/TG/heim:Jungle Jammers (Forest Goblins): Difference between revisions

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==Information==  
==Information==  
  Warband rating: 112
  Warband rating: 124


Treasury: 5gc
Treasury: 0gc


Wyrdstone: 0
Wyrdstone: 0
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Special Rules: Natives (no penalty for moving forested areas), leader, Ride Spiders
Special Rules: Natives (no penalty for moving forested areas), leader, Ride Spiders


Experience: 17
Experience: 18


Advances:
Advances:
Line 65: Line 65:
Special rules: Natives, Animosity
Special rules: Natives, Animosity


Experience: 6
Experience: 7


Advances:  
Advances:  
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Special Rules: Natives, animosity
Special Rules: Natives, animosity


Experience: 6
Experience: 7


Advances:
Advances:
Line 99: Line 99:
Special rules: Natives, Animosity
Special rules: Natives, Animosity


Experience: 6
Experience: 7


Advances:  
Advances:  
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Special rules: Natives Animosity
Special rules: Natives Animosity


Experience: 6
Experience: 7


Advances:  
Advances:  
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Special rules: Natives, Wizard
Special rules: Natives, Wizard


Experience: 6
Experience: 7


Advances:  
Advances:  
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==Henchmen==
==Henchmen==


=== x1 Forest goblins ===
=== x4 Forest goblins ===


'''''These gobbos were the first vict- volunteers for Giblitz's expedition to Mordheim. The poor gits have barely known which end of the spear goes where.'''''
'''''These gobbos were the first vict- volunteers for Giblitz's expedition to Mordheim. The poor gits have barely known which end of the spear goes where.'''''
Line 155: Line 155:
Special rules: Natives, Animosity
Special rules: Natives, Animosity


Experience:  
Experience: 1


Advancements:
Advancements:

Latest revision as of 14:45, 25 June 2023

Jungle Jammers[edit]

A story of gobbos and their gods[edit]

Giblitz could see the vision, clear as day. Every night before he slept in his dirty hovel it would come in his dreams. A large towering figure made of gold and and green crystal, bigger than any tree or humie building would stride across the land scape destroying everything. Armies, cities and even the elven lands of Ulthuan (of course Giblitz didn't care where it was as it was killing elves) Underneath and beside the statue would be all the greenskins of the world chanting

"GORK! MORK! GORK! MORK! GORK! MORK!"

And there up in the sky, past clouds and birds, standing on the head of the great idol was Giblitz screaming oaths and praises to his war loving gods.

Giblitz awoke again. This time not in a panic or in a sweat, but with an evil smile creeping across his face and the fires of determination in his eyes.

His was gonna need gold. Lots of gold. And that funny looking stone from that ruined humie town to the north.... what was it called?

Ah yes.

Mordheim.

The forest felt fear and was silenced by the mad cacklings drifting in the night.

Information[edit]

Warband rating: 124

Treasury: 0gc

Wyrdstone: 0

Stored Equipment: none

Heroes[edit]

Cheiftan Giblitz[edit]

Leader of a local tribe of Forest Goblins driven by a vision of greatness. He travels to mordheim on his pet spider Spasms (named for what people do after they get bit by it) to gather enough gold and wyrdstone to create a giant effigy in the image of Gork (or Mork). And according to his dreams will come to life and wreck everything. And that is all right by him.

Chieftain M: 4 WS: 5 BS: 6 S: 3 T: 3 W: 3 I: 6 A: 1 Ld: 7

Equipment: Boss pole ( all goblins within 6 inches ignore animosity this weapon is treated as a spear.), light armor, short bow, Giant spider

Special Rules: Natives (no penalty for moving forested areas), leader, Ride Spiders

Experience: 18

Advances:

Skills: Combat: , Shooting:, Academic, Speed:Dodge (5+ dodge missile weapons)

Spasms[edit]

Giant spider M: 7 WS: 3 BS: 0 S: 3(4) T: 3 W: 1 I: 4 A: 1 Ld: 4

Special rules: Mount, Wall walk ( may walk up and down walls without making iniative tests. May only jump up and down two inches but does count as a diving charge, when the spider jumps the rider takes an iniative test if he fails r ill on the Woah Boy! chart.) Poisoned Attacks ( attacks are counted at strength 4 but do not modify armor saves.)

