drink, and every night (and day) they were encountered by multitude of horrors, be it undead, heat, beasts of the jungle or "Monsters That Dwell Within Shadows."
Finally, the Rock Peaks moved from Southlands to the Worlds Edge Mountains, where they built their first city, Macu Picu.
Macu Picu was stationed in one of the highest peaks of Worlds Edge Mountains (in the area of Southlands) and it was built from stone. The city was stationed so sun would shine directly upon it. The goblins remembered the dark corners and nights when the monsters emerged from dark, making them flee in horror and fear. None wanted it to be repeated, and so the Goblins dedicated themselves to Sun and Light. For then, at least, they could see their enemy. The Rock Peaks named themselves the Sun Goblins, and Noggit Snotnose took himself the name of Atahuakpa, "the Son of Sun". The Great Journey was finally over.
The War with Lizardmen
But, even if they were small and green, the Sun Goblins were not unnoticed. The Lizardmen of Southlands saw the Sun Goblins as intruders. The combined lizardmen army from Zlatlan and Cuexotl marched towards Macu Picu, and Atahuakpa hastily started gathering what small soldiers he had left.
It seemed that everything was lost. The Lizardmen were far more greater both in skill and in number, and they were familiar with the terrain they were fighting on. The Goblins could only watch in horror as the blue tide of scales started to climb up towards Macu Picu.
But, the tide was turned by sudden opening of the clouds above. Rays of sunlight hit the climbing lizardmen, making them blind. Those lizards that did not fell were soon crushed by frenzied army of goblins. Surely this was a sign of their own superiority! The blind lizardmen had no choice but retreat, for they could not fight Macu Picu, later known as "Pool of Light". After the battle, priests started to have strong visions of three headed god, bringing forth the rays of light and sun. The god was known as Kruug, and Goblins gladly took him as their patron.
Kruug had three heads, one for each aspect of Sun Goblin: War, Craft and Life. The head of war, Quet, was bitter and angry, The head of Craft, Zal, was industrious and wise, and the head of life, Coatl, loved humour and health. So did the Kruug affect goblin life in every means, with his guidance the goblins have spread into 9 grand cities, all around the mountains of Southlands.
Sun Goblins Now
Nowadays, Sun Goblins are hearty folk, their life only blackened by the memories of Dark Ages. When a new goblin bursts out from the world, it is immediately carried to the closest home where it shall be fed and taken care of until it can live for himself. The Sun Goblins have learned what will happen when they go bickering amongst themselves, and so the aspect of duty and family is strong in goblin life. Some goblins serve as priests and scholars, maintaining the laws and problems of the Grand City. Others serve as soldiers, patrolling the mountains so the enemy will never attack their cities without soldiers waiting for them. Lastly there are the peasants, who maintain the buildings and nutrition of other goblins. The normal food of a goblin contains corn, potatoes and meat hunted by stalkers deep in the jungles beneath.
But shadows are lurking out there once more, and it seems that Sun Goblins must still arm themselves for another Journey, this time crusading against the darkness of world, forever purging it of the shadows and darkness. It is time to go war.
*****ARMY SPECIAL RULES*****
Bitter Cousins
Sun Goblins dislike their weaker cousins, the night goblins, who have left the great rays of the sun and dedicated themselves to darkness and shadow. To represent this, all Sun goblins hate night goblins. In addition, against Night Goblins, the Sun Goblins are immune to panic. (Note that this does not affect the mounts of sun goblins or any units that are not goblins, such as Gold Golems)
*****THE MAGIC OF KRUUG*****
----Lore of Kruug----
The Sun Goblin shamans and great shamans may choose their lore from any of the following: Fire, Beasts, Light or Life. They may also use their own unique lore, the Lore of Kruug, their golden-eyed god of sun. Shamans and Great Shamans will get +1 to cast if they use Lore of Kruug. The great shaman will also know the spell"Drain Magic" in addition to any other spells he might know, regardless of the lore used.
