/TG/heim:Jungle Jammers (Forest Goblins)
Jungle Jammers
A story of gobbos and their gods
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
Warband rating: 102
Treasury: 75gc
Wyrdstone: 0
Stored Equipment: none
Heroes
Cheiftan Giblitz
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
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
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
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
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
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
'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
x1 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.
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!
Dey didn't make it
List of tings
See also
/TG/heim