Bicker[edit]

One of the four Bickering Brothers, a group of gobbos that are said to have been trying to throttle each other since they were spawning in the fungus fields. Bicker being the so called leader of the group and the original instigator of this little "Family Feud".

Brave M: 4 WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 6

Equipment: Axe, light armor, shortbow,

Special rules: Natives, Animosity

Experience: 7

Advances:

Skills: Combat: Weapon Expert, Speed, Shooting: Eagle eyes +6 inches to shortbow, Special

Snicker[edit]

Second of the four Bickering Brothers, Snicker has always been "a bit off" according to his brothers, tribe members and even the shamans who has been known to wear rabid badgers on his head due to "reasons". Snickers will usually sit in a corner and quietly giggle to himself, talking to small spiders and tending to his blowgun.

Brave M: 4 WS: 3 BS: 3 S: 3 T: 4 W: 1 I: 3 A: 1 Ld: 6

Equipment: Axe, Light armor, Blowgun ( like Skaven blowgun), Shortbow

Special Rules: Natives, animosity

Experience: 7

Advances:

Skills: Combat, Speed:Acrobat: The warrior is incredibly supple and agile. He may fall or jump from a height of up to 12" without taking any damage if he passes a single Initiative test, and can re-roll failed Diving Charge rolls. He can still only make a diving charge from a height of up to 6". , Shooting, Special

Picker[edit]

Third and middle of the Four Bickering Brothers, Picker tends to get overlooked by most and thus their first and worse mistake. When Picker is around small yet noticeable things go missing in the area and Picker's little carry bags seem to get noticeably larger.

Brave M: 4 WS: 3 BS: 3 S: 3 T: 2 W: 2 I: 3 A: 1 Ld: 6

Equipment: Axe, light armor,

Special rules: Natives, Animosity

Experience: 7

Advances:

Skills: Combat, Speed: Sprint, Shooting, Special

Ticker[edit]

Fourth and final of the Bickering Brothers, Ticker is one of most noticed and most avoided. By goblin standards Ticker is dirty. Really dirty. Most goblins after smelling his stench try to throw him into the neearest water source (and possibly keep him under there.). They are driven off though by the many vermin, fleas, ticks, flies and other uncatalouged creepy crawlies that infest his wretched form.

Brave M: 4 WS: 2 BS: 3 S: 4 T: 4 W: 1 I: 3 A: 1 Ld: 6

Equipment: Axe, light armor,

Special rules: Natives Animosity

Experience: 7

Advances:

Skills: Combat: Strike to injure +1 to injury roll, Speed, Shooting, Special

Shaman Gokbad[edit]

'Gokbad is one of the rare examples of someone who gone off the sheer cliffs of insanity, fallen down, bounced off the rocks and landed in a safe cave of twisted logic. Somehow the crazy things that Gokbad does do have uses and reasons. Of course the reason behind the Rabid Badger on his head has not been figured out.

Shaman M: 4 WS: 4 BS: 4 S: 2 T: 3 W: 1 I: 4 A: 1 Ld: 6

Equipment: spear

Special rules: Natives, Wizard

Experience: 7

Advances:

Spells: 'Ere we go! Difficulty 9 The shamans and all goblins within 6 inches treat all wound results as knocked down, this lasts until the shaman takes a wound.

Skills: Academic and Speed

Henchmen[edit]

x4 Forest goblins[edit]

These gobbos were the first vict- volunteers for Giblitz's expedition to Mordheim. The poor gits have barely known which end of the spear goes where.

Forest goblins M:4 WS: 2 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 6

Equipment: Spears and Shields

Special rules: Natives, Animosity

Experience: 1

Advancements:

Jobs a gud 'un![edit]

Dey didn't make it[edit]

List of tings[edit]

See also[edit]

/TG/heim