1. Gaze of Kruug 5+
This is a magic missile with a range of 24". If successfully cast, the Gaze of Kruug causes D6 Strength 2 hits. Night Goblins take D6 Strength 3 hits instead. No armour saves are allowed against wounds caused by this spell.
2. The Energy of the Sun 7+
This spell gives the player a chance of re-rolling dice during the remainder of his own turn. These re-rolls may be used for rolls to hit, rolls to wound, armour saves and ward saves. You can re-roll a dice rolled by your enemy by using this spell. If successfully cast, roll a D3 to determinate the number of re-rolls the player can make. Any re-roll not used by the player by the end of turn are wasted
3. Feel the Heat 7+ Remains In Play
This spell can be cast on any enemy unit within 24". Every model in the unit takes S3 hit with an additional -1 modifier to armour save. This is a flaming attack.
4. Light of Courage 9+
Every fleeing unit within 6" of the caster using this spell rallies automatically.
In addition, every friendly unit within 3" and in close combat will be considered stubborn.
5. Blinding Rays 10+
This spell can be target on any enemy unit that is visible to the caster and within 24". Roll a D6. On a roll of 1-3 the unit cannot move next turn and counts as moved for the purpose of shooting.
On a roll 4-6, roll a scatter dice. If "Hit" is scored nothing happens. If arrow is scored, the unit moves 2D6 to the direction shown by the arrow. If unit hits an friendly unit, it will stop. If unit hits enemy unit, it counts as charging.
6. Hand of Kruug 12+
Roll a dice for each of your own units. On a roll of 1-2, the unit moves 2" forward. On a roll of 3-5, unit gets one free move that can be a charge. On a roll of 6, the unit gets one free move that can be a charge, and can re-roll any failed rolls to hit in close combat for that turn only.
----Marks----
Sun goblins are not only restricted to spells, their clerics also have access to powerful Mark prayers. These are used by chanting a specific prayer song and by making a rune mark into the air. Any unit that has access to Marks will always know all of them. There is no need to roll spells.
Also casting the Marks is a little bit different than casting normal spells. First and foremost, they are not cast using power dice, nor they can be dispelled by means of dispel dice. When the unit wishes to cast ANY of the Mark, he and his opponent roll a single dice. If the caster scores higher, the Mark has been successfully chanted and takes place. If the caster rolls unmodified 1, he must take strength 3 hit. NOTE that hits etc. from prayers are NOT considered spell effects, so any item/spell protecting from spell effects will not affect Marks. Also its worth noting that wearing armour does not prevent unit from casting marks.
The unit using Marks can only chant a single Mark per turn.
1. The Mark of Protection
Cast this on any friendly single model on the battlefield. For that turn only, the model has a 5+ ward save and enemies take -1 to hit him in close combat.
2. The Mark of Pain
Cast this on any enemy unit within 16" an in line of sight of the caster. If successful, the unit takes D3 S4 armour piercing hits.
3.The Mark of Healing
Cast this on any friendly model within 8". No line of sight is needed. The unit regains 1 wound. Note that in case of ridden monsters, the player must choose which one (rider or monster) gains the wound.
This has no effect on war machines, chariots, undead or daemons.
*****GLITTY STUFF *****
****Magic Weapons****
Holy Thunderforce 100pts
Bound spell, Power lvl 3.
This golden scimitar seems to shine with inner light. In battle, its sheathed in blue lightning, immolating all who stand against it with its holy shocks.
Grants its wielder +2 Strength on all close combat attacks. Armour saves may NOT be taken against wounds caused by this weapon. Also, Holy Thunderforce contains the bound spell “Forked Lightning” from the lore of Heavens.
****Magic Armours****
Crystal Armour 45pts
Made from single block of rare Everbling Crystal, This armour protects its wearer with magical properties, channelling the rays of sun to grant healing properties on its wearer.
Heavy armour. Also, the wearer counts as having “Regeneration”- special rule
Glittershield 40pts
Rays of purging light shoot out from this shield, blinding the attackers and bringing purgation to its dark cousins.
Shield. The attackers suffer -1 to hit if attacking the wearer. Also, any Night Goblin wishing to attack the wearer suffers a S3 hit after the attack has been resolved. Note that this will take place even if the wearer was killed by the attack.
Primal Wraps 40pts
This robe-like armour is wrapped around the wearer, lending him courage and fury on the battlefield.
Light armour. The wearer is Frenzied and Stubborn.
Armour of Kruug 25pts
Glittering gold armour decorated with the three heads of Kruug, this armour is unbreakable and guaranteed to last forever.
Includes shield that must be used at all times. Gives 2+ armour save that cannot be improved by any means.
****Talismans ****
Amulet of Quet 30pts
Incorporating the first head of Kruug, this amulet imbues its wearer with power as he charges headlong into the ranks of enemy.
The wearer and the unit he is withing gain +1S on the turn they charge.
Amulet of Zal 30pts
Bound spell. Power level 4
Incorporating the second head of Kruug, this amulet destroys their enemies artifacts with the wrath of a craft-god himself.
Contains the spell “Law of Gold” from the Lore of Metal.
Amulet of Coatl 30pts
Incorporating the third head of Kruug, this amulet wraps its wearer with potent protective field.
The model carrying Amulet of Coatl has a 5+ ward save.
*****THE ARMY LIST*****
--Mounts--
Giant Wolf
Koodi: Valitse kaikki
M WS BS S T W A I LD
9 3 0 3 3 1 1 3 3Koodi: Valitse kaikki
M WS BS S T W A I LD
3 3 0 3 3 1 1 4 5Fly
War Salamander
Koodi: Valitse kaikki
M WS BS S T W A I LD
5 4 0 4 4 3 3 3 5Breathe S3 Fire
Scaly Skin (+4 armour save)
Cause fear
*****Lords:*****
Sun Goblin Lord 85pts
Koodi: Valitse kaikki
M WS BS S T W A I LD
4 5 4 4 4 3 3 5 9 *May choose either a Spear (+4pts), a Great weapon (+4pts)
or additional hand weapon (+4pts).
*May also have a bow (+6pts) or shortbow (+4pts)
*May wear either light armour (+4pts), heavy armor (+7pts).
May also carry a shield (+4pts)
*May ride either a Giant wolf (+15pts), a Giant crow (+30pts) or a War Salamander (+90pts)
*May choose magic items from the common magic items list for up to 100pts.
Sun Goblin Great Shaman 160pts
Koodi: Valitse kaikki
M WS BS S T W A I LD
4 3 3 3 4 3 1 3 8Magic: Sun Goblin shaman is a level 3 wizard. He may choose any of the following lores:
Fire, Beasts, Light, Life or Kruug
*May be upgraded to a level 3 wizard for +35pts.
*May ride a Giant Wolf (+15pts) or a Giant Crow (30pts).
*May choose magic items from the common magic items list for up to 100pts.
Firstborn 125pts
Koodi: Valitse kaikki
M WS BS S T W A I LD
4 6 4 5 5 3 3 5 10 *May rchoose a Great weapon (+4pts) or additional hand weapon (+4pts).
*May wear either light armour (+4pts) or heavy armor (+7pts).
May also carry a shield (+4pts)
*May choose magic items from the common magic items list for up to 100pts.
Special rules:
Curse of the Firstborns
Stubborn
Curse of the Firstborns
There are still those who remember the horrible times of the Dark Ages and the Great Journey. These Goblins are very old, but still, their skills match even those of the younger pups and their wisdom is far greater and deeper. Still, the memories of the distant pasts when the Sun Goblins didnt yet exist haunt them for the rest of their life, and eventually, they shall make the Firstborn barking mad, seeking death in order to free himself from these horrendous visions. The Firstborn is considered as Immune to Psychology, Stubborn and he is suffering from Frenzy, wich he can never lose. The Firstborn and any unit he is with must ALWAYS move towards closest unit as fast as they can.
Firstborn can NEVER be the army general.
*****Heroes:*****
Sun Goblin Hero 40pts
Koodi: Valitse kaikki
M WS BS S T W A I LD
4 4 4 4 4 2 2 4 8*May choose either a Spear (+3pts), a Great weapon (+3pts)
or additional hand weapon (+3pts).
*May also have a shortbow (+5pts)
*May wear either light armour (+3pts) or heavy armor (+6pts)
May also carry a shield (+3pts)
*May ride a Giant wolf (+12pts).
*May choose magic items from the common magic items list for up to 205pts.
Sun Goblin Shaman 60pts
Koodi: Valitse kaikki
M WS BS S T W A I LD
4 3 3 3 3 2 1 3 7Magic: Sun Goblin shaman is a level 1 wizard. He may choose any of the following lores:
Fire, Beasts, Light, Life, Kruug
*May be upgraded to a level 2 wizard for +35pts.
*May ride a Giant Wolf (+12pts).
*May choose magic items from the common magic items list for up to 50pts.
Sun Goblin Priest 65pts
Koodi: Valitse kaikki
M WS BS S T W A I LD
4 4 3 4 4 3 1 4 7Magic: Priest dont use magic as normal shamans do, instead they have access to all Mark Prayers. They still generate dispel dice as normal lvl 1 wizard would do.
*May choose additional hand weapon (+3pts) or Great Weapon (+4pts)
*May have Light armour (+3). May also have a shield (+3pts)
*May ride a Giant Wolf (+15pts) or a Giant Crow (30pts).
*May choose magic items from the common magic items list for up to 50pts.
*****Core:*****
Goblin Warrior 4pts
Koodi: Valitse kaikki
M WS BS S T W A I LD
4 3 3 3 3 1 1 3 6 =Gobbo Warrior
4 3 3 3 3 1 2 3 6 =Gobbo ChampionEquipment: Hand Weapon and shields
Upgrade one Goblin Warrior to Standard Bearer for +8pts
Upgrade one Goblin Warrior to Musician for +4pt
Promote one Goblin Warrior to Champion for +8pts
*The whole unit may be upgradged with light armour (+1pts for model)
*Any unit may also have Shortbows (+2pts per model) and may change its hand weapons to spears (+1pts per model)
Special rules:
Bitter Cousins
Goblin Rider 14pts
Koodi: Valitse kaikki
M WS BS S T W A I LD
4 3 3 3 3 1 1 3 6 =Gobbo Rider
4 3 3 3 3 1 2 3 6 =Gobbo OutriderEquipment: Spears, light armours.
Mounts: Giant Wolfs
Upgrade one Gobbo Rider to Standard Bearer for +10pts
Upgrade one Gobbo Rider to Musician for +6pt
Promote one Gobbo Rider to Outrider for +10pts
*Any unit may also have Shortbows (+2pts per model) or exhange their spears for shortbows for +1pts per model.
Special rules:
Light Cavarly
Bitter Cousins
*****Special:*****
Goblin Greatclub 11pts
Koodi: Valitse kaikki
M WS BS S T W A I LD
4 4 3 3 3 1 1 3 7 =Gobbo Greatclub
4 4 3 3 3 1 2 3 7 =SmasherEquipment: Great Weapon, Heavy armor
Upgrade one Goblin Greatclub to Standard Bearer for +8pts
Upgrade one Goblin Greatclub to Musician for +5pt
Promote one Goblin Greatclub to Champion for +10pts
Standard bearer may carry a magic banner worth up to 50pts.
Special rules:
Immune to psychology
Bitter Cousins
Gold Golems 60pts
Koodi: Valitse kaikki
M WS BS S T W A I LD
4 4 0 4 4 3 3 3 8 =Gold Golem
4 4 0 4 4 3 4 3 8 =Ancient GolemEquipment: hand weapon
You may give them additional hand weapon for 4p/model or great axes for 5p/model.
One Gold Golem may be promoted to Ancient for +18pts
Special rules:
Immune to psychology
Unbreakable
Magic Resistance (1)
Golden Skin Skin (+5 armour save)
Goblinhood of Crow 23pts
Koodi: Valitse kaikki
M WS BS S T W A I LD
4 3 3 3 3 1 1 2 3 =Crowrider
4 3 3 3 3 1 2 2 3 =CrowlordEquipment: Spears, light armours, shields.
Mounts: Giant Crows
Upgrade one Crow Rider to Standard Bearer for +14pts
Upgrade one Crow Rider to Musician for +8pt
Promote one Crow Rider to Crowlord for +14pts
Special rules:
Flying Cavarly
Bitter Cousins
Light Chariot 50pts
Koodi: Valitse kaikki
M WS BS S T W A I LD
- - - 5 4 3 - - - =Chariot
4 3 3 3 3 1 1 3 6 =Gobbo CrewArmour Save: +5
Drawn by: 2 Giant Wolfs
*Upgrade any Light Chariot for Heavy Chariot for +30pts.
Heavy chariot has +1 Toughness, +1Wound and armour save of 4+, but also -1 movement.
Note that 1-2 chariots count as only one Special choice.
Special rules:
Chariot
Crew has Bitter Cousins
Goblin Stalkers 14pts
Koodi: Valitse kaikki
M WS BS S T W A I LD
4 3 3 3 3 1 1 4 7 =Gobbo Stalker
4 3 4 3 3 1 2 4 7 =WindwalkerEquipment: Two hand weapons, Bow,
Promote one Goblin Stalker to Windwalker for +10pts
Special rules:
Bitter Cousins
Skirmish, Scouts
Stalkers
Stalkers: Goblin Stalkers are expert woodsmen, living in the harsh jungles of Southland scouting for enemies and hunting food for their brethen living above. They are specially adapted in stalking near their prey unseen, and, when situation arises, hiding themselves in virtually any terrain. To represent this, Stalkers are -1 to hit when enemy tries to shoot them. Note that this is cumulative with -1 to hit form their status as skirmishers, resulting as -2 to hit.
*****Rare:*****
Bolt Launcher 45pts
Koodi: Valitse kaikki
M WS BS S T W A I LD
- - - - 6 3 - - - =Launcher
4 2 3 3 3 1 1 3 6 =Gobbo Crewman
4 3 3 3 3 1 1 3 7 =Gobbo EngineerPromote one crewman to Gobbo Engineer for +5pts
Note that 1-2 Bolt Launchers count as only one rare choice
Special rules:
Bolt Thrower
Crew has Bitter Cousins
0-1 War Drum 190pts
Koodi: Valitse kaikki
M WS BS S T W A I LD
4 2 3 3 3 1 1 2 6 =DrummerSpecial rules:
Bitter Cousins
War Drum
War Drum: The war drum is a potent artifact, made by the high shamans. Every city has at least one War Drum, for it sole purpose is not the War, but it also acts as a focus point in ceremonys where the priests try to contact the spirits of the gods, filling them with knowledge and power. A war drum is an ancient and powerful symbol of Gobbo religion, and it bears many blessing. It has magic resistance of 2 (wich it confers to the drummers), and it causes Terror In addition, all friendly units within 14" of the War Drum will gain +1 initiative and can re-roll hits that missed.
War Drum doesnt have a statline as such, instead it can be not attacked in close combat (NOTE that Drummers may still be attacked). When shooting or casting magic against the War Drum, roll a dice. On a roll of 1-4 it hits the drum and is discounted. On roll of 5-6 it hits the crewman instead, resolve the hit as normal. When all the drummers are dead, the War Drum is removed from play. Such is the faith of the drummers that they are counted as being Unbreakable and Immune to Psychology.
If the War Drum is killed in the end of the game, the Gobbos have lost one of their greatest focuses of faith. This is resolved as an extra 50 Victory points to the enemy.
***************************************************